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Bugs thread - 3.13

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  • #61
    Originally posted by Harrier UK


    I may be wrong here- but I think the auto-workers never improved roads to rail. I know if you clicked on a non automated worker to see what it could improve - it never ever highlighted a tile that benefited from rail - like a mine or forest with lumbermill etc.
    Auto-workers in "connect trade network"-mode do upgrade roads to railroads and that´s pretty much the only reason I use this function.
    Too bad if it is still broken
    GOWIEHOWIE! Uh...does that
    even mean anything?

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    • #62
      Originally posted by Goncyn
      Mouseovers for buildings in the city build menu (i.e. choosing production) are not showing their culture or espionage points. For example, Temples just say +1 , no +1 Culture.

      I'm kind of surprised and dismayed that something this obvious made it through testing. I have Steam vanilla + BtS, if that turns out to make a difference.
      Whew, thanks for reporting this, I thought I was going crazy. I have the same install as you, and I'm not seeing culture bonuses in mouseover tooltips either. Frustrating if you don't have a civilopaedic memory!
      _/\ C
      Sturgeon's Law: 90% of everything is crud.

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      • #63
        From what I've seen in multiple games, if you have the leave forests and leave old improvements checked there seems to be a limit on the number of workers that will work automatedly.

        I've typically noticed it after getting railroads and wondering why things are moving so slowly. I'll look and find workers sitting in the cities. Unclick those checked boxes and they pop right out and get to work.

        I saw similar behaviour with just checking the leave forests. I hate that they termite all the forests early on. In that case I hadnt reached railroads but there were tiles that should have been improved but werent and there were idle workers sitting about having tea and a smoke. It's not as clear cut as the railroad example though.
        We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
        If any man be thirsty, let him come unto me and drink. Vampire 7:37
        Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.

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        • #64
          I just quickly scanned this thread but can't see any mention of the 'elephant in the room' for MP play.

          YOU CAN'T PLAY WITH SAVES! Nothing works, can't move units or even end turn... this is ALL MP players I believe, certainly all the diplo players.

          Help!

          3.03 was no problem.
          "Old age and skill will overcome youth and treachery. "
          *deity of THE DEITIANS*
          icq: 8388924

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          • #65
            Not sure if a bug, when I go to the Status screen not all civs are displayed, not sure if bug or technical advancement not to be seen

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            • #66
              You only see Civs in the Status screen if you have enough espionage points on them.

              Bh

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              • #67
                Since I was at peace and didn't discover a tech around then, it doesn't appear likely I made changes to city queues.
                Yeah, unfortunately I can't seem to duplicate whatever you did. Could have been something simple, like you moved a worker to a different tile than I'm moving to.

                I wish there was some way to "force" a specific event, but I'm not aware of any.

                It appears that the Zulus, a long standing capitualted vassal of mine tryed to spy attack me. (And failed)
                No, I don't think they tried to spy on you, their spy just happened to be in your territory (probably passing through). Although they changed it so that Vassals can't do active spy missions on their Masters, Masters can still "catch" the spies of Vassals if they happen to be in their territory. I'm still unsure if I want to change that.

                This save is right after Germany which had a capitulated vassal the Vikings at war with me (and my long standing capitulated vasal the Zulus) capitualted. Realtive order, peace 4X, Vikings now a free state. Germany capitulates to me. So far, so good.
                But it also looks like I'd be allowed to declare war on the Vikings immedately. I would think the normal ten turn count can't declare war should apply.
                That's a very interesting scenario. My instinctive reaction is that you should still be at war with the Vikings. That is, the Vikings should get "freed" from their Master before they get forced into peace. It's not really a situation where you are making peace with their Master so much as passively conquering them.

                Bh

                Comment


                • #68
                  Yes, interesting.

                  Unless the Vikings met the conditions to release their vassal status, when their master capitulated. ?

                  What normally happens when a vassal is freed in the middle of a war? (I'm asking... don't remember.) That is, if we remove the German capitulation issue from the scenario?

                  Wodan

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                  • #69
                    If a Vassal is freed when their Master is at war with someone (and hence they are at war), the war continues. They can now make a separate peace, but they don't automatically get peace just because they've broken free.

                    Bh

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                    • #70
                      Well, there we go. I'd agree... they should still be at war.

                      Wodan

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                      • #71
                        Yeah. The problem in this case is that before Capitulation takes place, they need to be at peace (you obviously can't have a Vassal that's at war with you). But the current Vassal isn't removed until Capitulation takes place. So the trick is, how do you make it remove the Vassal first, then make peace, then Capitulate?

                        I'll see what I can figure out.

                        Bh

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                        • #72
                          The peace/capitulation treaty itself included that city with the Viking name (but had been German ever since the end of the German-Viking war); based on my understanding of the numbers, that city no longer under German control may well have been what caused the Vikings to be able to break free.

                          (In was in fact Germany capturing that city during the German-Viking war that caused the Vikings to capitulate to them to begin with.)
                          1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                          Templar Science Minister
                          AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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                          • #73
                            I managed to duplicate the conditions locally (minus the gifting of the city), and the same thing occured. I'm going to consider that a bug and I'll try and squelch it.

                            Bh

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                            • #74
                              Originally posted by joncnunn
                              2. This save is right after Germany which had a capitulated vassal the Vikings at war with me (and my long standing capitulated vasal the Zulus) capitualted. Realtive order, peace 4X, Vikings now a free state. Germany capitulates to me. So far, so good.
                              But it also looks like I'd be allowed to declare war on the Vikings immedately. I would think the normal ten turn count can't declare war should apply.
                              I disagree, I think it should behave this way, so you have the opportunity to extract something from the vassal too.

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                              • #75
                                Could you be more specific about how you think it should behave? Because right now, I don't see that it allows you to extract anything from the vassal.

                                Bh

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