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  • The load game screen does not default to the latest save game if the Japanese Sengoku Conquest was the last game I played. By no means a biggie, but a bug nevertheless.
    "Guess what? I got a fever! And the only prescription is ... more cow bell!"

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    • Originally posted by Catt


      I haven't tested it, but apparently Warpstorm did. The relevant posts are:
      I double checked the help file, and they specifically mention artillery/bombard units with that flag. No mention is made of any other type of unit.

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      • Certain effects still don't shut off with gov specific wonders. I haven't checked them all, but I do know that Reduces Corruption is still active after a gov switch. This was supposed to have been fixed a long, long time ago. This means that the new Secret Police HQ for Communism will still have an effect if a civ switches back to some other form of government. The only way around that is to have the Palace or Forbidden Palace as a building prerequisite.

        I'm really disappointed that no one has bothered to fix that after all this time. That was supposedly dealt with after the first patch or two for vanilla Civ, yet it's still an issue.

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        • As an update to my previous post, the save game and reload doesn't seem to work very well. Even a restart of the game or reboot of the pc isn't fixing it...

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          • Originally posted by Willem


            I double checked the help file, and they specifically mention artillery/bombard units with that flag. No mention is made of any other type of unit.
            It's largely academic, because either the CD flag works properly, in a counter-intuitive way (i.e., only works for regular units that also have 0-range bombard -- i.e., melee units) or it doesn't work correctly and will be fixed.

            But it seems to me that it is working as designed, whether or not we like the design. The only unit with the flag enabled is a "regular" unit with A/D values that also has 0-range bombard. The help file language, strictly read, actually supports the interpretation because it says a unit with the CD flag enabled gets certain results when it "attacks." Technically, only units with A/D attack, bombard-only units "bombard." Finally, adding the CD flag to artillery-units does not produce any CD effects at all; adding it, together with a bombard value, to normal A/D units does produce CD effects.

            Catt

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            • Originally posted by Willem
              ...the new Secret Police HQ for Communism will still have an effect if a civ switches back to some other form of government.
              OMG, it's true!!!

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              • But it seems to me that it is working as designed, whether or not we like the design. The only unit with the flag enabled is a "regular" unit with A/D values that also has 0-range bombard.

                My experience is that collateral damage can be assigned to any bombardment unit (I didn't try 0-range units). I designated Artillery, Bombers, and Battleships for CD.

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                • A very minor bug: The civilopedia entry for 'combat' needs to be updated to include lethal bombardment.
                  "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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                  • The "Renders Obsolete by..." flag in the editor doesn't work right with imrovements when it comes to happy faces. I created a religious building that was supposed to become obsolete with Theology, but the smiley faces still showed up afterwards. I did a test on other areas, production, taxes etc. and they all seem to work fine, just not the happiness buildings.
                    That sure sucks. Bah. So many critical bugs in this game. And they made us believe it was all rigoursly tested.

                    when's the next patch due?
                    Quod Me Nutrit Me Destruit

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                    • Originally posted by Jaybe
                      But it seems to me that it is working as designed, whether or not we like the design. The only unit with the flag enabled is a "regular" unit with A/D values that also has 0-range bombard.

                      My experience is that collateral damage can be assigned to any bombardment unit (I didn't try 0-range units). I designated Artillery, Bombers, and Battleships for CD.
                      Sorry for the sloppy misstatement -- any unit that has a bombard value given to it has the flag available to it. What I was trying to say is that "enabling" CD to units without A/D values (i.e., artillery) doesn't do anything -- the artillery behave exactly as unmodded artillery. And planes and ships, when bombarding targets, behave exactly the same whether or not the CD flag is checked or not (didn't test air-to-air or sea-to-sea battles, but what would be collaterally damaged in such combats?).

                      Conversely, giving a land unit with A/D a bombard value and checking the CD flag means that it will have a chance at destroying a city improvement or a pop point when it takes even 1 HP from a city defender. I have not ever seen a CD-enabled land unit destroy terrain improvements when attacking units outside cities (as the editor help states should occur).

                      Are you seeing different behavior in your modded units?

                      A comment or two by a Firaxian or BreakAwayian on clarifying how collateral damge works, and whether it is working as intended, might be helpful here

                      Catt

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                      • I just noticed that the F3 shows 0 for my cannons. I had captured at least one and wanted to upgrade it. I located it and upgrade. I then did F3 and saw zero for arties?
                        Not a big deal, but I would hate to run into a civ that shows 0 and has a ton of them.

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                        • captured cannons don't count as cannons.
                          "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
                          - Ender, from Ender's Game by Orson Scott Card

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                          • Yes, if you you will look into your "captured units" box, you'll see it includes not just workers anymore. It is assumed that they cost no maintenance.

                            Now, if this meant that captured bombards are only half as effective it would be meaningful. That they cost no maintenance seems strange to me, assuming you capture the hardware and have to man and provide ammo yourself.
                            -Aha, figured it out. You are supposed to "give" some arty to enemy AI, so they will (1) USE it, and (2) not have to pay for it.
                            Last edited by Jaybe; November 13, 2003, 21:07.

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                            • I see, I dislike that. I want to see all my units, I don't care how I got it.

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                              • Ok, so after all this talk about how land bombardment always targets units before improvements, I get this bizarre series of results:

                                70 BC: Beginning my seige of London. Two catapults in a row hit improvements (the first being their Palace!) even through the defenders are all at full health.

                                10 BC: Continuing my seige of London...last turn, I destroyed London's colosseum, but on my first bombardment of this turn, my catapult destroys...The Great Wall?!?!?!?

                                Is this a bug? Has anyone else encountered this while bombing the city that has the Great Wall in it? I'm 99.9% sure that I cleaned up all the beta patches, etc. before installing conquests, and I'm not playing a mod or anything. Screenshots and savegames to follow. I'd be interested to see if others can reproduce this (both from the savegames and from their own games)
                                Attached Files

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