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  • Originally posted by Worldly_One
    Minor bug, but annoying. Playing as Sassanid Persians in Fall of Rome Scenario. In the desert surrounding my cities are at least four incense deposits. After roading to more than one of these deposits, my workers are unable to colonize...incense only...gold silver, ivory, spice colonies function as normal. The colonize button doesn't even appear as possible orders with the worker standing on the resource. Is this a bug or some esoteric restriction that I've simply never encountered before?
    are the incence in your borders?

    ... and gold isn't a luxury? (is it in the scenario?)
    "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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    • my ex girlfriend thought of me!
      so, i got the game today

      and already a first new bug (i looked through this thread and didn't see it mentioned, but maybe i just missed it.

      in the sengoku scenario i got a massive tech lead because
      a) the civs don't scout enough (they probably only know their neighbors)
      b) didn't pop their huts (even if just next to their borders)
      c) the daimyo didn't leave the capital (whereas mine did all the early exploring... they won't attack me anyway!) and
      d) all research the same stuff. they all took the upper militaristic branch first (metal working, sword smithing), then the religious (ancenstor worshipping) and the pottery/masonry branch. they completely omitted the alphabet line

      as i immedaitly went for alphabet i got all techs in that branch (permanently tech-whoring) while nearly all others only had the 4 same techs (pottery, MW, AW and SS). i then traded masonry and alphabet to them for many other techs giving me a comfortable tech lead.

      so this bug isn't really a bug it's more an unbalancing human advantage.

      possible solutions:
      - give the civs a flavor and make them prefer certain branches... at least the first 1-2 techs.
      - make the alphabet branch more attractive (obviously king-upgrades counts a lot more than literature)

      so, i'm off to playing further...

      but i just can't get used to the damn shift-D... why can't that stay diplomacy (and shift-E espionage) and the new "clear damage" gets ctrl-shift-D?
      - Artificial Intelligence usually beats real stupidity
      - Atheism is a nonprophet organization.

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      • oh... and the hojo are a bit too powerful. 4 luxuries in a 4 tile radius and 4 more in a 8 tile radius. coupled with a beautiful grassland-forrest-hill territory.

        i do like the 1 tile islands with the barb-camps on them (no marines/berseks means no attacking those islands). the land units may not get away from it, but there will permanently be some nice galleys floating arount until the culture border swallows the huts...
        - Artificial Intelligence usually beats real stupidity
        - Atheism is a nonprophet organization.

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        • Originally posted by RobC
          Incidentally, if a ground unit has the collateral damage flag set, do they still have defensive bombard ability, or does setting the collateral damage flag mean that the bombard values are only used for collateral damage when attacking cities?
          They seem to get defensive bombard.
          Seemingly Benign
          Download Watercolor Terrain - New Conquests Watercolor Terrain

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          • Originally posted by WarpStorm
            They seem to get defensive bombard.
            That's too bad...don't know if this would be too hard to change in a patch, but it would be nice to make this optional. It's a little weird that Berserkers/Warlords can have defensive bombard...

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            • Originally posted by sabrewolf
              b) didn't pop their huts (even if just next to their borders)
              The AI tends not to pop huts they somehow know are full of barbs. So I pop them, thinking "what luck!", and unless I'm Expansionistic it's trouble.
              Consul.

              Back to the ROOTS of addiction. My first missed poll!

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              • More on the railroad situation: I've been trying to do some railroad blitzing and had trouble with cities not connecting to the rail network. In one case, several turns went by without any of my captured cities connecting until finally, the turn before I took the last enemy city, everything magically connected. At least three of the cities that connected had resisters in.

                If this is a feature rather than a bug, the rules that control it are not nearly as obvious or intuitive as they ought to be. But I imagine it's a bug.

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                • Originally posted by nbarclay
                  More on the railroad situation: I've been trying to do some railroad blitzing and had trouble with cities not connecting to the rail network. In one case, several turns went by without any of my captured cities connecting until finally, the turn before I took the last enemy city, everything magically connected. At least three of the cities that connected had resisters in.

                  If this is a feature rather than a bug, the rules that control it are not nearly as obvious or intuitive as they ought to be. But I imagine it's a bug.
                  I read elsewhere (but haven't tested) that the RRs become magically connected in all cities at the first cultural expansion by any city. Could this explain your experience?

                  Has got to be a bug, IMHO.

                  Catt

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                  • Originally posted by Uber KruX


                    are the incence in your borders?

                    ... and gold isn't a luxury? (is it in the scenario?)
                    The Incense is outside the borders of the city...that's why I spent the time, trouble, and energy to "road" to the deposits. And in this scenario, gold and silver ARE strategic resources...actually required to build Great Wonders.

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                    • I posted a lot earlier in the thread about the rr thing. It does indeed seem to do with whether or not the civ u are at war with has steam power or not... Very annoying.

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                      • i guess this RR bug/feature couters a human expoit. with 3-tile moving attackers (eg. cavalry) you can do an extremely fast warfare by taking a city, connecting it to the RR network and sending in the next wave of attackers for the 2nd layer of cities. this is my favorite warfare method against tech-wise weaker civs... you can stay in democracy and the AI will offer peace after just 3 rounds.

                        this "feature" forces me to build the RR around the city which often hasn't been connected by roads (eg if on hills/mountains)... so i'll lose momentum...

                        however, rule explainaition may be nice
                        - Artificial Intelligence usually beats real stupidity
                        - Atheism is a nonprophet organization.

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                        • I'm running into a problem with the footfall sounds not working after I reload a saved game. Last night I had several units that made no sound at all as they travelled. The problem seems to be worse with my Scouts, they seem to have it the most, but last night it also happened to my Swordsman, Warrior and Spearman.

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                          • Irrigate through hill cities

                            I think this one was fixed early in PTW's lifecycle. You can chain irrigation through a city on a hill, bringing irrigation to parched areas normally cut off from fresh water until Electricity.

                            Catt

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                            • Expansionist Incas Destroy Scouts

                              The Incas, an expansionist civ, cannot capture scouts as other expansionist civs can -- enemy scouts are killed rather than captured. It's possible this is intended, since Incas build Chasqui Scouts instead of normal scouts, but I don't think so -- the Koreans can capture enemy cannons even though they can never build cannons; Incas also actually start with a normal scout.

                              Catt

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                              • Catt: Incas start with a normal scout because Civ3 only allows for 3 different starting units: settler (mandatory), worker, and a third unit (scout) that every expansionist civ starts with. So the Incas start with a normal scout although they can't build more scouts, and there's no way to make the Chasqui Scout the Inca's starting unit (that is, besides making it EVERY expansionist civ's starting unit , and I'm still not sure if this would work). The limit of three starting units is also the reason that seafaring civs don't start with a curragh.

                                The problem that Incas cannot capture scouts can be corrected by changing the upgrade chain to Scout - Chasqui Scout - Explorer and making the normal scout available for the Incas. They still won't be able to build normal scouts because the Chasqui is available at the same time - that's also how it works with Cannon and Hwach'a.
                                "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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