i've gotten that draw buffer error a lot, but i just chalked it up to a crappy laptop.
Announcement
Collapse
No announcement yet.
Conquests Bug Thread (post BETA 1.12-patch)
Collapse
X
-
Originally posted by Uber KruX
the science advisor will force you to pick a tech whenever you go into him the first time (ie, when you have no tech chosen). the rest of the game, a tech is chosen by default. it is not a bug.
- KefI AM.BUDDHIST
Comment
-
I was just about to post that Kef.
I can't figure out the pattern, but I wonder if it has to do with your Civ traits or the techs you start with.
There really is no pattern.
If you found the city and hit F1 while IN the city view, sometimes you are forced to select a tech, sometimes you can set your Science slider FIRST.
If you found the city, set your build order, exit the City, hit F1, sometimes you can set Science slider FIRST, sometimes not.
If you found the city, set build order, move worker, etc., hit F1, sometimes you can set the Science slider FIRST, sometimes not.
If you move your settler on turn 1, THEN found your city, it's still the same inconsistency.
Need to run some tests and see if it's Civ specific or trait specific or neither. It's truly annoying, but not a top priority bug. Just something funky that QA wouldn't catch in a million years.
Glad it's not just me."Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos
Comment
-
if you have the science advisor selected last (in a previous game in the same INSTANCE of the game), it will be selected by default. when you hit F1, it jumps to the advisors panel, and tries to jump out of the science advisor, but it needs a tech.
/me smacks the furry"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
Comment
-
Originally posted by Uber KruX
if you have the science advisor selected last (in a previous game in the same INSTANCE of the game), it will be selected by default. when you hit F1, it jumps to the advisors panel, and tries to jump out of the science advisor, but it needs a tech.
Originally posted by a slap-happy person
* Uber KruX smacks the furry
- KefI AM.BUDDHIST
Comment
-
I'm having the identical problem to Dactyl (see above). I have two saltpeter sources but I can't build musketmen. I could for one or two turns but then it disappeared from the build selection. My trade advisor tells me I have two sources. I've roaded them and all my cities are connected -- either by roads or harbours.
Swiss Mercenearies are nice (gave me a GA, in fact) but now I'm ready to move up to muskets.Jack
Comment
-
swiss mercs upgrade to riflemen... so no bug
BTW I never bother with Nationalism/Riflemen, I head straight to Infantry.Jack
Comment
-
Originally posted by MyOlde
Well, there IS a bug if I can make musketmen one moment but not the next. Good to know that the Swiss mercs upgrade but it's still a bug. According to this thread, there seem to be quite a few of them.
BTW I never bother with Nationalism/Riflemen, I head straight to Infantry.
That's deliberate for Dutch, since then you can't build Swiss Mercs, so Musketmen is next best thing.
Comment
-
Originally posted by MyOlde
Swiss Mercenearies are nice (gave me a GA, in fact) but now I'm ready to move up to muskets.
This was very much an intentional design decision so that the AI would not do the wrong thing and upgrade it's SMs to musketmen (throwing its money away).Seemingly Benign
Download Watercolor Terrain - New Conquests Watercolor Terrain
Comment
-
i've found what appears to be a movement bug: starting with a crusader and an ancient cavalry fortified in a fortress on roads, i woke them both up, pressed j, and picked a city far away (about four turns or so). both moved three squares (as expected), but both stopped on the same square - the ac had 0/2 movement points remaining, instead of the 1/2 it should have had.
anyone else mind testing this out?it's just my opinion. can you dig it?
Comment
-
i never said dutch couldn't build musketmen, just that SMs don't upgrade to them. if you check out the editor you'll see the musketmen (all except french) actually upgrade to swiss mercenaries (dutch only). then musketeers (french only) and then riflemen.
but noone will want to upgrade musketmen to mercs because a) you'll lose the extra attack and b) waste a lot of money when you want to upgrade them further to riflemen/infantry.
spearman ==> NM ==> pike ==> musket...
impi ==> musket...
musket ==> SM ==> musketeer ==> rifle ==> infantry- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
Comment
Comment