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Conquests Bug Thread (post BETA 1.12-patch)

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  • Originally posted by pauli
    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?
    this sounds like the computer expects you want the units to stay together... a bit like "hey AC, guard this crusader".
    - Artificial Intelligence usually beats real stupidity
    - Atheism is a nonprophet organization.

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    • grr, i can't attach images when editing posts. oh well, hopefully these screenshots illustrate the problem:
      Attached Files
      it's just my opinion. can you dig it?

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      • this sounds like the computer expects you want the units to stay together... a bit like "hey AC, guard this conquistador".
        very much so, but i shouldn't lose the extra movement point!
        it's just my opinion. can you dig it?

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        • if it didn't it'd ask for orders again.
          "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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          • pauli I think if you use the joint move command they will move at the range of the slowest unit. At least that is what happens to ships.

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            • I don't know if this is new in 1.12, but I just discovered that if the AI (or possibly the player, though I haven't tested this) has captured a catapult, cannon, etc (I suspect this occurs for workers too) but hasn't built any of that particular unit, in the Military advisor there will be a row that says, for example, "Catapult (0)".

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              • pauli: It always works like that since the joint moving feature was introduced in PtW. It's not bug. If you don't want to waste movement point, you can use joint moving same units (Shift-J) instead.

                Skywalker: That's from vanilla. Any units, player or AI, it doesn't matter.

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                • Sorry if this has been reported before or if I use the wrong format.

                  Double tech from goody hut. Found city and pop hut yields philosophy and also the tech I was researching (literature). Reload yields same result. Save available on request.

                  jt

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                  • philosophy gives a free tech, and literature was chosen.
                    "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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                    • This is not a bug. Who obtains Philosophy first (from a hut or own research), automatically finishes the tech he just researches. It has been added, to give Philosophy a bit of own worth. It had none other than being a prerequisite for The Republic until PtW.

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                      • Ah, gee thanks folks. I missed that change. Not that I read the readme.txt.

                        jt

                        edit: thats seems a tad powerful if you are scientific and research philosophy as your last mandatory tech you might be able to get republic as a freebie, get your free middle age tech and a science leader too?
                        Last edited by Capt Dizle; January 4, 2004, 23:50.

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                        • Originally posted by jimmytrick
                          research philosophy as your last mandatory tech you might be able to get republic as a freebie, get your free middle age tech and a science leader too?
                          On anything below Monarch that might work, but Monarch and above, if you leave Philo for the end, you won't get it first.
                          In fact, depending on which AI Civs are there, if you don't beeline for it at Monarch, you may not get it. At Emperor, it's a gamble and I have to use max research without losing money, and even then I sometimes don't get it.


                          Ack, this is way offtopic.

                          Back On Topic: The issue with sometimes being able to set the Tax/Science Slider before picking a tech on the first turn when you found your city only and sometimes being forced into the Tech Tree to pick a tech - you can get BOTH from reloading your 4000BC sav file. I started a game, set my tax slider first, then picked a tech. I accidentally moved a worker the wrong direction, so I reloaded from 4000BC and this time I was forced to pick a tech.
                          It's beyond weird and the odds of getting a fix are slim, since even the same 4000BC save will give both results.
                          "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

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                          • Originally posted by ducki

                            On anything below Monarch that might work, but Monarch and above, if you leave Philo for the end, you won't get it first.
                            In fact, depending on which AI Civs are there, if you don't beeline for it at Monarch, you may not get it. At Emperor, it's a gamble and I have to use max research without losing money, and even then I sometimes don't get it.
                            I had gotten it on Emperor. Funny game. Managed to get a start suitable for a settler pump playing with 16 civs. I probably have gotten five techs from huts all popped by founding cities. I can't ever remember seeing this dense amount of huts nor this amount of good fortune leading me to think that Firaxis may have made some changes to these things. Very odd.

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                            • Originally posted by pauli
                              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?
                              I'm certain this isn't a bug. The missing movement point is because it executed the "skip turn" command, I think. They're supposed to stick together, hence the command name "Move Stack".

                              - Kef
                              I AM.BUDDHIST

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                              • Here is a screenshot of the keepres bug I spoke of earlier
                                Attached Files
                                Creator of the Civ3MultiTool

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