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  • Originally posted by Willem
    Well it seems to me that Marines aren't really the best choice to begin with. Rifleman would be much better.
    Riflemen are defensive units, while Swordsmen, Longbowmen and Marines are all offensive units. The AI handles these types of units differently in battle. Changing the type of a unit from offensive to defensive when it is upgraded may cause problems for the AI.

    What the game really needs though is a new offensive unit somewhere around the start of the Industrial era. The gap between Longbowmen (invention) and Marines (Amphibious Warfare) is the longest in the game.
    None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?

    Comment


    • Originally posted by star mouse


      Riflemen are defensive units, while Swordsmen, Longbowmen and Marines are all offensive units. The AI handles these types of units differently in battle. Changing the type of a unit from offensive to defensive when it is upgraded may cause problems for the AI.
      Why would the AI have problems with it? As soon as you upgrade, those units become defensive units, there's not going to be some sort of residual carry over. Defence will be the only option for the AI.

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      • Why would the AI have problems with it? As soon as you upgrade, those units become defensive units, there's not going to be some sort of residual carry over. Defence will be the only option for the AI.
        well since an AI determines how well it is doing in a war partially by the number of offensive units it has, then this mean the AI could upgrade all of swordsmen to riflemen and then sue for peace because it suddenly thinks it's losing

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        • Originally posted by korn469


          well since an AI determines how well it is doing in a war partially by the number of offensive units it has, then this mean the AI could upgrade all of swordsmen to riflemen and then sue for peace because it suddenly thinks it's losing
          And this is a bad thing?

          PS. Besides, we all know that the AI doesn't upgrade anyway, so what's the difference?

          Comment


          • Originally posted by Alxander
            After disbanding a captured city by pop rushing a worker/setller, and then resettling a new city (with the same settler or one built from your civ) in or near the same spot as the civ you conquered your people are still crying about -the cruel opression you brought down on them, is this a bug? I find it really annoying that I disband a city to get rid of the unhappy people, only to find that when I resettle in the same spot on good land the people complain as if they were conquered?? Can someone explain to me if theres a logical reason for it or not?
            Prolly a fix for the work camp exploit. The tyrrants would whip the pop till they were good and satisfied. Disband the city into a settler. Settle immediately in that same spot and have absolutely no carry-over of unhappiness.

            I have not seen what you describe, but I like it if Firaxis did it. How would you like to live in a city founded on the bones of your ill-treated ancestors?

            Salve
            (\__/)
            (='.'=)
            (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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            • Originally posted by notyoueither


              Prolly a fix for the work camp exploit. The tyrrants would whip the pop till they were good and satisfied. Disband the city into a settler. Settle immediately in that same spot and have absolutely no carry-over of unhappiness.

              I have not seen what you describe, but I like it if Firaxis did it. How would you like to live in a city founded on the bones of your ill-treated ancestors?

              Salve
              And I'm sure those citizens wouldn't be to pleased about being forced out of their homes and made to resettle. I think if this actually is what's happening that it's a good game feature.

              Comment


              • One minor thing that has slipped through the patches : lakes still show up as "coast" if you right-click them and look at terrain info. As far as I can tell though, they work correctly otherwise (such as negating the need to build an aqueduct in a neighboring city).

                Also, I didn't see the "Diplomatic victory" listed in the civlopedia - which is kind of funny, since the UN Wonder has a link to the victory section (mentioning that it allows a diplomatic victory) and then there is no mention of that victory.

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                • More of a asphetic one this ...

                  If you trade Monotheism from another Civ, you don't get the "Medeival age screen" , but the change does take place.

                  Ok .. hardly a show stopper .. but it all adds up.
                  "Wherever wood floats, you will find the British" . Napoleon

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                  • Originally posted by Alxander
                    After disbanding a captured city by pop rushing a worker/setller, and then resettling a new city (with the same settler or one built from your civ) in or near the same spot as the civ you conquered your people are still crying about -the cruel opression you brought down on them, is this a bug? I find it really annoying that I disband a city to get rid of the unhappy people, only to find that when I resettle in the same spot on good land the people complain as if they were conquered?? Can someone explain to me if theres a logical reason for it or not?
                    This is not a bug. Workers and settlers that are made from foreign nationals are still made up of those nationals in their unit state. The workers will work at the reduced rate of a captured worker and the settlers will transport the foreign national to the new city. The best thing to do would be to take the foreign-made worker or settler and add it to a larger city where they will have no impact and will be quickly absorbed...then build a settler from a city that is all yours.

                    Speedy
                    Barry Caudill
                    Executive Producer
                    Firaxis Games
                    2K Games/Take 2 Interactive

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                    • 2 Movement units walks over huts.

                      I find this very disturbing. If you walk on a hut with the first of your two movement points of 2-movement units and the hut doesn't generate a popup (you get anything but science) the unit will continue one more step in the same direcion as when it entered the hut. I never had this problem before the 1.17 patch, so I decided to post about it here.
                      Creator of the Civ3MultiTool

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                      • I have encountered three "bugs", but I havn't had much of an oppertunity to play since 1.17

                        - The workers are not showing their origin on the main screen, although they do show it if you click on them.

                        -Sometimes when a foriegn nation creats an embasie (sp?) in my capitol, their capitol appears on my world map as if I had set up an embasie with them. However, I don't get to look inside their city as if I set one up, nor do I have the option of setting one up. So only one nation has to set up the embasie and the other has its effects for free (minus the sneak peak).

                        - When I enter Anarchy, the treasury doesn't change, up or down. This I can understand to be something as a protection for when you change governments, I'm not sure that I like it.....

                        That's all I've found. Thanks.
                        If you're interested in participating in the first Civ 5 Community Game then please visit: http://www.weplayciv.com/forums/forum.php

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                        • When you select a worker that's in a large stack of workers, and press "j" to mass-move all workers, only workers of the same nationality are moved.

                          I also confirm these:
                          If you walk on a hut with the first of your two movement points of 2-movement units and the hut doesn't generate a popup (you get anything but science) the unit will continue one more step in the same direcion as when it entered the hut.
                          I got this when using Scouts, but horsemen and Chariots work too.

                          If you trade Monotheism from another Civ, you don't get the "Medeival age screen" , but the change does take place.
                          This happened to me when I got Currency from the Great Library, and Currency was the last tech I had left in the Ancient Era.

                          The workers are not showing their origin on the main screen, although they do show it if you click on them.
                          The display of nationality for workers is a bit screwed overall.

                          lakes still show up as "coast" if you right-click them and look at terrain info.
                          If you want to determine if it's a lake or sea, check the food production. Lakes produce 2 food, coasts produce 1 food.

                          I have had inland "lakes" so large that they were considered oceans by the game, and you could build harbours and boats. Does anyone know how the game determines if a landlocked body of water is "lake" or "ocean"?
                          Last edited by star mouse; February 22, 2002, 17:14.
                          None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?

                          Comment


                          • 3 bugs, 3 saves:

                            HorseProb:
                            I have 2 horse resources, one on a colony island. Navigation and magnetism have been discovered and there is a port connected to the horse on the island. Guess what, only one horse resource on the main island.

                            SaltpeterProb:
                            Ditto. This time, I demolished the road and I got access back. I'm not sure if I did so with the horse 'source.

                            Chris1:
                            Same game, far into the future. I've found that, when I retire, I don't get the wonderful playback feature.
                            Attached Files
                            "I agree with everything i've heard you recently say-I hereby applaud Christantine The Great's rapid succession of good calls."-isaac brock
                            "This has to be one of the most impressive accomplishments in the history of Apolyton, well done Chris"-monkspider (Refering to my Megamix summary)
                            "You are redoing history by replaying the civs that made history."-Me

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                            • Originally posted by GodKing

                              - When I enter Anarchy, the treasury doesn't change, up or down. This I can understand to be something as a protection for when you change governments, I'm not sure that I like it.....
                              This is a game feature, the economy is null during Anarchy, no unit or improvement costs, and no money earned. If you don't like it you can change it in the government area of the editor. Just check "Requires Maintenance" and uncheck "All Units Free".

                              Comment


                              • Originally posted by star mouse

                                I have had inland "lakes" so large that they were considered oceans by the game, and you could build harbours and boats. Does anyone know how the game determines if a landlocked body of water is "lake" or "ocean"?
                                I suspect by size, or number of squares. I've noticed the same thing as well.

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