Announcement

Collapse
No announcement yet.

1.17f Bug Reports

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Originally posted by The Mad Monk
    Why is that?
    I know. Espionage is so useless most of the time they didn't even bother debugging it.
    "I'm a little confused. Are U.S. citizens allowed to kill suspected terrorists now?"
    "I think so. But you have to be really, really sure that the person is a suspected terrorist! So be super-double sure that they make you feel nervous!"
    "Well, this dude standing by my desk is wearing a really f***ed-up jacket - can I cap him?"

    Comment


    • Automated workers build railroads in forests---why exactly? Railroads don't add any commerce/food/proudction bonues to forests, only enhancing the movement value of the terrain. I know some people like to plaster their empires wall-to-wall with railroads, but it seems more logical (to me at least) to let the player railroad-in forests if they merit the movement increase.

      Comment


      • Originally posted by Spock
        Disappearing act... I was playing as Persia(of course) on a standard map(islands...of course), Germany had declared war on me because I wouldn't give in to their "give us contact with the Americans" demand(by the by...America demanded the same thing on that SAME turn and also declared war on me....but thats a whole thread unto itself). Anywho...late in my tussle with Germany he manages to land two archers onto my island(I had been picking off his galleys with my frigate fleet). These afore mentioned archers land in a place where my immortals are a couple turns from them...so they proceed to destroy some of my roads, as soon as they do...they "blink" out into nothingness.
        At first I wasn't sure what I had seen....so I let them make for my shores again....same thing...destroyed a road, then poof...gone.
        Anyone else have this happen???
        Anyone??? or just me???
        "And that, my friends, sucks goat ass." ---Venger---

        Comment


        • Originally posted by Spock


          Anyone??? or just me???
          Yes, i have seen similar things happen. I always assumed the units were disbanded for some reason.
          [c3c] 1.22(f?)
          For better barbarians, add NoAIPatrol=0 to conquests.ini (see this thread )

          Comment


          • Originally posted by foo12
            Automated workers build railroads in forests---why exactly?
            When automated workers are out of things to do, they will start building railroads over all your territory. More annoying, they will cross over enemy territory to get to an unimproved area.
            "I'm a little confused. Are U.S. citizens allowed to kill suspected terrorists now?"
            "I think so. But you have to be really, really sure that the person is a suspected terrorist! So be super-double sure that they make you feel nervous!"
            "Well, this dude standing by my desk is wearing a really f***ed-up jacket - can I cap him?"

            Comment


            • So, I removed the hated 1.17 and went back to 1.16 which is better even without stack movement.

              Everything is going along nicely. . . until 1490 AD - when the games CRASHES forever!!

              Firaxis, this is the most irritating game I have ever played. If it's not one thing it's another messing up.

              Comment


              • Workers dropping dead - or being killed by their own troops upon entering their own city !!??

                I have seen in the posts a similar experience from a few others - but does anyone have an explainaton ?? I lost 12 in a row in one memorable turn !

                Possible explainations ? :
                i) affects of pollution (i was mass producing nukes, but purely for deffensive reasons hehe );
                ii) prolonged war weariness:

                Comment


                • Workers dropping dead - or being killed by their own troops upon entering their own city !!??
                  CH.....Was the city experiecing starvation??
                  "And that, my friends, sucks goat ass." ---Venger---

                  Comment


                  • Commercial Civs

                    If you edit the Percent Of Optimal Cities in the editor, it seems to eliminate the commercial civ corruption reduction.
                    Last edited by alexman; April 10, 2002, 12:55.

                    Comment


                    • (36) When, during the reports phase, the news of discovering a new advance comes in, cities that finish a job (and you have the go-to-city-screen option set) can't start on the new units / improvements / wonders that come with the new advance but have to wait until the new movement phase.

                      (37) All the city-lists need a complete work-over. Some are much too short (India for example!! - and where is Agra ).

                      The Iroquois city list is a shameful mess.

                      Basically, it's a summation of a bunch of Seneca reservations, followed by Mohawk reservations, and then Firaxis thought they had made the effort and finished with a list of 15 Cayuga villages in about alphabetical order (even that appeared to be difficult!) which they took from this site, apparently Firaxis' only source of information on the Iroquois:

                      with no attention for (historical) significance whatsoever.

                      As a result, many historically important ones are missing, eg Ogdensburgh (Oswegatchie), Teyagon (Toronto), Ganaraske (Port Hope), and even Onondaga, the location of the original capital of the League (burnt down by the French in 1696; in 1798 the present American town was founded at the same site).

                      Then there are the more specific blunders.

                      Some cities appear twice: Akwesasne, the Mohawk capital, is the same as Saint-Regis; Kahnawake, the capital of the Seven Nations confederacy in Canada, is also spelled Caughnawaga (and also known as Salt Saint-Louis).

                      Allegheny should be Allegany (the Seneca reservation).
                      Mauch Chunk is a Delaware town and shouldn't appear on the list.
                      Centralia, aka Huron Park, should obviously go as well.
                      Niagara Falls is doubtful. There is a Tuscarora reservation nearby, but AFAIK it used to be Neutrals country (Iroquian, but not Iroquois). It never was the name of a native town. So, certainly not qualifying for the #2 spot.

                      (38) The AI can still work squares on my turf the turn my city's border expand from building a temple (ie the completion, which turns over halfway tiles to me if the AI city has no temple, not the culture effect).
                      Last edited by Ribannah; April 10, 2002, 19:52.
                      A horse! A horse! Mingapulco for a horse! Someone must give chase to Brave Sir Robin and get those missing flags ...
                      Project Lead of Might and Magic Tribute

                      Comment


                      • Reporting the obvious end of 3 months of "French succession game" due to permanent game crashes on several installations. Must be a game issue, not an installation issue. It begun with weird "light spots" on what was supposed to be fog of war. Now the game crashes as soon as one plays a few turns. If it helps to track down the bug, the savegame can be found here.

                        Comment


                        • Screwed up Armies, Coastal Fortresses

                          Okay I looked through as many of the 500 posts as I could (and did searchs) to see if these bugs have already been reported, but I didn't see anything. So sorry if it's already out there, but...

                          In my 1.17f game the armies are totally screwed up. After I build them and start moving them, the units in them separate and move independantly, and the flag dude is somewhere several tiles away IN BETWEEN tiles. It's impossible to move around and my units that were in the army keep disappearing and appearing in different locations after each turn.

                          Also, aren't coastal fortresses supposed to fire at enemy ships going by? Mine still don't. I've seen them fail to fire many many times, even after this patch was installed.

                          Any suggestions?
                          Thanks,
                          Apolex

                          Comment


                          • Re: Screwed up Armies, Coastal Fortresses

                            Originally posted by Apolex
                            In my 1.17f game the armies are totally screwed up. After I build them and start moving them, the units in them separate and move independantly, and the flag dude is somewhere several tiles away IN BETWEEN tiles. It's impossible to move around and my units that were in the army keep disappearing and appearing in different locations after each turn.
                            If you use stack movement from a square containing both an Army and others of the same type as the units in the Army, the units from the Army will leave it. This will result in weird behavior for the *flag dude* and at least 1 of the units that left the Army. It is a bug. I believe it is known to the developers. Put the misbehaving unit back into the Army. The problem should go away (did for me).

                            Also, aren't coastal fortresses supposed to fire at enemy ships going by? Mine still don't. I've seen them fail to fire many many times, even after this patch was installed.
                            I think they do shoot on occassion. Although since 1.17f I have not had many wars where my enemy could cruise my coast, I can repeat the same info I have seen elsewhere. The Fortress only shows as firing if it actually scores a hit. Same as land units with ZOC; you don't see them shoot unless they hit.
                            (\__/)
                            (='.'=)
                            (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                            Comment


                            • Howe come this thread hasn't been removed?!
                              -Never argue with an idiot; He will bring you down to his level and beat you with experience.

                              Comment


                              • CRASH

                                Games crashes after I build a city with the settler that is selected when you load up the game. It crashes as soon as the turn ends.

                                I avoided building the city and the game crashes a few turns later whether I build the city or not. This is pissing me off.

                                Boba
                                Attached Files

                                Comment

                                Working...
                                X