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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
    They fixed the pop rushers' little red wagons, that's for sure. Believe me, I used to pop rush more. But they went overboard.

    Raising the penalty time frame to 40 turns is just plain silly. It is also ridiculous that you inherit unhappiness caused by drafting and pop rushing the AI did before you took a city. Both of these facts are good examples of changes that strait-jacket strategy in the name of "eliminating exploits."

    Comment


    • Originally posted by Willem


      I suspect by size, or number of squares. I've noticed the same thing as well.
      If it's all coast squares, it's a lake. If it has sea or ocean squares, it works like an ocean.

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

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      • Foreign Advisor Problems with the 1.17 Patch!

        Since I downloaded the 1.17f patch, I have had chronic problems with the Foreign Advisors Screen. On every game I've played since the patch, only four or five foriegn leaders are visible on the Foreign Advisors Screen. This happens whether I play with 8 players or 16 players. It makes it very difficult to determine who has mutual protection, rights of passage, war, etc. Everything else is great. Has anyone else had this problem, or does anyone know how to fix it?

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        • Re: Foreign Advisor Problems with the 1.17 Patch!

          Possibile Bug:
          When trying to clear forests with multiple wokers, after clering, game stops, I can't move any units, but can look Fx screens, chage production, etc..
          I can select but not move units.
          If I press W, selected unit is deseclected but new unit doesn't come to place. There is just message "plese wait".

          Also forest square looks not cleared up, until I scroll game with mouse or keybord.

          After 30-90 sec all returns to normall.

          P.S.
          I use stacks when moving workers.

          Comment


          • Re: Foreign Advisor Problems with the 1.17 Patch!

            Originally posted by Egyptian
            Since I downloaded the 1.17f patch, I have had chronic problems with the Foreign Advisors Screen. On every game I've played since the patch, only four or five foriegn leaders are visible on the Foreign Advisors Screen. This happens whether I play with 8 players or 16 players. It makes it very difficult to determine who has mutual protection, rights of passage, war, etc. Everything else is great. Has anyone else had this problem, or does anyone know how to fix it?
            Have you tried Shift-right clicking on the empty spaces?

            Comment


            • Originally posted by Jaybe

              As I recall from the last game I finished (some weeks ago), it takes several seconds/couple minutes for the Replay to be prepared. Get out of your seat for a couple minutes and come back to it.
              I tried starting a game with 2 civs on a small map. I played 4 or 5 turns and then retired and got the replay. However, when I finished a huge map game in 2012 with 16 civs after 15-20 minutes I still had no replay. I have a 1Ghz processor and that seems like an awful long time to wait. How about an indicator to show whether the thing is still working out the replay and an estimate of how long it'll take for the next patch?

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              • If you d/l the save I'm attaching and end turn the French will bomb a tile and the game freezes. At least it does on my system.
                Attached Files
                Above all, avoid zeal. --Tallyrand.

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                • I think I found another bug. According to the 1.16 patch features, I had to have contact with BOTH civilizations to see the relationship lines between them. Under, 1.17, I now have to have embassies with one of them to see the lines. This bug or "feature" is not listed in the 1.17 text so I'm assuming it's a bug.

                  When you are in the wrong government type for a building, it is like that building does not exist.


                  What in the world??! Since when does the type of government you have determine what buildings you can build (or can function)??? This has not happened in any of my games as far as I can tell, nor have I found it documented anywhere. Am I misunderstanding something here???

                  Comment


                  • According to the 1.16 patch features, I had to have contact with BOTH civilizations to see the relationship lines between them. Under, 1.17, I now have to have embassies with one of them to see the lines. This bug or "feature" is not listed in the 1.17 text so I'm assuming it's a bug.
                    when it says contact, did it specify an embassy? it sounds more like if you have encountered both civs, even if you don't have an embassy with either of them that you can see if they are at war or not

                    though i'm not positive about this

                    What in the world??! Since when does the type of government you have determine what buildings you can build (or can function)??? This has not happened in any of my games as far as I can tell, nor have I found it documented anywhere. Am I misunderstanding something here???
                    this is an editor feature that didn't function correctly, and it only applies to mods for now

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                    • Originally posted by korn469

                      this is an editor feature that didn't function correctly, and it only applies to mods for now
                      And no doubt plans for a future expansion pack. There's a lot of areas in the editor right now that aren't being used in the basic game. I'm sure they're there for a reason.

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                      • Willem

                        i hope so
                        also we need a forbidden government selection, where a building doesn't work under only one government type

                        Comment


                        • Originally posted by korn469
                          Willem

                          i hope so
                          also we need a forbidden government selection, where a building doesn't work under only one government type
                          I'm working on it.

                          My ideas so far:

                          Monarchy: High Council
                          Republic: Senate
                          Democracy: Parliament
                          Communism: Politburo
                          Dictatorship: High Command
                          Socialism: People's Congress

                          Comment


                          • Monarchy: High Council
                            Republic: Senate
                            Democracy: Parliament
                            Communism: Politburo
                            Dictatorship: High Command
                            Socialism: People's Congress
                            willem,

                            that's different than what i was talking about, i mean an extra editor option, so for examples that cathedrals wouldn't work under communism, but they would work under all other government types, what you are talking about is buildings that would work only under under one form of government, and that option isn't as attractive because to properly do it now (banning communism from building cathedrals) you would have to set a cathedral like building for all other government types, meaning you'd have to build the same building several times and each time you switched governments you would lose the extra culture for having a building operate for 1000 years

                            it's a suboptimal solution to the problem, but since its our only choice right now, keep up the good work

                            Comment


                            • Originally posted by korn469


                              willem,

                              that's different than what i was talking about, i mean an extra editor option, so for examples that cathedrals wouldn't work under communism, but they would work under all other government types, what you are talking about is buildings that would work only under under one form of government, and that option isn't as attractive because to properly do it now (banning communism from building cathedrals) you would have to set a cathedral like building for all other government types, meaning you'd have to build the same building several times and each time you switched governments you would lose the extra culture for having a building operate for 1000 years

                              it's a suboptimal solution to the problem, but since its our only choice right now, keep up the good work
                              Yes, it would be nice to have a multiple select option for the gov specific buildings, I agree. However, the fact that they work at all is a major improvement, so I don't think we should look a gift horse in the mouth. There's a lot more opportunity now for differentiating between governments, so it's just a question of working with what we have. And losing the 1000 years of culture doesn't really matter to me since I'm adding several cultural imrovements, i.e. Concert Halls, Art Galleries. So that should compensate for that loss. Plus I'll still have my Libraries and Temples.

                              Besides, I think in a way it would make it more realistic. For example, a civ that switched from Monarchy to Republic would evolve very different cultural norms and values than they did before. Having them be forced to rebuild their primary happiness building would represent those changes in that society. It would take time to develop their new culture. And in the case of Democracy, one of the underlying principles is the seperation of church and state so, like Communism, a Cathedral isn't appropriate for that gov type either. Having to build a City Hall improvement would be much better for representing that change in perspective.

                              Culture hasn't been a steady progression since the dawn of civilization. It's come and gone in fits and spurts. So it seems totally reasonable that a civ would have to rebuild some of their happiness/culture infrastructure. And it's not like it would be losing culture, it just stands still for awhile, before their new culture kicks in.

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                              • a minor graphic bug
                                the game dosent use the modren fortress image anymore.

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