In my latest game, I am the Chinese. It is the year 2017. My automated workers are trying to clean pollution and then returning to the nearest city. My workers who tried to return to Sparta, my city BTW, start getting killed. I examine the city to see who is manning it. My two mech infs and a Babylonian settler!? I pulled my mechs out and now it says there is the Babs settler and a Babs mech inf. The next turn, the city was back to normal. When I reloaded the previous turn the city was also back to normal, so the bug isn't repeatable. This was in version 1.21f.
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"In Italy for 30 years under the Borgias, they had warfare, terror, murder and bloodshed. But they produced Michelangelo, Leonardo da Vinci and the Renaissance. In Switzerland, they had brotherly love. They had 500 years of democracy and peace. And what did that produce? The cuckoo clock."
—Orson Welles as Harry Lime
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Returning Units Getting Killed
Moses,
I too have had an experience where my units were being killed when I tried to move them into Sparta.
This happened before I installed patch 1.21f. It only seemed to happen during 1 turn during a war, but as I tried to move artillery into Sparta, they would be killed.
It must've just been a temporary glitch because it hasn't happened to me again."...Every Right implies a certain Responsibility; Every Opportunity, an Obligation; Every Possession, a Duty." --J.D. Rockerfeller, Jr.
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Originally posted by Highlander_two
Is this a bug or what?
I had a strange thing happen in my most recent game ...Asmoved adjacent to one of my own cities along the way, it attacked the city and was destroyed by the defenders
I too have had a similar experience. I (Greece) was at war w/ the Romans on the same continent. I tried to move artillery into Sparta, but it was killed trying to enter.
This only happened once. Now I can move units into Sparta w/o incident.
I don't know what triggered this, and it hasn't happened since."...Every Right implies a certain Responsibility; Every Opportunity, an Obligation; Every Possession, a Duty." --J.D. Rockerfeller, Jr.
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Issue with Jungle clearing
Not really a bug, but this needs to be looked at anyway.
When automating the clearing of Jungle with the Shift-J command, the workers always head for the patch of jungle that's farthest north in your empire. This is a real problem when your nation is in the south of the map, because the worker spends 15 turns crossing jungle to reach the jungle square it has chosen to clear first.
The workers will sometimes go to the edges of your empire, if that is the northern limit, where they risk being captured or destroyed by warlike enemies. In a recent game I played, this triggered two wars when unprotected workers on the border proved too tempting for the AI.
Proposed solution: Instead of moving to the northernmost patch of jungle, the automated jungle-clearing worker should head for the nearest patch of jungle. If two patches of jungle are both the same distance, preference should be given for the patch that is closest to the capital. (The closer to the capital, the higher the productivity of that square (lower corruption), and the safer that square is likely to be.)None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?
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a related bug
A like problem I have seen is when automated workers simply leave your empire on their own and start developing someone elses empire. This has happened several times. Usually the AI doesn't complain.
Also I have had workers walk to a square, then to a city, then back to the square, then back to a city.......... It nearly drove me mad!KATN
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Re: a related bug
Originally posted by lorddread
A like problem I have seen is when automated workers simply leave your empire on their own and start developing someone elses empire. This has happened several times. Usually the AI doesn't complain.
Catt
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Re: Hanging Gardens Bug?
Originally posted by Catt
Suspect I've found a bug, though may not be directly tied to 1.21f (I could just have never noticed it in earlier versions).
Game details: v1.21f, Standard Map, Continents (max water), 8 civs, Monarch, all victory conditions enabled. Game is modded, but not in any way affecting wonders or the tech tree.
Playing as the Egyptians, I took Rome. The Romans had built both the Great Wall and the Hanging Gardens in Rome. Looking at the city view of Rome, I see both wonders -- and, correctly, neither is producing culture for me (I didn't build them). BUT, the Hanging Gardens are marked with three , indicating the happiness effects of the wonder. Only problem is, all civilizations are well past Steam Power on the tech tree -- the advance that renders the effect of the Hanging Gardens obsolete.
So, either I'm benefiting from the happiness effects of the HG when it should be obsolete, or the three shouldn't be there, right? Anyone see something I'm missing?
Saved game attached.
Catt
Catt
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Re: a related bug
Originally posted by lorddread
A like problem I have seen is when automated workers simply leave your empire on their own and start developing someone elses empire. This has happened several times. Usually the AI doesn't complain.
If you want to stop them from from crossing borders (even to friendly nations) you can place troops on your borders and make sure that on the Preferences Menu you check,
'Cancel orders when next to friend/enemy.'
This option will keep your automated workers from crossing military units. (the 'Friend' option corrals your workers from your units, the 'Enemy' option keeps them away from enemy units)"...Every Right implies a certain Responsibility; Every Opportunity, an Obligation; Every Possession, a Duty." --J.D. Rockerfeller, Jr.
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Re: Re: Hanging Gardens Bug?
Originally posted by Catt
Anyone have any thoughts -- I can't help but think I'm missing something simple. Happened again in my current game -- captured Hanging Gardens, my civ and enemy civ both have discovered Steam Power, still getting 's next to HG in the city display.
Catt
Of course, you HAVE checked the Editor for tampering (intentional or otherwise) for this?
JB
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Re: Re: a related bug
Originally posted by steven8r
... (the 'Friend' option corrals your workers from your units, the 'Enemy' option keeps them away from enemy units)
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Re: a related bug
Originally posted by lorddread
A like problem I have seen is when automated workers simply leave your empire on their own and start developing someone elses empire. This has happened several times. Usually the AI doesn't complain.
Also I have had workers walk to a square, then to a city, then back to the square, then back to a city.......... It nearly drove me mad!
someone say's that that is to get for example water , ....
its funny , when your workers are on the territory of an other civ they aint complaining , ....but sent a unit and they scream "murder" , .........
but when the AI's unit's are in you territory working they shall not get out , you can ask it a zillion times , ......grrrrrrrrr
have a nice day- RES NON VERBA - DE OPRESSO LIBER - VERITAS ET LIBERTAS - O TOLMON NIKA - SINE PARI - VIGLIA PRETIUM LIBERTAS - SI VIS PACEM , PARA BELLUM -
- LEGIO PATRIA NOSTRA - one shot , one kill - freedom exists only in a book - everything you always wanted to know about special forces - everything you always wanted to know about Israel - what Dabur does in his free time , ... - in french - “Become an anti-Semitic teacher for 5 Euro only.”
WHY DOES ISRAEL NEED A SECURITY FENCE --- join in an exceptional demo game > join here forum is now open ! - the new civ Conquest screenshots > go see them UPDATED 07.11.2003 ISRAEL > crisis or challenge ?
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Re: Re: call me lazy...
Originally posted by notyoueither
You have to select everyone. Click on yourself. You see your own lines. Click on Mao. You see his relationships. Shift-Click on all of the leaders. Now you see them all.
I had contacted tech support about it. They had me run around, updating all my drivers (a story in its own right) and it still would not do a thing. When I e-mailed them again, they never replied and it's the 1.17f patch that solved my problem. Guess I'll have to waste my time with something else now.
Harfang
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Re: Re: Re: call me lazy...
Originally posted by Harfang
I got 1.21f just two days ago and well into the game, the same display bug I had two patches ago reappeared: after a while, no diplomatic relationship appears between the different civs, as fluxcapacitor pointed out on page 5. This is no newbie mistake: I select any or all civs and the only relationships I can see are those they have with me.
I had contacted tech support about it. They had me run around, updating all my drivers (a story in its own right) and it still would not do a thing. When I e-mailed them again, they never replied and it's the 1.17f patch that solved my problem. Guess I'll have to waste my time with something else now.
Harfang
uninstall , search for files , civ , civilization , infogrames , firaxis , delete manually , also maps in the documents folder , reboot , install , get the 1.21 from www.firaxis.com , ....reboot , disk defrag , why , well its a huge file , .....and you can play , if not say so , ...
have a nice day- RES NON VERBA - DE OPRESSO LIBER - VERITAS ET LIBERTAS - O TOLMON NIKA - SINE PARI - VIGLIA PRETIUM LIBERTAS - SI VIS PACEM , PARA BELLUM -
- LEGIO PATRIA NOSTRA - one shot , one kill - freedom exists only in a book - everything you always wanted to know about special forces - everything you always wanted to know about Israel - what Dabur does in his free time , ... - in french - “Become an anti-Semitic teacher for 5 Euro only.”
WHY DOES ISRAEL NEED A SECURITY FENCE --- join in an exceptional demo game > join here forum is now open ! - the new civ Conquest screenshots > go see them UPDATED 07.11.2003 ISRAEL > crisis or challenge ?
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Originally posted by Dr Strangelove
What happened to the idea that artillery and planes should be able to sink ships? I thought that this was to be implemented with the 1.21 patch.
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