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Old November 6, 2003, 18:55   #1
Myrddin
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Conquests Bug Thread
Are there really no bugs out there?

Well just a few so far:

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Mesopotamia: Industrial workers appear in the 3rd age.
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Napoleon: French can take half of Europe by offering MPP in exchange for cities, thus winning the scenario in turn 1.
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Slave graphics are working for workers that I capture, but not for those I build in a city with 100% alien population. The produced worker/slave is correctly labeled as being of the civ the pop came from, but it looks like a worker native to me (civ original graphics).They do display properly if the game is saved and reloaded.
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The game is awarding twice the GPT payments it should
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the game seems to be continously reusing the first and only the first SGL name.
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Old November 6, 2003, 19:09   #2
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Not sure I could call this a full-fledged bug, but . . .

Imagine a stack of Javelin Throwers assaulting a city. A victorious Jav manages to enslave a worker in victory. The next active unit becomes the newly-enslaved worker. Rather than move the worker anywhere, we choose to press "w" and have the worker wait while the next available Jav steps up for the next attack.

In these circumstances, the "w" command doesn't work -- in order to skip past the worker's turn it is necessary to either (i) manually right click on the stack and select a Jav not yet used, or (ii) waste the worker's turn by hitting space bar. After the next Jav attack, the worker again becomes the active unit, requiring a repeat of the process. Under Civ / PTW, I don't recall ever having a similar issue with battle-spawned units (leaders).

Minor annoyance at most.

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Old November 6, 2003, 19:12   #3
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Why not just use F to fort the worker for now and then come back? I use that to avoid having the unit pop up over and over, while I do something else. Of course you have to remember to come back to it.
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Old November 6, 2003, 19:13   #4
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I'm playing the Mayans right now and planning an attack with Javelin Throwers. I guess I'm about to discover that "bug" as well. Thanks for the tip.
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Old November 6, 2003, 19:20   #5
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hi ,

if there are , well still not seen a single one

have a nice day
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Old November 6, 2003, 19:25   #6
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Quote:
Originally posted by vmxa1
Why not just use F to fort the worker for now and then come back? I use that to avoid having the unit pop up over and over, while I do something else. Of course you have to remember to come back to it.
The end point is the sticker - having to remember to come back. I routinely use "w" since it normally skips the unit but comes back to it at the end of the unit cycle (so I don't have to rely on my failing memory).

Had a similar "hot key" failure at another point in the game. A unit (can't remember which kind) was active and I tried to use SHFT-D to access a list of civs for diplomacy but it wouldn't work -- had to go through the F4 screen. At the end of the turn, SHFT-D was working just fine. It could have been an unavailable unit command (perhaps the unit was a worker and the SHFT-D command does something for workers?).

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Old November 6, 2003, 19:34   #7
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Quote:
Originally posted by Catt
Not sure I could call this a full-fledged bug, but . . .

Imagine a stack of Javelin Throwers assaulting a city. A victorious Jav manages to enslave a worker in victory. The next active unit becomes the newly-enslaved worker. Rather than move the worker anywhere, we choose to press "w" and have the worker wait while the next available Jav steps up for the next attack.

In these circumstances, the "w" command doesn't work -- in order to skip past the worker's turn it is necessary to either (i) manually right click on the stack and select a Jav not yet used, or (ii) waste the worker's turn by hitting space bar. After the next Jav attack, the worker again becomes the active unit, requiring a repeat of the process. Under Civ / PTW, I don't recall ever having a similar issue with battle-spawned units (leaders).

Minor annoyance at most.
Playing now (and Alt-Tabbing back to 'Poly) -- same series of events but this time the "w" command worked a charm. So, not necessarily reproduceable.

Catt

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Old November 6, 2003, 20:01   #8
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If there are truly no new bugs, I will be quite happy.
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Old November 6, 2003, 20:16   #9
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there must be bugs. there's no such thing as a bug-free game nowadays.
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Old November 6, 2003, 20:58   #10
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Here is what I just noticed, this may have been around and I never noticed.

I captured a city and see teh resource box as Iron. I look at teh trade screen and it shows I need a road to that city and I have a city on an island that need sea connection.

Great I connect the road and now can upgrade spears to UU.

I look at trade and it shows one Iron and claims it is near acity other than the two I already mentioned. I do not see any. I use Ctl-Shift-M and none? The captured city has none either?
The iron near the city mentioned in the trade screen is far away an in English land? I have not learned any new tech, so no new connection to the iron on the island????
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Old November 6, 2003, 21:51   #11
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This not a bug so much as it should be changed, when you hit F8 you always get the status report. I would prefer it retain the last selection you used. I mostly want to see the score of all the civs, when I go there.
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Old November 6, 2003, 22:04   #12
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England, the Age of Discovery

I appear to be gaining more gold each turn then I should (yeah, I’ve seen worse bugs ). Even when I'm running a deficit I'm gaining gold, e.g. when I'm running a deficit of -7 I'm gaining about 20gpt.

Maybe I’m just missing something… as usual.
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Old November 6, 2003, 22:17   #13
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Randolph: Have you returned any treasure units yet? Do you realize that each one returned gives you 1000 VP AND 200 gold?
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Old November 6, 2003, 22:27   #14
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Yes I realize that. I'm talking about gold per turn, not income from treasure. Good thought, but no.
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Old November 6, 2003, 23:00   #15
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At least two of teh areial view of my cities do not reflect the current Wonders. I just finished Knights Templar and I see nothing in the view for it. In fact the only wonder I see if Collosus.
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Old November 7, 2003, 00:06   #16
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Quote:
Originally posted by Catt


Playing now (and Alt-Tabbing back to 'Poly) -- same series of events but this time the "w" command worked a charm. So, not necessarily reproduceable.
Happened again; this time with an MGL. I have a save from the point the MGL is active and unwillingly to yield to the "w" command, but on reloading the save, the "w" command works correctly.

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Old November 7, 2003, 03:49   #17
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Catt could you fort it?
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Old November 7, 2003, 05:13   #18
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Myrrdin, could you edit these bud reports into your first post?
( Or perhaps Catt can do it (second post ))

It makes it easier for everyone to keep track of.
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Old November 7, 2003, 07:13   #19
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I believe I have found a bug unfortunately.... In Rise of Rome as Rome I attempt to upgrade my original legionary 1's in a city. This doesnt work however....i proceed to then upgrade some unorigignal legionary 1's in the same city same turn. However though when i moved these legionarys to a nearby city they were suddenly able to upgrade. Kind of confusing. Hopefully its not as im going to replay the scenario again today to see if it happens again. Ill post back if i find anything
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Old November 7, 2003, 08:01   #20
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Quote:
Originally posted by vmxa1
At least two of teh areial view of my cities do not reflect the current Wonders. I just finished Knights Templar and I see nothing in the view for it. In fact the only wonder I see if Collosus.
It has been reported around that there are no new images for the new Wonders in the City Screens. I guess this is either a feature that they didn't have time for, or one that may be added in a future patch.

grappleman - did that city you failed to upgrade in have a Barracks? Usually you need a Barracks to upgrade units in that city, so this may be the case for the scenario as well.
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Old November 7, 2003, 08:26   #21
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I have been playing this scenario for many hours, and honestly have not had a single problem or "Bug". I am totally amazed (and pleased). I am sure something will come up, but so far, this is one solid program!

Some cities do not create Legionaries or upgrade Legionaries to level II, but they are usually smaller ones, and I think this is a feature included to add variety, realism, and challenge.

The only negative thing I have encountered is the very long delays between turns when one is well into the scenario, but this is understandable considering the size of the map and numbers of units/civs moving units!
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Old November 7, 2003, 11:23   #22
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Quote:
Imagine a stack of Javelin Throwers assaulting a city. A victorious Jav manages to enslave a worker in victory. The next active unit becomes the newly-enslaved worker. Rather than move the worker anywhere, we choose to press "w" and have the worker wait while the next available Jav steps up for the next attack.

In these circumstances, the "w" command doesn't work -- in order to skip past the worker's turn it is necessary to either (i) manually right click on the stack and select a Jav not yet used, or (ii) waste the worker's turn by hitting space bar. After the next Jav attack, the worker again becomes the active unit, requiring a repeat of the process. Under Civ / PTW, I don't recall ever having a similar issue with battle-spawned units (leaders).

Minor annoyance at most.
Catt,

I've had that happen occasionally with Leaders in PTW. So it's been around since before C3C.

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Old November 7, 2003, 12:34   #23
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Quote:
Originally posted by Catt


The end point is the sticker - having to remember to come back. I routinely use "w" since it normally skips the unit but comes back to it at the end of the unit cycle (so I don't have to rely on my failing memory).

Had a similar "hot key" failure at another point in the game. A unit (can't remember which kind) was active and I tried to use SHFT-D to access a list of civs for diplomacy but it wouldn't work -- had to go through the F4 screen. At the end of the turn, SHFT-D was working just fine. It could have been an unavailable unit command (perhaps the unit was a worker and the SHFT-D command does something for workers?).

Catt
Workers use SHFT-D for Clear Damage so avoid trying SHFT-D when a Worker is active.

Quote:
Originally posted by vmxa1
At least two of teh areial view of my cities do not reflect the current Wonders. I just finished Knights Templar and I see nothing in the view for it. In fact the only wonder I see if Collosus.

http://forums.civfanatics.com/showth...threadid=67829

Post #15 by Gobi Bear:

P.S. Aerial View pictures: We discussed this numerous times and made a conscious decision to use the time it would have taken to create those in other areas on additional unit art, etc. We knew we weren't going to support Aerial View within each Conquest, so it seemed like dropping Aerial View support entirely from the expansion and focusing those energies elsewhere was the best decision for everyone.
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Old November 7, 2003, 13:04   #24
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Looks like a good decision or trade-off to me.
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Old November 7, 2003, 13:46   #25
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There's a minor problem in the editor, the help docs won't come up when I press the button. I have to run them seperately in the backround while I'm fiddling with my mod and trying to figure out the new additions.
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Old November 7, 2003, 13:54   #26
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I do not mind if they want to drop support for new items in the view, but they could mention it in the readme or the manual.
Then we could move on and ignore it.
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Old November 7, 2003, 14:08   #27
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Maybe a bug Report - Or perhaps a feature I forgot about.

Playing as Sumerians on a normal epic game. My UU did not spawn a Golden age until I had a victory involving another Civ. Victories over Barbarians had no consequences. Whether this is a bug, or an original feature I dunno, but it's the firsttime I've ever noticed it.


Other than that.. No Bugs so far - Woo Hoo!

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Old November 7, 2003, 14:22   #28
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only victories over civs trigger golden age
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Old November 7, 2003, 16:24   #29
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Quote:
Originally posted by SpencerH
only victories over civs trigger golden age
This is not a bug. This is how it worked in Civ3 / PtW all the time. When your UU kills a barbarian it doesn't trigger a golden age.
Or do you mean, that in C3C world wonders no longer trigger a golden age?
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Old November 7, 2003, 17:43   #30
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Quote:
Originally posted by Willem
There's a minor problem in the editor, the help docs won't come up when I press the button. I have to run them seperately in the backround while I'm fiddling with my mod and trying to figure out the new additions.
What help button?!
I used F1, and it works fine.
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