November 13, 2003, 12:18
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#151
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Prince
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Mar 2002
Location: Sunny Southern California
Posts: 900
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The load game screen does not default to the latest save game if the Japanese Sengoku Conquest was the last game I played. By no means a biggie, but a bug nevertheless.
__________________
"Guess what? I got a fever! And the only prescription is ... more cow bell!"
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November 13, 2003, 13:48
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#152
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Emperor
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by Catt
I haven't tested it, but apparently Warpstorm did. The relevant posts are:
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I double checked the help file, and they specifically mention artillery/bombard units with that flag. No mention is made of any other type of unit.
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November 13, 2003, 13:56
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#153
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Emperor
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Certain effects still don't shut off with gov specific wonders. I haven't checked them all, but I do know that Reduces Corruption is still active after a gov switch. This was supposed to have been fixed a long, long time ago. This means that the new Secret Police HQ for Communism will still have an effect if a civ switches back to some other form of government. The only way around that is to have the Palace or Forbidden Palace as a building prerequisite.
I'm really disappointed that no one has bothered to fix that after all this time. That was supposedly dealt with after the first patch or two for vanilla Civ, yet it's still an issue.
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November 13, 2003, 14:55
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#154
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Warlord
Local Time: 12:02
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 141
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As an update to my previous post, the save game and reload doesn't seem to work very well. Even a restart of the game or reboot of the pc isn't fixing it...
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November 13, 2003, 15:08
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#155
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King
Local Time: 05:02
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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Quote:
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Originally posted by Willem
I double checked the help file, and they specifically mention artillery/bombard units with that flag. No mention is made of any other type of unit.
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It's largely academic, because either the CD flag works properly, in a counter-intuitive way (i.e., only works for regular units that also have 0-range bombard -- i.e., melee units) or it doesn't work correctly and will be fixed.
But it seems to me that it is working as designed, whether or not we like the design. The only unit with the flag enabled is a "regular" unit with A/D values that also has 0-range bombard. The help file language, strictly read, actually supports the interpretation because it says a unit with the CD flag enabled gets certain results when it "attacks." Technically, only units with A/D attack, bombard-only units "bombard." Finally, adding the CD flag to artillery-units does not produce any CD effects at all; adding it, together with a bombard value, to normal A/D units does produce CD effects.
Catt
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November 13, 2003, 15:36
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#156
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Firaxis Games Software Engineer
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Mar 1998
Posts: 5,360
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Quote:
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Originally posted by Willem
...the new Secret Police HQ for Communism will still have an effect if a civ switches back to some other form of government.
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OMG, it's true!!!
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November 13, 2003, 15:38
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#157
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Emperor
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Quote:
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But it seems to me that it is working as designed, whether or not we like the design. The only unit with the flag enabled is a "regular" unit with A/D values that also has 0-range bombard.
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My experience is that collateral damage can be assigned to any bombardment unit (I didn't try 0-range units). I designated Artillery, Bombers, and Battleships for CD.
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JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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November 13, 2003, 16:41
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#158
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King
Local Time: 13:02
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Vienna, Austria
Posts: 1,529
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A very minor bug: The civilopedia entry for 'combat' needs to be updated to include lethal bombardment.
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"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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November 13, 2003, 16:42
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#159
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King
Local Time: 13:02
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Scio Me Nihil Scire
Posts: 2,532
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Quote:
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The "Renders Obsolete by..." flag in the editor doesn't work right with imrovements when it comes to happy faces. I created a religious building that was supposed to become obsolete with Theology, but the smiley faces still showed up afterwards. I did a test on other areas, production, taxes etc. and they all seem to work fine, just not the happiness buildings.
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That sure sucks. Bah. So many critical bugs in this game. And they made us believe it was all rigoursly tested.
when's the next patch due?
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Quod Me Nutrit Me Destruit
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November 13, 2003, 17:20
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#160
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King
Local Time: 05:02
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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Quote:
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Originally posted by Jaybe
Quote:
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But it seems to me that it is working as designed, whether or not we like the design. The only unit with the flag enabled is a "regular" unit with A/D values that also has 0-range bombard.
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My experience is that collateral damage can be assigned to any bombardment unit (I didn't try 0-range units). I designated Artillery, Bombers, and Battleships for CD.
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Sorry for the sloppy misstatement -- any unit that has a bombard value given to it has the flag available to it. What I was trying to say is that "enabling" CD to units without A/D values (i.e., artillery) doesn't do anything -- the artillery behave exactly as unmodded artillery. And planes and ships, when bombarding targets, behave exactly the same whether or not the CD flag is checked or not (didn't test air-to-air or sea-to-sea battles, but what would be collaterally damaged in such combats?).
Conversely, giving a land unit with A/D a bombard value and checking the CD flag means that it will have a chance at destroying a city improvement or a pop point when it takes even 1 HP from a city defender. I have not ever seen a CD-enabled land unit destroy terrain improvements when attacking units outside cities (as the editor help states should occur).
Are you seeing different behavior in your modded units?
A comment or two by a Firaxian or BreakAwayian on clarifying how collateral damge works, and whether it is working as intended, might be helpful here
Catt
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November 13, 2003, 18:47
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#161
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Deity
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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I just noticed that the F3 shows 0 for my cannons. I had captured at least one and wanted to upgrade it. I located it and upgrade. I then did F3 and saw zero for arties?
Not a big deal, but I would hate to run into a civ that shows 0 and has a ton of them.
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November 13, 2003, 20:37
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#162
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Emperor
Local Time: 07:02
Local Date: November 2, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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captured cannons don't count as cannons.
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"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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November 13, 2003, 20:57
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#163
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Emperor
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Yes, if you you will look into your "captured units" box, you'll see it includes not just workers anymore. It is assumed that they cost no maintenance.
Now, if this meant that captured bombards are only half as effective it would be meaningful. That they cost no maintenance seems strange to me, assuming you capture the hardware and have to man and provide ammo yourself.
-Aha, figured it out. You are supposed to "give" some arty to enemy AI, so they will (1) USE it, and (2) not have to pay for it.
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
Last edited by Jaybe; November 13, 2003 at 21:07.
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November 13, 2003, 21:09
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#164
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Deity
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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I see, I dislike that. I want to see all my units, I don't care how I got it.
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November 13, 2003, 21:14
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#165
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Warlord
Local Time: 04:02
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Franky's Cellar
Posts: 241
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Ok, so after all this talk about how land bombardment always targets units before improvements, I get this bizarre series of results:
70 BC: Beginning my seige of London. Two catapults in a row hit improvements (the first being their Palace!) even through the defenders are all at full health.
10 BC: Continuing my seige of London...last turn, I destroyed London's colosseum, but on my first bombardment of this turn, my catapult destroys...The Great Wall?!?!?!?
Is this a bug? Has anyone else encountered this while bombing the city that has the Great Wall in it? I'm 99.9% sure that I cleaned up all the beta patches, etc. before installing conquests, and I'm not playing a mod or anything. Screenshots and savegames to follow. I'd be interested to see if others can reproduce this (both from the savegames and from their own games)
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November 13, 2003, 21:15
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#166
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Warlord
Local Time: 04:02
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Franky's Cellar
Posts: 241
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screenshot #2
screenshot #2
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November 13, 2003, 21:17
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#167
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Warlord
Local Time: 04:02
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Franky's Cellar
Posts: 241
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screenshot #3
screenshot #3
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November 13, 2003, 21:18
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#168
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Warlord
Local Time: 04:02
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Franky's Cellar
Posts: 241
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Savegame
First savegame (From 70BC...just bomb London with the 2 catapults)
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November 13, 2003, 21:23
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#169
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Emperor
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Quote:
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Originally posted by vmxa1
I see, I dislike that. I want to see all my units, I don't care how I got it.
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I agree. They could AT LEAST improve the captured units display so you see (a lot) more than 3 at a time! OTOH, perhaps there are other differences we are not aware of yet.
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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November 13, 2003, 21:26
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#170
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Warlord
Local Time: 04:02
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Franky's Cellar
Posts: 241
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Savegame #2
Savegame #2, 10 BC (Just bomb London and you should destroy the Great Wall)
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November 13, 2003, 23:12
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#171
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Deity
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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November 13, 2003, 23:13
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#172
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Deity
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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Fire Two!!
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grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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November 13, 2003, 23:14
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#173
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Deity
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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And the clincher, ladies and gents, is that Thebes is home to the Great Wall. I was fortunate enough to capture it, instead of destroy it.
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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November 13, 2003, 23:16
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#174
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Deity
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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Oh, and one more bug(?) is that as you can see, Thebes does not show walls. All other Egyptian cities do, but not Thebes. When I captured it, however, they showed up.
All this, for Dyes.
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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November 14, 2003, 00:01
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#175
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Firaxis Games Software Engineer
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Mar 1998
Posts: 5,360
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Makes sense. The capital always shows as if it's one size larger, and there's no graphics for a walled city (as opposed to a town).
I think the bug comes because walls are supposed to get targetted before other city improvements, but with the Great Wall now providing free walls, somehow another improvement gets destroyed instead.
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November 14, 2003, 01:53
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#176
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King
Local Time: 05:02
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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It is probably worth a mention in the civilopedia entry for marshes that you cannot found cities on a marshland tile
Catt
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November 14, 2003, 02:17
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#177
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Warlord
Local Time: 12:02
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 141
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Ok, I did some more testing and have figured out the problem (sort of). If the civilization that you are at war with has not discovered steam power, railroads will not connect to their taken cities. If they have discovered it, no problems... Can someone test this with one of their current games and report back, plz. I would much appreciate some verification.
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November 14, 2003, 03:43
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#178
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Deity
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Quote:
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Originally posted by Catt
It is probably worth a mention in the civilopedia entry for marshes that you cannot found cities on a marshland tile
Catt
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That one had me scratching my head for a few minutes. I was wondering why the build city did not work, unil I noticed it was on a marsh.
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November 14, 2003, 03:45
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#179
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Deity
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Quote:
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Originally posted by chuckdelicious
Ok, I did some more testing and have figured out the problem (sort of). If the civilization that you are at war with has not discovered steam power, railroads will not connect to their taken cities. If they have discovered it, no problems... Can someone test this with one of their current games and report back, plz. I would much appreciate some verification.
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I can only say that they behave normally with your own cities and captured ones that do have steam.
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November 14, 2003, 03:51
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#180
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Warlord
Local Time: 04:02
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Franky's Cellar
Posts: 241
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