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Old December 27, 2003, 19:29   #31
Inverse Icarus
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thats because you clicked "OK" on the rename screen, renaming the unit. renamed units don't change names (even your manually entered ones). hit escape, and i think it CANCELS it.
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Old December 27, 2003, 22:33   #32
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You can get a unit back to the default name by renaming it (Shift-N) and pressing OK while the edit box is empty.
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Old December 27, 2003, 23:05   #33
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Here's something which I haven't seen mentioned before, although it probably has been... volcanoes can destroy cities that they explode next to... in my latest game, I found a village located on top of a volcano that had erupted, covered in damage. That doesn't seem right to me

I got the save if anone wants to see...
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Old December 27, 2003, 23:54   #34
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I was playing the Dutch on Emperor level. I had two sources of gunpowder plugged into my road network. I was building musketmen, but then, all of a sudden, musketmen no longer appeared on the build list. There were only Swiss Pikemen. I don't know why this happened. The gunpowder sources were definitely still in my road network.

Also, when the main menu comes up, you can't access the Exit choice by using the down key.
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Old December 28, 2003, 01:42   #35
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Quote:
Originally posted by Dactyl
I was playing the Dutch on Emperor level. I had two sources of gunpowder plugged into my road network. I was building musketmen, but then, all of a sudden, musketmen no longer appeared on the build list. There were only Swiss Pikemen. I don't know why this happened. The gunpowder sources were definitely still in my road network.

Also, when the main menu comes up, you can't access the Exit choice by using the down key.
swiss pikemen are cheaper musketmen.
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Old December 28, 2003, 01:43   #36
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Quote:
Originally posted by Gibsie
Here's something which I haven't seen mentioned before, although it probably has been... volcanoes can destroy cities that they explode next to... in my latest game, I found a village located on top of a volcano that had erupted, covered in damage. That doesn't seem right to me

I got the save if anone wants to see...
volcanoes destroy anything the lava hits. cities, units, terrain improvements... etc.
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Old December 28, 2003, 09:09   #37
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Umm... yeah, that's why I'm reporting this bug Uber KruX. Apparently the volcano had not destroyed the village situated right on top of it when it erupted. Look:
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Old December 28, 2003, 13:51   #38
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did the lava hit the city? it only hits 2 random squares around the volcano.
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Old December 28, 2003, 14:02   #39
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I'm not talking about a city, I'm talking about the minor tribe/ village/ goody hut or whatever you want to call it that was on the volcano; for consistency if a volcano's eruptino will destroy anything it hits, it ought to destroy a village too!
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Old December 28, 2003, 14:32   #40
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You can't build anything on a volcano. So only surrounding tiles with be damage. You can place a hut on one with the editor, I just tried it.
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Old December 28, 2003, 15:04   #41
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OK. Now what has that (Or anything anyone else has said regarding volcanoes here) got to do with the bug I have reported? I already said that the village was on top of the volcano, that wasn't the bug though: the bug was that the volcano erupted, covered the village in lava but it was not destroyed. If an eruption will destroy all improvements or a city then it would be inconsistent for a village to survive where all else is destroyed.
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Old December 28, 2003, 16:11   #42
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Good point Gibsie.
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Old December 28, 2003, 17:21   #43
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So THAT'S where all the tough barbarians have been hanging out!!
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Old December 28, 2003, 18:14   #44
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I don't know if it is a bug or not. It seems that all objects placed at the start of the game should be impervious to the lava and huts are no excption. It is the same as horses or saltpeter to the map. It is just a one time use then deleting resource. So while it may seem reasonable for the "village" to burn down, it can be viewed as a resource. Yeah, I know resources would be buried in real life and all of that.

So I am not making a case for it, only that it may be intended.
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Old December 28, 2003, 18:23   #45
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Well that is a valid explanation... of course the entire concept and implementation of these villages is entirely unrealistic to begin with and it's nothing important.
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Old December 28, 2003, 20:45   #46
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was it a HUT or a barbarian encampment? i am confused by your wording gibsie.

sorry for misunderstanding it before
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Old December 28, 2003, 21:20   #47
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Ahh, I see why I was causing confusion now... it was a goody hut thing.
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Old December 30, 2003, 12:17   #48
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Some issues noted outstanding post patch for Age of Discovery MP scenario ...

1) "Dias Voyage" description shows palace not the voyage.

2) Open area middle of North America at start of game. I was playing as Dutch.

3) A treasure being transported to capital by pikeman disappeared ! This was Spain reporting this.

My apologies if these are known issues. Just thought I'd place them on record if not.
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Old December 30, 2003, 14:06   #49
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Quote:
Originally posted by WarningU2
3) A treasure being transported to capital by pikeman disappeared ! This was Spain reporting this.
That's the whole point of transporting it to the capital. You get the gold and/or the victory points for it, and it disappears.
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Old December 30, 2003, 17:55   #50
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Duh ! I know this ... it never reached the capital. It disappeared on its way to the capital. Or at least that is what I was told by the player who mentioned it.
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Old December 30, 2003, 21:06   #51
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Status Box right side with keepres=1

I'm not sure if this is a new bug or an old, but I've been playing with keepres=1 and have noticed, that there are a few pixels of the right statusbox above and further to the right than the real box. (I'll see if I can get a screenshot tomorrow)

And wilwe posting another bug I think has beein in for some time now:
When you are at the setup screen and choose to customize the tribe and you tab through the textfilds and round the dialog the mark will stay in the title field, but you will fdo input to the name field (or whatever field you tab to) If you then use the mouse to place a new mark, the old mar will still stay unless you place the new in the title filed.
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Old December 30, 2003, 21:17   #52
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Gramphos, I think that is part of the Ship Loaded graphic. I have a screenshot at home I can put up later.
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Old December 30, 2003, 21:45   #53
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I can start, load and play regular games, but the program freezes when I select Hotseat. I have to go into task manager and end the program. It appears to load okay when I hit mutiplayer but when I hit the hotseat radio button the program freezes. Any ideas?
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Old December 31, 2003, 23:42   #54
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Bug, or change to game function? I had an improvement involuntarily sold off despite a positive balance in my treasury and a per-turn deficit several turns from reaching a negative balance. Clicking "What's the big picture?" launched the civilopedia entry for "Treasury."

v1.12, demi-god, epic game, all random.

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Old January 1, 2004, 04:16   #55
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Hum you could be right on the edge, IIRC the -1 gold is a projection.
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Old January 1, 2004, 04:29   #56
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vmxa1 has a good point. Your warrior and curragh are due this turn. Berlin grows and possibly finishes the archer, at the same time auto-arranges the workers to reduce commerce. Can't see what your 4th city is doing.
This assumes you're over the limit for free military.
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Old January 1, 2004, 13:48   #57
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Quote:
Originally posted by vmxa1
Hum you could be right on the edge, IIRC the -1 gold is a projection.
Nope - the -1 gold is the amount lost each turn -- I should have 5 more turns before going negative (barring any changes in the empire).

Quote:
Originally posted by playshogi
vmxa1 has a good point. Your warrior and curragh are due this turn. Berlin grows and possibly finishes the archer, at the same time auto-arranges the workers to reduce commerce. Can't see what your 4th city is doing.
This assumes you're over the limit for free military.
Creative idea, but not how it played out. I changed the production from archer to barracks (mil civ is same cost). And even with the warrior and curragh I haven't hit the ceiling on free unit support. Here's a shot from the next turn -- I didn't lose another improvement on the next few turns while still running a deficit.

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Old January 1, 2004, 15:26   #58
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the 5 gold is from selling the barracks.
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Old January 1, 2004, 15:52   #59
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Quote:
Originally posted by Uber KruX
the 5 gold is from selling the barracks.
Yes! I should get 5 gold for the barracks. Unfortunately, I don't have a save except for 5 or 6 turns previously and just after the event. When I load the early save, I have plenty of gold (+/- 27 gold with 10 turns to Phil at -2 gpt) to continue the research path. But I can't recreate the circumstances when I play through 5 turns. It's possible that I faced a demand and had to give up much of my treasury the first time through -- creating a negative treasury intra-turn -- just don't remember it now and can't recreate it. But the possiblity of a demand (it's demigod and I am pretty weak) certainly seems reasonable and could have happened without my remembering it this morning. Unless someone else experiences the same thing, I'll assume this is my operator error (demand drained my treasury) instead of a bug.

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Old January 1, 2004, 18:23   #60
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Thanks for those screen shots ... I have a stupid question now unrelated to bugs so please excuse this ... but your terrain for jungles look totally diffferent from mine and I not you have happy faces on the map. What is different here with your settings ? Just curious
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