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Old January 3, 2004, 21:50   #91
Inverse Icarus
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i've gotten that draw buffer error a lot, but i just chalked it up to a crappy laptop.
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Old January 3, 2004, 21:51   #92
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Quote:
Originally posted by Uber KruX
the science advisor will force you to pick a tech whenever you go into him the first time (ie, when you have no tech chosen). the rest of the game, a tech is chosen by default. it is not a bug.
~head falls in hands~ No! First off, I'm talking ONLY about that first turn, second off, you're wrong. Sometimes he forces you to select a tech and sometimes he does not, which is what I've been saying all along. For instance I often build my city and press F1 to adjust my tax rate. Sometimes my science advisor will interrupt me and force me to select a tech BEFORE I can jack up my research ("Our Sages need guidance..."). Sometimes he does not. This is inconsistent and doesn't appear to be a feature so it is therefore a bug. Or I might visit the science advisor first; sometimes he lets me leave before selecting a tech, sometimes he does not. It's the same deal: inconsistent with itself, so I'd consider it a bug.

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Old January 3, 2004, 22:30   #93
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I was just about to post that Kef.
I can't figure out the pattern, but I wonder if it has to do with your Civ traits or the techs you start with.

There really is no pattern.
If you found the city and hit F1 while IN the city view, sometimes you are forced to select a tech, sometimes you can set your Science slider FIRST.
If you found the city, set your build order, exit the City, hit F1, sometimes you can set Science slider FIRST, sometimes not.
If you found the city, set build order, move worker, etc., hit F1, sometimes you can set the Science slider FIRST, sometimes not.
If you move your settler on turn 1, THEN found your city, it's still the same inconsistency.

Need to run some tests and see if it's Civ specific or trait specific or neither. It's truly annoying, but not a top priority bug. Just something funky that QA wouldn't catch in a million years.

Glad it's not just me.
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Old January 4, 2004, 03:10   #94
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I just had a crash using the Mil advisor.
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Old January 4, 2004, 05:24   #95
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if you have the science advisor selected last (in a previous game in the same INSTANCE of the game), it will be selected by default. when you hit F1, it jumps to the advisors panel, and tries to jump out of the science advisor, but it needs a tech.

/me smacks the furry
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Old January 4, 2004, 05:30   #96
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where, at the start of the game? otherwise wouldnt the game query you for a new research goal?
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Old January 4, 2004, 05:52   #97
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Quote:
Originally posted by Uber KruX
if you have the science advisor selected last (in a previous game in the same INSTANCE of the game), it will be selected by default. when you hit F1, it jumps to the advisors panel, and tries to jump out of the science advisor, but it needs a tech.
Well, that might explain part of it, but it does not explain all of it. For instance, as I've said already, sometimes I can visit the science advisor and leave before selecting a tech, and he doesn't complain. Sometimes he does. This is inconsistent behavior whether I had the science advisor selected in the previous game or not.


Quote:
Originally posted by a slap-happy person
* Uber KruX smacks the furry
Make sure you're on solid ground before you go around smacking people. :P

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Old January 4, 2004, 08:34   #98
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I'm having the identical problem to Dactyl (see above). I have two saltpeter sources but I can't build musketmen. I could for one or two turns but then it disappeared from the build selection. My trade advisor tells me I have two sources. I've roaded them and all my cities are connected -- either by roads or harbours.

Swiss Mercenearies are nice (gave me a GA, in fact) but now I'm ready to move up to muskets.
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Old January 4, 2004, 08:47   #99
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swiss mercs upgrade to riflemen... so no bug
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Old January 4, 2004, 09:35   #100
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Quote:
Originally posted by Uber KruX
i've gotten that draw buffer error a lot, but i just chalked it up to a crappy laptop.
This was on a (relatively) nice computer. WinXP, 256 megs ram, 2.0 ghz.

I remember now, the problem was when I switched to the military advisor (though not through F3).
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Old January 4, 2004, 13:31   #101
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Quote:
swiss mercs upgrade to riflemen... so no bug
Well, there IS a bug if I can make musketmen one moment but not the next. Good to know that the Swiss mercs upgrade but it's still a bug. According to this thread, there seem to be quite a few of them.

BTW I never bother with Nationalism/Riflemen, I head straight to Infantry.
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Old January 4, 2004, 13:56   #102
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Quote:
Originally posted by MyOlde


Well, there IS a bug if I can make musketmen one moment but not the next. Good to know that the Swiss mercs upgrade but it's still a bug. According to this thread, there seem to be quite a few of them.

BTW I never bother with Nationalism/Riflemen, I head straight to Infantry.
You CAN build Musktemen, if you have no IRON.
That's deliberate for Dutch, since then you can't build Swiss Mercs, so Musketmen is next best thing.
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Old January 4, 2004, 14:30   #103
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Quote:
Originally posted by MyOlde
Swiss Mercenearies are nice (gave me a GA, in fact) but now I'm ready to move up to muskets.
Why? They have the same defense and cost twice as much. You only gain one attack point (that you should never be using). Spending 90 gold to upgrade one is throwing your money away.

This was very much an intentional design decision so that the AI would not do the wrong thing and upgrade it's SMs to musketmen (throwing its money away).
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Old January 4, 2004, 15:58   #104
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i've found what appears to be a movement bug: starting with a crusader and an ancient cavalry fortified in a fortress on roads, i woke them both up, pressed j, and picked a city far away (about four turns or so). both moved three squares (as expected), but both stopped on the same square - the ac had 0/2 movement points remaining, instead of the 1/2 it should have had.

anyone else mind testing this out?
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Old January 4, 2004, 16:10   #105
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i never said dutch couldn't build musketmen, just that SMs don't upgrade to them. if you check out the editor you'll see the musketmen (all except french) actually upgrade to swiss mercenaries (dutch only). then musketeers (french only) and then riflemen.

but noone will want to upgrade musketmen to mercs because a) you'll lose the extra attack and b) waste a lot of money when you want to upgrade them further to riflemen/infantry.


spearman ==> NM ==> pike ==> musket...
impi ==> musket...
musket ==> SM ==> musketeer ==> rifle ==> infantry
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Old January 4, 2004, 16:13   #106
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Quote:
Originally posted by pauli
i've found what appears to be a movement bug: starting with a crusader and an ancient cavalry fortified in a fortress on roads, i woke them both up, pressed j, and picked a city far away (about four turns or so). both moved three squares (as expected), but both stopped on the same square - the ac had 0/2 movement points remaining, instead of the 1/2 it should have had.

anyone else mind testing this out?
this sounds like the computer expects you want the units to stay together... a bit like "hey AC, guard this crusader".
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Old January 4, 2004, 16:14   #107
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grr, i can't attach images when editing posts. oh well, hopefully these screenshots illustrate the problem:
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Old January 4, 2004, 16:19   #108
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Quote:
this sounds like the computer expects you want the units to stay together... a bit like "hey AC, guard this conquistador".
very much so, but i shouldn't lose the extra movement point!
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Old January 4, 2004, 16:51   #109
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if it didn't it'd ask for orders again.
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Old January 4, 2004, 19:00   #110
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pauli I think if you use the joint move command they will move at the range of the slowest unit. At least that is what happens to ships.
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Old January 4, 2004, 19:18   #111
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I don't know if this is new in 1.12, but I just discovered that if the AI (or possibly the player, though I haven't tested this) has captured a catapult, cannon, etc (I suspect this occurs for workers too) but hasn't built any of that particular unit, in the Military advisor there will be a row that says, for example, "Catapult (0)".
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Old January 4, 2004, 23:18   #112
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pauli: It always works like that since the joint moving feature was introduced in PtW. It's not bug. If you don't want to waste movement point, you can use joint moving same units (Shift-J) instead.

Skywalker: That's from vanilla. Any units, player or AI, it doesn't matter.
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Old January 4, 2004, 23:26   #113
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Sorry if this has been reported before or if I use the wrong format.

Double tech from goody hut. Found city and pop hut yields philosophy and also the tech I was researching (literature). Reload yields same result. Save available on request.

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Old January 4, 2004, 23:34   #114
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philosophy gives a free tech, and literature was chosen.
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Old January 4, 2004, 23:35   #115
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This is not a bug. Who obtains Philosophy first (from a hut or own research), automatically finishes the tech he just researches. It has been added, to give Philosophy a bit of own worth. It had none other than being a prerequisite for The Republic until PtW.
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Old January 4, 2004, 23:43   #116
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Ah, gee thanks folks. I missed that change. Not that I read the readme.txt.

jt

edit: thats seems a tad powerful if you are scientific and research philosophy as your last mandatory tech you might be able to get republic as a freebie, get your free middle age tech and a science leader too?

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Old January 5, 2004, 00:25   #117
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Quote:
Originally posted by jimmytrick
research philosophy as your last mandatory tech you might be able to get republic as a freebie, get your free middle age tech and a science leader too?
On anything below Monarch that might work, but Monarch and above, if you leave Philo for the end, you won't get it first.
In fact, depending on which AI Civs are there, if you don't beeline for it at Monarch, you may not get it. At Emperor, it's a gamble and I have to use max research without losing money, and even then I sometimes don't get it.


Ack, this is way offtopic.

Back On Topic: The issue with sometimes being able to set the Tax/Science Slider before picking a tech on the first turn when you found your city only and sometimes being forced into the Tech Tree to pick a tech - you can get BOTH from reloading your 4000BC sav file. I started a game, set my tax slider first, then picked a tech. I accidentally moved a worker the wrong direction, so I reloaded from 4000BC and this time I was forced to pick a tech.
It's beyond weird and the odds of getting a fix are slim, since even the same 4000BC save will give both results.
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Old January 5, 2004, 00:36   #118
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Quote:
Originally posted by ducki

On anything below Monarch that might work, but Monarch and above, if you leave Philo for the end, you won't get it first.
In fact, depending on which AI Civs are there, if you don't beeline for it at Monarch, you may not get it. At Emperor, it's a gamble and I have to use max research without losing money, and even then I sometimes don't get it.
I had gotten it on Emperor. Funny game. Managed to get a start suitable for a settler pump playing with 16 civs. I probably have gotten five techs from huts all popped by founding cities. I can't ever remember seeing this dense amount of huts nor this amount of good fortune leading me to think that Firaxis may have made some changes to these things. Very odd.
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Old January 5, 2004, 04:05   #119
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Quote:
Originally posted by pauli
i've found what appears to be a movement bug: starting with a crusader and an ancient cavalry fortified in a fortress on roads, i woke them both up, pressed j, and picked a city far away (about four turns or so). both moved three squares (as expected), but both stopped on the same square - the ac had 0/2 movement points remaining, instead of the 1/2 it should have had.

anyone else mind testing this out?
I'm certain this isn't a bug. The missing movement point is because it executed the "skip turn" command, I think. They're supposed to stick together, hence the command name "Move Stack".

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Old January 5, 2004, 05:02   #120
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Here is a screenshot of the keepres bug I spoke of earlier
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