 |
|
barrybeal
|
|
In the Japanese Conquest Scenario, I find that I can not upgrade my King from Dom-2 to Dom-4 after my King advances to Grandmaster (killing barbarians for profit) and then attacking one of my compeditors Generates a Military Leader by Combat with a non-barbarian.
Replaying that game from an earlier save, I find that the Grandmaster King will update as long as he never generated a Military Leader - like normal upgrades when upgrading his quality drops from Grandmaster to Veteran. This is I assume normal.
|
|
|  |
 |
|
Timmer
|
|
Not sure if I'd call this a bug, but here goes....
I'm currently at war with the Dutch, it's fun. They
are on the same continent as me.
I have Sun Tzu's, giving me Barracks in every city.
The Dutch have some bombers, and they use then
to bomb my newly captured cities. The first two
bomb runs in a turn target my units, but the next
one targets... The Barracks. And I do get a message
that "The Barracks of Delft have been destroyed", only
they haven't, off course, since thanks to Sun Tzu's they
are always there "in spirit".
Not SURE if I'd call this a bug, but it does let the
AI (and a player, if it would be MP or the AI built
Sun Tzu's) waist bombers on indestructable targets.
I AM worried though, that, akin to the "Great Wall
being destroyed by catapults bug" that if the
AI bombs the city with Sun Tzu's in it, the bombers
will destroy the wonder, in an attempt to destroy
the barracks.
Timmer
|
|
|  |
 |
|
Timmer
|
|
Ah, I get what you're saying. The AI had
barracks , that I captured, so they could
be destroyed. It's just that when they were
destroyed, they were immediatly replaced
by Sun Tzu barracks.
I'll have to check if the Sun Tzu barracks get
bombed too.
Timmer
|
|
|  |
 |
|
asleepathewheel
|
|
listening too long to one song
Mar 2002 time: 00:31
|
|
not sure if this has been posted. regarding relics in the middle ages scenario.
http://apolyton.net/forums/showthre...608#post2526608
picture of what is going on. angers flipped to me with a relic inside, now I can't build any units (they don't appear) and units cant enter the city. I guess I will have to declare war to garrison it.
|
|
|  |
 |
|
RobC
|
|
Hwacha's will not automatically unload when you move the transport ship they are on into a land tile, even though artillery and other bombard units will.
|
|
|  |
 |
|
snoochems
|
|
WHen you've made your own map, there is no way of playing that map in multiplayer in anything but Regent difficulty.
I have made a cool map for 8 players (2 human, 6 AI). I set the 'default AI difficulty' to emperor, and then went to play the game.
By about 1000AD, i noticed that the AI were really pathetic... later, when we loaded the game we noticed that that load screen you get just after loading, said the difficulty was set to Regent. Hmmm...
In the set up screen when starting a MP game, the difficulty is set to custom, as i loaded a map/scenario.
WE're very pissed off now, as we've spent the last 3 days playing only to find out the AI civs are PATHETIC.
|
|
|  |
 |
|
Catt
|
 |
California - SF Bay Area
May 2002 time: 21:31
|
|
quote: Originally posted by snoochems
I have made a cool map for 8 players (2 human, 6 AI). I set the 'default AI difficulty' to emperor, and then went to play the game. |
I don't play MP and so don;t know about the "regent only" play in MP -- as I recall, a similar bug was present in PTW.
But with respect to the above "default AI difficulty" level issue, you actually hurt the AI by adjusting it from its default of Regent. The player's difficulty level is set in the scenario or at the beginning of the game from the preferences screen (if its not buggy). The "default AI difficulty" option in the editor sets the difficulty level for the AI civs, regardless of the player's chosen difficulty level. By setting the default AI difficulty level to emperor, all of the AI civs play with certain difficulty modifiers -- they only have one citizen born content instead of two, they have a decreased combat bonus against barbarians, they get less lucrative goodies from goodie huts, they suffer greater corruption, etc. (may be more - can't recall). Setting default AI difficulty to Deity makes an easier game for the human; setting it to Chieftan makes a harder game for the human.
Catt 
|
|
|  |
 |
|
snoochems
|
|
Okay, i understand that now.
But still, the beginning of the game on the preferences screen, the difficulty is stuck at "custom". So i'm geussing that you have to set the difficulty in the scenario editor. How?
|
|
|  |
 |
|
snoochems
|
|
From the help menu...
"Default Difficulty Level
Determines which difficulty level (Chieftain, Warlord, Regent, Monarch, Emperor, or Deity) the game defaults to. Default is Regent."
This does not indicate that this is in regards to the AI
|
|
|  |
 |
|  |
 |
|  |
 |
|
CerberusIV
|
|
Two bugs in Conquest scenarios.
Middle Ages - a barb camp appeared on the very top row of tiles in northern Sweden. My units would not move onto tiles that near the edge of the map and I could only get rid of the camp by building a town nearby. Only a problem when playing Sweden/Norway perhaps but still somewhat irritating.
Mesoamerica - rather more seriously irritating. I just completed a relatively peaceful game on monarch level and "won" by scoring >7000 culture for my civ with about 5 turns to go. The game didn't recognise this and played through to the mandatory retirement where it awarded my victory on points, not culture!
Edit: My Mesoamerica problem isn't a bug, I just didn't have quite 2x the culture of the next civ.
Edit 2: The Middle Ages one is presumably because tundra is impassable as there is a whole chunk of the NE corner of the map that doesn't get explored. So, again, not a bug.
The AI going straight to war when it blunders into one of your assassins in this scenario is a bug though.
Last edited by CerberusIV on 08-12-2003 at 19:38
|
|
|  |
 |
|
Arrian
|
 |
Kneel before Grog!
Jul 2001 time: 00:31
|
|
Odd, obscure bug:
I set up a test scenario for a multiplayer democracy game. In order to get things just right, since PBEM worker jobs are handled a bit differently than SP worker jobs, I fired up the scenario as a PBEM, setting up 2 human players. I figured that I could just "continue game" instead of "save and quit" in order to do my testing (and just skip turn for the 2nd civ).
Wrong. Trying to do that screws things up. To be more precise, worker job times are halved. I ordered a forest chop (4 turns). The next turn, it told me there were 2 turns left. Next turn, it was done and the worker could move. Doh!
So, in order to accurately test worker jobs/build sequences I must not only test in PBEM format, but also:
play turn
save/exit
load
skip turn for the other civ
save/exit
load
and so on and so forth.
As bugs go, this one probably ranks quite low on the priority list, I know. But it's weird, and proved to be quite an annoyance last night, so I figured I'd bring it up.
-Arrian
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:31. Apolyton Time is 00:31. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|