 |
|  |
 |
|  |
 |
|  |
 |
|
Gyromancer
|
 |
North Carolina, USA
Jan 1970 time: 00:31
|
|
Playing in a LAN game, I noticed 3 bugs:
I experienced some strange Army graphical glitches. Sometimes after an attack is finished, the army continues to show the fighting graphic. Kinda strange to see a medieval infantry army standing there groaning and flogging itself with a morningstar..... 
When you use the goto command with railroads you can see some strange movements on the screen as well (this was in PTW, as you would see units "cut" through roaded territory that they weren't really moving through. In C3C it's even worse though, as you see units moving backwards, sideways, and in random directions. At the end, the unit ends up in the right place, but it can be quite disconcerting.
I have also seen units from enemy civs (with no boats anywhere around and nowhere near to developing flight) suddenly appear in the middle of my territory (which is on a completely different island.) It's pretty rare, but I bet there's some kind of unit movement bug that is causing this. I've only seen it with AI units.
|
|
|  |
 |
|
Jaybe

|
 |
Las Vegas, NV USA
Sep 2001 time: 21:31
|
|
quote: Originally posted by TheArsenal
The PTW naval stacked movement bug is still there: large stacks of naval units, when given the “stacked move” command (at least by mouse clicking), often do not move as a group, and one has to do it several times to get the stack to move piecemeal. |
1. You do not necessarily WANT the whole stack to move together! First you want to move an escort (destroyer?) along the path to make sure no unpleasant surprises are waiting for you.
2. To keep the units together, select a destination beyond the movement of the fastest unit. Hopefully, when the destination is reached, you will right-click the stack and observe what all movements-remaining are, and act appropriately.
3. If some of the units are not moving when you stack-move them, it means they already had some pending orders. Right-Click>Activate All first, and they will cooperate.
|
|
|  |
 |
|
RobC
|
|
I'm not sure if this is a bug or by design: started building SoZ, barb horseman destroyed my only Ivory colony, finished SoZ...no ancient cav were produced until my cultural boundaries expanded so I had Ivory in my trade network again (longer than 5 turns). If a improvement/wonder has both 'requires resource' and 'produces unit every X turns', should the resource be required just for building the improvement or for spawning the units as well?
|
|
|  |
 |
|
Selanne
|
|
Winnipeg, Canada
Nov 2001 time: 05:31
|
|
Update to the Spanish starting point problem:
I can't start Spain on a real world map because Spain is seafaring and their first civ must start on the coast. Madrid of course is not on the coast. So spain would switch out with some other coastal starting location (ie Japan)
I tried modding as someone suggested above but it didn't work.
What did work was putting everyone's first city down on top of the starting location. No big deal. Everyone now starts with one city and whatever units they usually start with.
|
|
|  |
 |
|
RobC
|
|
If you get plague in a city, hit the 'Z' key to zoom out and see them multiply:
Attachment: attackofthecrows.jpg
This has been downloaded 183 time(s).
|
|
|  |
 |
|
Selanne
|
|
Winnipeg, Canada
Nov 2001 time: 05:31
|
|
Sigh another bug in the map editor. All the overlays (barbarian huts, irrigiation, mines etc) but not rivers have disapperared from all my maps. They're there, but they are invisible in the editor but not in the game.
|
|
|  |
 |
|
Scippio
|
|
Quite often, the animation and sounds for an army that has recently attacked continue to play long after the army's attack has ended and even after the unit has been deselected. This loud clanging can get quite annoying. Reloading the game fixes this, but in multiplayer games, this can test the patience of your fellow Civ'rs.
Has anyone else experience the "Army Won't Chill Out" bug? -- Have you been able to fix it without reloading?
Thx
|
|
|  |
 |
|
MrWhereItsAt
|
 |
New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:31
|
|
quote: Originally posted by Dissident
And just to reiterate.
The units moving by themselves bug is really annoying me.
I prefer to use the number pad to move units, not the mouse. But that causes the unit after the one I moved to also move in the same direction with no input from me. Very annoying. |
I agree - I have had this a number of times, and lost Curraghs every time because of moving one tile too far.
Bombard destroying Wonders is one thing, but I think the ability to bombard destroy Palaces is HIDEOUS. Imagine just rolling up to your opponent's capital and bombarding the heck out of it and taking down their capital. Unless it relocated instantly (probably to the same calculation as if you abandond your capital and thus likely the exact same place), you have just consigned that civ to minimal shields and trade. You have KILLED them with Arty, making the Arty stack not just dodgy, but MONSTROUS.
EDIT: I have just been testing this, and it appears to be due to the presence of Walls, either in that city, or due to the Great Wall somewhere. The bombardment targets improvements until the Walls are gone, and if the GW is there, it will take down this. If the GW is elsewhere, bombard wille ventually take down every improvement, Wonder, FP or Palace until the GW goes down, wherever it is. Then and only then will units be targetted. Civil Defense are not treated as Walls to be taken down before other concerns in the same respect as Walls here. I have also just noticed that when the Palace is taken out (at least in a PBEM game), the civ behaves as if the Palace is still there for corruption/waste calculations, although the culture from the palace is no longer gained.
Last edited by MrWhereItsAt on 19-11-2003 at 19:28
|
|
|  |
 |
|
RobC
|
|
quote: Originally posted by MrWhereItsAt Bombard destroying Wonders is one thing, but I think the ability to bombard destroy Palaces is HIDEOUS. Imagine just rolling up to your opponent's capital and bombarding the heck out of it and taking down their capital. Unless it relocated instantly (probably to the same calculation as if you abandond your capital and thus likely the exact same place), you have just consigned that civ to minimal shields and trade. You have KILLED them with Arty, making the Arty stack not just dodgy, but MONSTROUS.
EDIT: I have just been testing this, and it appears to be due to the presence of Walls, either in that city, or due to the Great Wall somewhere. The bombardment targets improvements until the Walls are gone, and if the GW is there, it will take down this. If the GW is elsewhere, bombard wille ventually take down every improvement, Wonder, FP or Palace until the GW goes down, wherever it is. Then and only then will units be targetted. Civil Defense are not treated as Walls to be taken down before other concerns in the same respect as Walls here. I have also just noticed that when the Palace is taken out (at least in a PBEM game), the civ behaves as if the Palace is still there for corruption/waste calculations, although the culture from the palace is no longer gained. |
Mr. WIA, go back two pages in this thread. Arrian and I both reported this bug already -- it has to do with the target city having the Great Wall in it. Link to post
|
|
|  |
 |
|  |
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
|
|
|
|
|
|