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furrykef
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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.
- Kef
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ducki
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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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smellymummy
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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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furrykef
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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
- Kef
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MyOlde
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Haliburton, Ontario, Canada
Jun 1999 time: 05:32
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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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MyOlde
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Haliburton, Ontario, Canada
Jun 1999 time: 05:32
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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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pauli
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herndon, va, usa
Jan 2000 time: 00:32
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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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pauli
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herndon, va, usa
Jan 2000 time: 00:32
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grr, i can't attach images when editing posts. oh well, hopefully these screenshots illustrate the problem:
Attachment: movementbug.png
This has been downloaded 195 time(s).
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pauli
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herndon, va, usa
Jan 2000 time: 00:32
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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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Risa
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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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Capt Dizle
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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.
jt
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Capt Dizle
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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? 
Last edited by Capt Dizle on 05-01-2004 at 08:50
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ducki
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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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Capt Dizle
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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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furrykef
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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".
- Kef
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