View Full Version : Extreme Wierdness Leading to Cities Captured
Fafnir13 May 19, 2008, 11:18 PM Second time this has happened this game, so I'm wondering what is going on. Playing Amurites attacking the Calabim Island and their Sidar Vassals. Twice now I've lost cities without losing a combat. End my turn with numerous troops stationed in a captured city. A few battles take place. Then my turn starts, all the troops I had there at the edge of the enemies culture, and the city captured. First time it happened I thought I must have somehow ordered them out of the base, reloaded, and continued on. This time, I checked the event log.
Event log reads A catapult attacks, withdraws. Sidar Ghost attacks, kills Hawk. Chariot attacks, is killed by my Beast Master. Chariot attacks, withdraws from combat. Adonis is captured!
Is there some special effect going on that I'm unaware of or is this some weird bug? I've got a save right after it, in case that would help. As for now, I'm going to see about retaking that city and teaching those Sidar that their glitch foo cannot save them now :sniper:
TallJimbo May 20, 2008, 12:59 AM There seems to a bug in which a unit that withdraws while defending a city causes the entire city to be lost. It's also been noticed when units with the immortal promotion lose, because this is also handled with the withdraw mechanism.
I reported this once reported on the 0.30 bug thread, but I think it got lost in the noise, and I haven't been playing enough since to get a save game that demonstrates it.
At one point, I think xienwolf tried to track down the scripting error, but I don't know if that effort went anywhere either.
If you've got a save game that demonstrates the problem, I'd definitely recommend posting it on the bug thread.
schlalex May 20, 2008, 06:57 AM In my last game i had the same problems. It has definetely something to do with the withdrawal.
Furthermore, i experienced problems with the "stack attack". Sometimes when i attacked a stack of enemy units and the attacked unit withdrawed from combat, the whole stack disappeared (20 or more units).
A little strange :). Maybe the team should disable all the defensive withdrawal, so that a unit can only withdraw when it attacks.
bc1 May 20, 2008, 11:33 AM These bugs have been in the game since at least version 0.25. Disabling defensive withdrawl won't solve it, it's part of a much wider issue. As stated above the bug also manifests itself when immortal units get beat, and IMHO it's also linked to the bug of HN units bumping enemy units around when travelling by ship or by troyan horse.
The code that bumps units around doesnt seem to get called properly. Is there any other legitimate use for it other than bumbing units out of a civ's territory when declaring war ? This whole thing really needs to get fixed, it's quite a game breaker ATM.
Pyr0mancer May 20, 2008, 11:59 AM The code that bumps units around doesnt seem to get called properly. Is there any other legitimate use for it other than bumbing units out of a civ's territory when declaring war ? This whole thing really needs to get fixed, it's quite a game breaker ATM.
Erm, Elohim world spell. Can't think of any others ATM.
Amerigo Arturo May 20, 2008, 03:23 PM I had this happen a couple times to me too, I was Sheim and was fighting the Kurioates. For some reason all my units in the city would get kicked out of the city and they would take it, and now I've been fighting a war of attrition to get it back......
Please ignore my misspelling of the civs.
A_Hamster May 20, 2008, 04:44 PM Erm, Elohim world spell. Can't think of any others ATM.
Possibly Loki's automatic escape?
Pyr0mancer May 20, 2008, 05:00 PM Possibly Loki's automatic escape?
Which doesn't work in cities, so not much of a problem.
|
|