Some bugs, semi-bugs and other ideas I've encountered so far

SamE

Warlord
Joined
Apr 17, 2005
Messages
293
Location
Ft. Collins, Colorado, USA
Bug:

On my latest completed game, I was informed that both Catherine and I had won the Space Race, in two separate areas. In the middle of the screen, above the unit command area, in white text, it said, "Catherine wins a Space Race Victory" and in a popup box in the upper right, it said that I had won it. :lol: Although it did add a bit of humor, and I did end up officially winning it (I got to see the movie), it seemed like a bug to me.

Semi-bugs (display errors):

Sometimes (about 10% of the time), instead of fighting it out, the last figure in a group just disappears. Once, before I patched it to 1.09, a unit just kept walking and walked off the screen, like he just missed the opponent or something (he walked on water, too). :crazyeye:

Suppose you have a unit highlighted that is projected to go somewhere and you end your turn. If you don't get any new information, like a city finishing something, then the unit still displays that it's going wherever it's going in 2, 3, 4, ... turns instead of 1, 2, 3, ... turns. Not that it really matters...

Ideas for patches:

Many times, a tile will say something like "41% American". It'd be great if we could have the whole breakdown somehow, though I don't exactly know where the info would be. For example, you can see the population breakdown of a city in the city screen, but you can't do the same for a tile.

When you have a ship next to a narrow (corner to corner) land bridge and you use the numpad to move him, he will go around the whole land bridge to get to that square. Perhaps this function could be disabled somehow?

Is there a specific place to post all of this stuff so Firaxis can see it, or do they check this subforum often?

Sorry if these have been posted elsewhere.
 
SamE said:
Bug:

On my latest completed game, I was informed that both Catherine and I had won the Space Race, in two separate areas. In the middle of the screen, above the unit command area, in white text, it said, "Catherine wins a Space Race Victory" and in a popup box in the upper right, it said that I had won it. :lol: Although it did add a bit of humor, and I did end up officially winning it (I got to see the movie), it seemed like a bug to me.
Never had this happen so can't comment.

SamE said:
Semi-bugs (display errors):

Sometimes (about 10% of the time), instead of fighting it out, the last figure in a group just disappears. Once, before I patched it to 1.09, a unit just kept walking and walked off the screen, like he just missed the opponent or something (he walked on water, too). :crazyeye:
Had the figure disappearing thing happen. I think it occurs when the combat lasts longer than usual. Never had the walking thing happen.

SamE said:
Suppose you have a unit highlighted that is projected to go somewhere and you end your turn. If you don't get any new information, like a city finishing something, then the unit still displays that it's going wherever it's going in 2, 3, 4, ... turns instead of 1, 2, 3, ... turns. Not that it really matters...
This isn't a bug. If you select a unit and tell it to move, the 1-2-3-4 thing is telling you where the unit will end on each turn and how many turns it will take to reach it's destination. Once that unit has moved, it is already at the turn 1 point and is informing you of where it will be on the next turn.

SamE said:
Ideas for patches:

Many times, a tile will say something like "41% American". It'd be great if we could have the whole breakdown somehow, though I don't exactly know where the info would be. For example, you can see the population breakdown of a city in the city screen, but you can't do the same for a tile.
This would definately be nice.

SamE said:
When you have a ship next to a narrow (corner to corner) land bridge and you use the numpad to move him, he will go around the whole land bridge to get to that square. Perhaps this function could be disabled somehow?
No. Just plain no. A "land bridge" is a piece of land connecting to other pieces of land together. A ship can't just ignore the land bridge. There is no water channel connecting the two sides. In situations where there are two land tiles whose corners are touching, there can either be a land bridge that land units can use, or a channel that sea units can use, but not both. The devs chose to use a land bridge just as they did in Civ 3.
 
I didn't mean to say that we should allow both ships and land units to cross at that point. What I meant to say was that pressing the numpad in that direction should not do anything, rather than making the ship try to go all the way around.

Ranos said:
If you select a unit and tell it to move, the 1-2-3-4 thing is telling you where the unit will end on each turn and how many turns it will take to reach it's destination. Once that unit has moved, it is already at the turn 1 point and is informing you of where it will be on the next turn.
Okay, here's what happened. I had a cavalry highlighted to go to point "A" in several turns. His movement points were used up, so the game had him going to a point on the way in 2 turns (with a "2"), another point on the way in 3 turns, etc. When I ended my turn and no cities built anything, it still had him highlighted, but the numbers hadn't changed. When I tell him to go to point "A" again, the numbers change and he goes. It was just something I noticed that was a tad bit incorrect.

Sorry that I wasn't clear on those two.
 
Here are some more bugs or display errors I found:

The Science advisor screen (F6) doesn't allow you to go to any other advisor screens (the other F-buttons), at least most of the time.

When in a higher resolution mode, the advisor screens only take up a chunk of the screen. Once in a while, the science advisor screen will be in the upper left, but most of the time, he's in the center of the screen.

It seems they made a small spelling error.

Spelling_error.JPG


Also, while I admire their hard work, these workers are chopping at nothing.

Workers_chopping_at_nothing.JPG


That's about all I can remember right now. Thanks to Ranos for responding.
 
Okay, I've got a few more bugs and graphics errors:

1) When I send a loaded ship (a galleon or transport) into the same square as an opponent, the game asks me like 4 or more times if it meant war. Once, it just kept asking me and I was tempted to actually declare war just to get out of the popups. The only way I know how to fix it is to move the window (right-click and click move) and then it always goes away. :crazyeye:

-> Steps to reproduce: Build a galleon and stick some random units on it. Then try to move into the same square as someone that you don't have open borders with and aren't at war with. It will ask you several times if you want to declare war on them, when it should only ask you once.

2) In hotseat multiplayer, with the resource display on, the resources don't go away until after the next player enters their password. That means that while the other player types their password, they see all of the previous player's resources in the middle of the black background.

-> Steps to reproduce: Create a hotseat game and click the resource display thingy. End your turn, and your resources will still be there, but everything else will be black.

3) Whenever I build the Hanging Gardens, the game can't find the sound. I don't know if this is my fault or theirs, but I'm curious as to what the sound is.

-> Steps to reproduce: Build the Hanging Gardens. After watching the movie, look for a message telling you that it can't find the sound.

4) About once or twice a game, I get a message like this:

Could_not_load_file_blah.JPG


That's all for now.
 
Here's a pic of the unit-highlighted-at-end-of-turn bug:
Still_2_turns_to_attack.JPG

I had the knight highlighted before my turn ended and, even though I choose the production of a few cities at the beginning of my turn, it still says that it takes him two turns to attack. Of course, when I let go, he attacks this turn.

I also found another one: The circles representing units at the top of a flag don't rotate with the camera:
Twisted_dots.JPG
 
SamE said:
3) Whenever I build the Hanging Gardens, the game can't find the sound. I don't know if this is my fault or theirs, but I'm curious as to what the sound is.

-> Steps to reproduce: Build the Hanging Gardens. After watching the movie, look for a message telling you that it can't find the sound.

That happens in my games as well. So its their fault, not yours!:) (I think, or i've messed it up as well:crazyeye:)
 
The domestic advisor has a little bug. Instead of showing the gold a city generates, it shows the commerce. Why do I call it a bug and not a dev decision? Because of this line in the CvDomesticAdvisdor:

# Gold Column
screen.setTableColumnHeader( "CityListBackground", 12, "<font=2>" + (u"%c" % gc.getYieldInfo(YieldTypes.YIELD_COMMERCE).getChar()) + "</font>", 40 )

It is called Gold Column, BUT it shows YIELD_COMMERCE. I&#180;ll try to fix it myself...
 
When you complete a wonder and the movie either finishes or stops trying to finish after stuttering, the text that describes the wonder is no longer centered in the movie window. It's not a big deal, but is aesthetically 'not nice' seeing the text messages that far off center.
 
Yeah, jdurg, I've had that happen once too. It doesn't REALLY matter (like most "bugs") but I noticed it.
 
Ranos said:
No. Just plain no. A "land bridge" is a piece of land connecting to other pieces of land together. A ship can't just ignore the land bridge. There is no water channel connecting the two sides. In situations where there are two land tiles whose corners are touching, there can either be a land bridge that land units can use, or a channel that sea units can use, but not both. The devs chose to use a land bridge just as they did in Civ 3.

I do wish they had a technology to let you build a canal improvement across these. It's silly that you can build a city there and just sail across from one side of the landmass to the other, but there's no way to do that without a city.

It would also have been nice if they had the complementary water bridge with the possibility of ferry/bridge/tunnel improvements.
 
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