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#1 |
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jumping off the cliff
Join Date: Jan 2002
Location: London
Posts: 1,529
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Report text & graphics bugs here!
Simply post any text and graphics bugs you find here. This will also be my to-do-list.
TO DO: - TXT_KEY_PLUTOCRACY_STRAT FIXED for 1.95: - Great person gfx to ancient - Nubia 1st contact - Meroe name - Medes cities - Carthage diplo text, Iberia diplo text - Mounted Combat & City States QUOTES - TXT_KEY_FORUM_STRATEGY
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Game Designer - Ancient History Encyclopedia, my new project that needs your contributions! - The Ancient Mediterranean Mod - Civilization Search Engine Last edited by thamis; Jul 25, 2006 at 08:14 AM. |
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#2 |
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Warlord
Join Date: May 2006
Posts: 154
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Thanks for fixing that one Thamis!
![]() Can you also change the Sid's tips for the Polytheism tech? It still says " first to research founds hinduism" in ver. 1.93...... |
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#3 |
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TAM Fanatic
Join Date: Jun 2006
Posts: 45
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Some first contact messages are bugged, (AI_FIRST_CONTACT...) namely the nubian leader and another whom i forgot.
And the Medians have taken over the old carthagian habit of naming their cities strangely... |
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#4 |
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No, no, please. Please.
Join Date: Mar 2006
Posts: 2,145
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AI_DIPLO_FIRST_CONTACT_LEADER_IBERIA_1 and AI_DIPLO_GREETINGS_ATT_FR_LEADER_IBERIA_1 refer to Isabella and her majesty, and AI_DIPLO_GREETINGS_ATT_FUR_LEADER_IBERIA_1 refers to a grand inquisitor. AI_DIPLO_NO_PEACE_LEADER_CARTHAGE_1 is "America does not negotiate with terrorists". On the other hand, from a purely objective and impartial point of view it is a bug that Carthage uses the default AI_DIPLOCOMMENT_REJECT_DEMANDs rather than "I won't put my hands up and surrender," and that Code of Laws uses the default quote rather than "Six or eight thousand years ago, they layed down the law." -Fred Schneider.
![]() Many buildings are effectively invisible. The easiest way to see is to add and remove all of them in Worldbuilder. It's especially awkward when capturing cities which might contain wonders. Some, at least Market, Grocer, and arbguTemple of Artemis, are out of scale. Hospital could use some other building rather than the modern graphic. |
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#5 |
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Chieftain
Join Date: Nov 2005
Posts: 48
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in my games Meroe is written like Mero? - coz of the e with the two dots above
All unregular symbols are also replaced with ? which is kind of annoying. It would be good to use only normal symbols for city names - not everybody's machine and character coding is the same. |
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#6 |
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Warlord
Join Date: Nov 2005
Posts: 115
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Fertile crescent huge map : at the NE corner of greece (island) there is a road inside the sea. The square is bordering the map.
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#7 |
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jumping off the cliff
Join Date: Jan 2002
Location: London
Posts: 1,529
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Can you please give me a map coordinate? You can get that by holding shift and moving the mouse over the square (in a single player game).
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Game Designer - Ancient History Encyclopedia, my new project that needs your contributions! - The Ancient Mediterranean Mod - Civilization Search Engine |
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#8 |
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Chieftain
Join Date: Dec 2005
Posts: 5
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Mmmm...Porkfish.
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#9 |
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TAM Fanatic
Join Date: Jun 2006
Posts: 45
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Since its the only bug thread yet, i'll post it here even though its not a graphic/text issue, maybe you can move it to the right section...
First bug: The AI is able to "park" his biremes and transport galleys on ocean tiles, which is annoying, since you cannot attack them on these places. This forces me to block harbours entirely, binding many ships. Second bug: Attacking over a river near a river delta is not giving the -25% penalty. |
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#10 | |
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Emperor
Join Date: Dec 2005
Location: St. Charles, IL USA
Posts: 1,160
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Quote:
Second Bug: Any river near the delta or one specifically? |
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#11 | |
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Warlord
Join Date: Nov 2005
Posts: 115
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Quote:
Map is Fertile Crescent. 37th tile (from west to east) 1st line (from north toward south) |
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#12 | |
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TAM Fanatic
Join Date: Jun 2006
Posts: 45
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Quote:
1. It was within his cultural borders, nod. 2. Any river delta that looks like this: (screenshot) |
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#13 | |
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jumping off the cliff
Join Date: Jan 2002
Location: London
Posts: 1,529
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Quote:
This is how the normal CIV dynamic works. Since you are attacking from a tile NE of the river, you are somehow "passing" the river delta. This should be the same in vanilla CIV.
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Game Designer - Ancient History Encyclopedia, my new project that needs your contributions! - The Ancient Mediterranean Mod - Civilization Search Engine |
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#14 |
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Chieftain
Join Date: Jun 2006
Location: Germany
Posts: 21
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1. There is no collateral damage when using fire catapults to reduce city defenses. (Playing normal map, Hettites).
2. Encountered the same as Schlappi: Enemy biremes and triremes on ocean tiles, where I could not go, but I think it was outside their cultural borders. (Again, normal map, Hettites) 3. When playing a random map using UU to enter villages, cities or go aboard leads to game shutdown ( I presume the Mod works with the scenarios, but there is a conflict between Mod and random maps). I sno real problem, because I play almost always the normal map, but thought I mention it along the way. Waterloo |
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#15 | |
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jumping off the cliff
Join Date: Jan 2002
Location: London
Posts: 1,529
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Quote:
Normal CIV dynamic. 2: This is annoying, but it happens in normal CIV games too. Should only happen within cultural borders, though. 3: No clue.
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Game Designer - Ancient History Encyclopedia, my new project that needs your contributions! - The Ancient Mediterranean Mod - Civilization Search Engine |
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#16 |
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Emperor
Join Date: Dec 2005
Location: St. Charles, IL USA
Posts: 1,160
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Triremes can enter the ocean tiles, Galeys and Biremes can enter the ocean tiles within your borders (or those which you have open borders or are at war with). It's a Civ issues as Thamis mentioned but I'll look in the SDK to see if there is anything we can do about it without breaking the workboats (which need that effect to be able to enter the oceans and build whaling boats).
I'll look into the effect with rivers but I don't know if the SDK gives us control over that level of pathing. And I'll see if I can identify the bug with the UUs in villages, I have some ideas that I'll pass on to Shpype. |
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#17 | |
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Chieftain
Join Date: Jul 2006
Location: Chicago, IL
Posts: 19
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Quote:
Just a random thought or two from work. |
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#18 |
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Chieftain
Join Date: Jul 2006
Location: 70`north
Posts: 4
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When discovering tribal law ,it says that you get 2 xp with counsil of the elders and with polytheism that you can build missionaries...
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#19 | |
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Chieftain
Join Date: Jun 2006
Location: Germany
Posts: 21
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Quote:
Playing: random Map, Archipelago, standard size, Dacians, Chieftain level (it was the game of my son ).When moving or directing the given Peltast unit to a tribal village this message pops up: Memory allocation failure - exiting program Reason: bad allocation When playing the phoenicians on a random map I had no errors so far. May be that helps a bit, haven't tried any other civs on random map. Thanks a lot for your work, Waterloo |
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#20 |
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TAM Fanatic
Join Date: Jun 2006
Posts: 45
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Hi again.
Two short issues... 1. Mounted combat and city states text is missing when discovered. 2. When upgrading your smithies (i.e. tin available) you need to move your stationed units out and back into the city to benefit from the upgrade, which is a little annoying. Last edited by schlappi; Jul 22, 2006 at 04:57 AM. |
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