108 Bugs

EsoEs

Warlord
Joined
Jul 25, 2011
Messages
242
Just a few small things I came across while playing the Washington GoTM

-upgraded Minuteman lose their recon 1 promotion, it turns into open terrain bonus on rifleman. I realize this isn't exactly a bug, but I think vanilla does it right where unique units keep their upgrades through the game, it would be nice if the American unique unit kept this bonus.

-I didn't receive a notification from Arabia when they declared war on me in the Modern era, not really that important as Im obviously at war with them since all their CSs dec'd me, but still..

Second Edit: I figured out what happened here, Arabia declared on the Ottomans whom I had a defensive pact with. Do I get a choice whether or not to honor the agreement or its automatic?

-no production overflow. I know this is something that wasn't implemented in earlier versions either, but I know there has been talk about getting it working in future versions

-science display still off, some times it recalculates correctly and others not, I cant think of a reason for this.

Hope this helps, love a lot of the new balance and the general direction of this Mod, cheers!

Edit:

Oh I almost forgot, this was basically the whole reason for this post but I got distracted. Not sure if this is core code but.. When selecting production focus, then letting the city automatically assign specialists, it does this wierd thing where instead of working 5 production tiles, it works 1 production specialists. Heres a screen (spoiled because its from the GoTM)


Spoiler :

]
 
1) Minutemen are intended to upgrade to Light Infantry, which I've fixed in v108.1 (to be released Friday).
2) Defensive Pacts are automatic.
3) I thought production does overflow in Civ 5. Or do you mean when a unit currently under production goes obsolete?
4) The science display has had that annoying and rare problem for about half a year. I've spent hours trying to find the cause without success. I think it might have something to do with how Firaxis calculates research overflow in the game core.
5) Tiles give higher natural yields, but specialists have :c5greatperson: points, which also have value. Your city governor appears to currently rank things in this order (changes depending on policies):

  1. Tiles of 1:c5food:4:c5production:2:c5gold: or higher
  2. Engineers
  3. Tiles of 1:c5food:4:c5production: or lower
 
There would be no DoW notification from Arabia because you technically declared war on Arabia, which falls in a different Notification category, methinks.
 
3) I thought production does overflow in Civ 5. Can you give more details?

Whenever I finish production of something, and I start a new production, if you look in the city screen it will say 0/x hammers. For example I just finished an SS Booster and am now building another, it reads "308 production per turn, 0/600 hammers". Theoretically I would have saved 16 hammers from my previous production but for whatever reason the game code just disappears these hammers even though science overflows, as does food I believe.
 
Hmm I see, I wasn't actually aware of this. Was there overflow in Civ 4? I seem to remember there being overflow in that version. It might be complicated or even impossible to add overflow in Civ 5, since most things about city production are handled in the game core only Firaxis has access to. I'll put it on my todo list to research further when I have time.

If you know of any mods which add production overflow, that information would help. :)
 
@EsoEs - It looks like your screenshot is from the GotVEM (I glanced at it and had to close my eyes and hit page up!) - could you spoiler your screenshot and make it clear that it's from GotVEM please? Thanks!:)
 
@EsoEs - It looks like your screenshot is from the GotVEM (I glanced at it and had to close my eyes and hit page up!) - could you spoiler your screenshot and make it clear that it's from GotVEM please? Thanks!:)

OMG so sorry, very inconsiderate of me!! Good luck in the game! :)
 
Infantry prerequeste bug:
I was unable to build infantry. Replaceable parts is discovered and i'm able to build anti-tank gun. Should be Rifleman also prerequested?
Metallurgy, Rifling, Military Science, Archelogy & Biology are not discovered.

Edit: After discovering Rifling i was able to build infantry.
 
 

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Ok, I see - I did not read the small print ;)
I used civilopedia to find out what to discover next and noticed only that Replaceable parts is prerequested. Anyway - not a major issue.
Thanks for superb mod!
 
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