Beta & Bug Reports

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Maritime Citystates give 0 food (both at friends and ally) in the ancient era (probably because the game treats this as era 0 instead of 1) - or is this an intentional early game nerf? Was playing beta 1.09.
 
Tech Diffusion was combined with declarations of friendship in v4.04 beta, giving a passive research bonus to friendship that slightly favors less-advanced civs. :)

There's a vanilla game bug for displaying overflow of research from one tech to another. I tried to fix it but it sounds like I didn't succeed (the code they use for it is scattered around a half dozen files). For a tech with -1 turns, what is displayed for the tech's current & required :c5science:? (like... 200 completed, 300 needed for the technology)

If a tech is -1 or something like that, it usually is completely researched.
 
@Joneill
Oh that's unintended, I'll just add 1 to the era number.

@black213, Txurce
The tech tree problem I'm referring to is actually that techs will show negative turns until completion. This shouldn't ever happen, it should always be positive or 0.

A question for anyone who encounters the issue:

When a tech is in negative numbers, what is your current :c5science: progress on the tech, and what's the required :c5science: to complete it? This information would really help track down exactly where the cause is. :goodjob:
 
On the topic of 1.5g per citizen, was it just the city-view display that's messed up? In other words, does the city tile itself show ~20:c5gold: on the map?
I checked the tile when my city had 15 pop and it showed 24 gold. I would guess that's 15 * 1.5 (rounded up to 23) + 1 (from base tile). Oddly, when I checked the tile a few turns later it was down to 23 gold.

I'm not sure there is a problem. For some time now on Immortal, the AI gets the Manhattan Project (or at least the Modern era) in the 17th century about half the time. I always assumed it had to do with higher-level warp.
I was playing on Emperor, which usually has a reasonable AI tech pace. Seeing modern aircraft and armour rolling across the screen in 1850 was a bit immersion breaking. Siam entered the Future Era in 1900. Might have seen WWI-era Giant Death Robots if I stuck around. :)
 
I was playing on Emperor, which usually has a reasonable AI tech pace. Seeing modern aircraft and armour rolling across the screen in 1850 was a bit immersion breaking. Siam entered the Future Era in 1900. Might have seen WWI-era Giant Death Robots if I stuck around. :)

That would be WAR OF THE WORLDS, right? Naturally I agree. I would imagine that the hard part in designing the ideal tech pace is that we all want to end up on schedule with history, unless we happen to play an unusually good or bad game. I wonder if that's possible without scaling the game differently for every difficulty level. And I don't know how we would ever get around the AI pulling ahead of history because of the bonuses they receive on the higher levels. Nerfing happiness helps, as I discovered playing with the AI Equalizer.
 
Not sure why it happens, but Anti Aircraft Guns are having their promotions swapped by the promotion swapper from melee to ranged. AA Guns are melee units however.

Could it be because they have an entry <Range>2</Range> even though no ranged attack exists for them?
 
Was playing with version 4.08 beta yesterday and encountered a strange situation.

Was at war with another civ and they offered a peace treaty plus gold and resources, but the game kept going into pause whenever I would accept. If I instead hit the escape key, it would continue the game but interpret me as having turned down the deal. Worked around this glitch by me offering the peace treaty, but I ended up missing out on the extra gold and resources. Oh, well.

Afterwards, all went well until around turn 350, when a production que in one city caused the game to repeatedly freeze. Swapped out my version 4.08 beta with the 4.09 beta, and this cleared up. However, several turns later, when checking my resources, I received the following strange looking screen display:
 

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Hello,

I'am playing the latest download version (from this weekend) and found a serieus bug. Every time a leader want's to talk to me the game loads the screen with the leader. And thats it. The games stops, no communication possible. Than I have to reastart the whole game to continue paying.
Wenn I contact another nation everything works fine. I have no idea what causes this problem.

Greetings, Madfox
 
Same thing happends when you playing DirectX 9. Strangly then you can make a trade offer after which the games hangs.
 
Not sure why it happens, but Anti Aircraft Guns are having their promotions swapped by the promotion swapper from melee to ranged. AA Guns are melee units however.

Could it be because they have an entry <Range>2</Range> even though no ranged attack exists for them?

Thank you for pointing this out! I didn't realize any melee units had a range. I'll check for if units have non-zero :c5rangedstrength: instead.

Was at war with another civ and they offered a peace treaty plus gold and resources, but the game kept going into pause whenever I would accept.

Afterwards, all went well until around turn 350, when a production queue in one city caused the game to repeatedly freeze.

Are you using any other mods, and could you check if error messages appeared in the tuner when these freezes occur? Some bugs like this are difficult for me to find the source of because I can't test it directly (everything works when I try to recreate the situation).

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I have no other mods. The problem occurs only with China and Siam. Strang thing happend af few minutes ago. Siam contected me, theri king appered and after I while I was talking to China (Wu). I made a deal with her and the game went on. I never had this problem with the other civs I met (America, England, France and Babylon).

greetings,
 
Right, I noticed that too and fixed it, which is why the versions jumped to 4.11.

I also added a way to disable the 'turns remaining' information for workers on their unit flag, as you requested. :)
 
The increased cost per city for National Wonders is currently shown incorrectly in the building tooltips. It does not take gamespeed into account (so shows the same cost increase on quick and epic).
It also shows 50% of the standard hammer cost of the wonder, when it should be a flat 50 hammer cost for all national wonders. If this is because you plan to change this to be a percentage rather than flat modifier, then disregard this ;).
 
Thank you for pointing that out, I mistakenly used building.cost (from the game files) instead of GetBuildingProductionNeeded (which accounts for gamespeed changes).

Cost per city actually is a percentage in the files. I display it as :c5production: because it skips the multiplication step for the human player reading it.
 
Cost per city actually is a percentage. I convert it to a :c5production: for display purposes because I think it's a little easier to figure out how expensive something will be that way, no need to calculate something like (base cost * X%) in your head while playing.

Just started a standard speed game with the 1.11 beta. With one city, the national college costs 130 hammers (80 base cost + 50 flat increase), with two 180 (another flat +50). National treasury costs 110 (60+50) for one city, 160 with two.
 
That's very interesting...

The reason I assumed it was a percentage is that internally, 8220;purchase cost modifier8221; appears next to 8220;number of cities cost modifier,8221; and the first one is a percentage. It might be this name ambiguity occurred because the second one was added after all the other percentage-based modifiers (in patch .135) so it didn't get created by the same person who did the rest. There's also the fact they didn't bother to add it to tooltips themselves to explain what it does. :lol:

Thank you for pointing this out. :goodjob:

Beware the autocensor! My quotation marks and arrows are showing up as strange numbers... :lol:
 
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