Bug Reports Center

Ginger_Ale said:
Thanks for all the posts - will try to update tonight.
You are certainly welcome and now with the patch news out today hopefully, a gaggle of issues will be resolve and this forum will shrink in size... and thank you for organizing everything so well! :goodjob:
 
didn't read all the way through but the scout one about knowing if you're alone or not isn't true
 
I have tried to assign some people to work at a 'cottage', but I was not able to do so.

Steps to reproduce:

1. Enter a city,
2. Reassign some work location, then exit the city.
3. Enter the city again. The work allocation restored back to the original!!!

Notes: Sometimes it the manual work allocation stays for 1 turn, after that, it restored back to the original.

I am so FRUSTRATED in playing the game!! It is a extremely poor implementation. SO MANY BUGS!!
 
PeterM said:
I have tried to assign some people to work at a 'cottage', but I was not able to do so.

Steps to reproduce:

1. Enter a city,
2. Reassign some work location, then exit the city.
3. Enter the city again. The work allocation restored back to the original!!!

Notes: Sometimes it the manual work allocation stays for 1 turn, after that, it restored back to the original.

I am so FRUSTRATED in playing the game!! It is a extremely poor implementation. SO MANY BUGS!!

Turn off the Governor.
 
eldar said:
Turn off the Governor.
Actually, when you click on a tile within the city the governor gets turned off automatically... I've noticed that when the city grows sometimes it changes production or will add a specialist. There does need to be a button to tell your manage to never work on certain things... it can be a pain when your trying to focus on one thing and every time you go back to the city you've got 3 priests working and you want a great engineer not a prophet...
 
I've found that the governor doesn't get turned off automatically. Maybe that is the bug; but check that the governor is actually off (i.e. the highlight has gone). I've had the same problem, and always manually turning off the governor has solved it.
 
PeterM said:
I have tried to assign some people to work at a 'cottage', but I was not able to do so.

Steps to reproduce:

1. Enter a city,
2. Reassign some work location, then exit the city.
3. Enter the city again. The work allocation restored back to the original!!!

Notes: Sometimes it the manual work allocation stays for 1 turn, after that, it restored back to the original.

I am so FRUSTRATED in playing the game!! It is a extremely poor implementation. SO MANY BUGS!!
It was posted somewhere else that you MUST use the ENTER key to leave the city window; hitting the ESC key cancels changes, as does just clicking on the window to leave.

As soon as the patch comes out, if it allows me to play, I'll load it up and try it to verify.
 
Bug or Feature:
AI opponents doesn't follow the same diplomatic rules as a human player. They can demand things that your relationship is too poor to be tradeable, and can initiate trades for or with items they do not have proper technology to trade.

Bug or feature:
AI opponents does not really honour alliances, and will negotiate a peace as soon as possible (within few turns) after having followed you into a war.

Both are not mechanically reproducable as they depend upon circumstances in different games, but happens in every game at some points.
 
Graphics Bug: When using a Great Person to partially discover a technology, the research bar doesn't reflect this until later in the turn.

To reproduce:
1. Be researching the tech that the GP will discover.
2. Use the GP to partially discover ("+ nnnn beakers for ____ism").
3. Research bar doesn't go up until you go into a city or a window, or until the next turn if you don't do either.

---------------------------

Popups are extremely delayed. These are things like "You have discovered a source of ____ near ____" and "______ has captured _____" and other things like wonders being built, GP being born, and pillaging. The sound, text, and circular "bubble" don't show up until a few minutes after the events happen in some cases. This might just be a lack of system resources on my part, since the delay seems to be more on larger maps and later in the game, but does anyone else have this problem? I'll make a video next time it's convenient.
 
Hi, I got a new one and tested it to make sure it is not wrong like my StealthJetbomber was (it wouldn't intercept even though it would do the intercept animation). It has to do with with lone galleons (it had stuff [a settler and something else] in it but no frigate to accompany it) being able to enter cultural borders without the open borders thing. Heres a picture:

cheatinggalleon.JPG


It is totally true because why would I waste time helping Catherine with her plan to take over the world when she has declared war on me three times? Also, there is no way in worldbuilder to put stuff in a ship so it is real.

To get it play a game where you have to use boats to get around (in my case it was custom-continents) and what till the other civs get the tech to make galleons. Also, make sure your borders are fighting with each other but not so much as borders are constantly changing hands. Also, make sure you have no open borders with the enemy civ. In addition, leave just enough room on your continent/island that is accesible that tantalizes enemy tastebuds and you might see a lone galleon wandering YOUR cultural borders to that place without your approval to do so. It really sucks cuz they get away with it and plop down a city where you were going to put your next city but didn't have the time cuz you were building a wonder but had a military unit stationed were you wanted to put that city so you wouldn't have to drag one there latter and you had a settler qued up next.
 
The Condor said:
Hi, I got a new one and tested it to make sure it is not wrong like my StealthJetbomber was (it wouldn't intercept even though it would do the intercept animation). It has to do with with lone galleons (it had stuff [a settler and something else] in it but no frigate to accompany it) being able to enter cultural borders without the open borders thing. Heres a picture:

cheatinggalleon.JPG


It is totally true because why would I waste time helping Catherine with her plan to take over the world when she has declared war on me three times? Also, there is no way in worldbuilder to put stuff in a ship so it is real.

To get it play a game where you have to use boats to get around (in my case it was custom-continents) and what till the other civs get the tech to make galleons. Also, make sure your borders are fighting with each other but not so much as borders are constantly changing hands. Also, make sure you have no open borders with the enemy civ. In addition, leave just enough room on your continent/island that is accesible that tantalizes enemy tastebuds and you might see a lone galleon wandering YOUR cultural borders to that place without your approval to do so. It really sucks cuz they get away with it and plop down a city where you were going to put your next city but didn't have the time cuz you were building a wonder but had a military unit stationed were you wanted to put that city so you wouldn't have to drag one there latter and you had a settler qued up next.
Save the game at this point with ship in enemy territory and post a savegame... that will prove it...
 
I can verify (although without savegame) that naval units don't respect cultural borders, irrespective of open border agreements or no.

Going back to the city screen, a "bug/feature" would be the inability to exit the screen using the mouse, a bit weird given that everything else in the game can be done with the mouse.
 
ranathari said:
I can verify (although without savegame) that naval units don't respect cultural borders, irrespective of open border agreements or no.

Going back to the city screen, a "bug/feature" would be the inability to exit the screen using the mouse, a bit weird given that everything else in the game can be done with the mouse.
I can generally exit the city screen by clicking anywhere on the city screen that is not a workable tile, I usually click the bottom where it says press enter to exit...
 
When you attack units you can instantly know who wins by watching the area above the details box when you click on the enemy unit the results are shown before end of the battle.
 
Ginger_Ale said:
That bug is already in there, paulfish, under Minor Bugs #4.
Then edit how the bug is listed as you are talking about when one figure is used and I got all three up. So it is happening no matter what type of unit display you are using
 
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