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That's been a bug forever, and attempts to fix it just don't seem to work. Dunno why.
G

Really? Forever as in EUI, or as in BNW? I never noticed it before.

Is it dll or LUA related?
 
Bad news Gazebo, Conscription bug is being nasty and elusive, still present in 7/24 v2.

One question so I can continue my actual game, what kind of unit must give this policy so I can use the Ingame Editor, the most advanced melee unit available, right?

To add more info, the first time after obtain the policy it worked (in one city growing to six, giving a warrior), but in the second chance policy must be activated didn't work (another city growing to six, and the unit that must be added would be a spearman). I've exited the game and continued the game meanwhile.
 
Bad news Gazebo, Conscription bug is being nasty and elusive, still present in 7/24 v2.

One question so I can continue my actual game, what kind of unit must give this policy so I can use the Ingame Editor, the most advanced melee unit available, right?

To add more info, the first time after obtain the policy it worked (in one city growing to six, giving a warrior), but in the second chance policy must be activated didn't work (another city growing to six, and the unit that must be added would be a spearman). I've exited the game and continued the game meanwhile.

:mad:

Was there a unit in the city that it didn't work in? I ask because, in my test games, it has worked perfectly (for the AI, mind you), but AI spawning and human spawning can behave differently.

G
 
:mad:

Was there a unit in the city that it didn't work in? I ask because, in my test games, it has worked perfectly (for the AI, mind you), but AI spawning and human spawning can behave differently.

G

I think that yes, but not sure. I'm continuing the game, and soon a city is reaching size 12, I'll be updating here what's happening.
 
:mad:

Was there a unit in the city that it didn't work in? I ask because, in my test games, it has worked perfectly (for the AI, mind you), but AI spawning and human spawning can behave differently.

G

In my previous tests it failed sometimes no matter if it was garrisoned or not. But every time it failed there was this sound like mixture of different events, so maybe something is collinding and preventing the call or the fullfilment, but I would bet on the latter.
 
Strange city behavior (7-24v2):

Suddenly, somehow the governor queues a horse unit (horseman or horse archer so far), and when I was not paying attention, it completed the unit (that is when I noticed, as I was sure I never ordered a horse unit in this present game).

Have any of you seen this behavior?
 
I know what it is. And I hate it. The 'RecommendUnit' function called for the conscription can fail if the AI decides it doesn't want to build a unit. Since the AI always wants to (but the player's shadow AI doesn't), it leaves the event hanging. :nuke:

Also, I know why the shadow AI is putting units in your city queue, Aristos. And I also hate that. :nuke:

I'm grumpy today. :crazyeye:

Anyways, fixes incoming.

G
 
I know what it is. And I hate it. The 'RecommendUnit' function called for the conscription can fail if the AI decides it doesn't want to build a unit. Since the AI always wants to (but the player's shadow AI doesn't), it leaves the event hanging. :nuke:

Also, I know why the shadow AI is putting units in your city queue, Aristos. And I also hate that. :nuke:

I'm grumpy today. :crazyeye:

Anyways, fixes incoming.

G

Well, I hate it too. It just put a catapult into my queue. :mad::mad::lol::lol:

Please make the fix savegame compat.

EDIT: fixes incoming as in minutes? hours? days? Just asking...
 
I know what it is. And I hate it. The 'RecommendUnit' function called for the conscription can fail if the AI decides it doesn't want to build a unit. Since the AI always wants to (but the player's shadow AI doesn't), it leaves the event hanging. :nuke:

Also, I know why the shadow AI is putting units in your city queue, Aristos. And I also hate that. :nuke:

I'm grumpy today. :crazyeye:

Anyways, fixes incoming.

G

Great you finally catch the bug :goodjob:

Can you please ask me this question ?

Mitch.sp said:
One question so I can continue my actual game, what kind of unit must give this policy so I can use the Ingame Editor, the most advanced melee unit available, right?
 
Well, I hate it too. It just put a catapult into my queue. :mad::mad::lol::lol:

Please make the fix savegame compat.

EDIT: fixes incoming as in minutes? hours? days? Just asking...

It'll be shortly, just gotta make sure the new conscription function passes a valid unit in.


G
 
Not a bug with CP precisely, but I did notice that one of Whoward's PNM mods doesn't work with CP: UI - Enhanced Demographics.

I managed to fix it by adding a file dependency for CP to the Enhanced Demographics modinfo file, so that CP gets loaded before this mod.
 
I really like the idea of Arabia's bonus, but it never starts me in a desert. In fact, the last three starts as Arabia have landed me in the tundra. Is their start bias borked?
 
I really like the idea of Arabia's bonus, but it never starts me in a desert. In fact, the last three starts as Arabia have landed me in the tundra. Is their start bias borked?

Their bias seems to work for me, at least how bias normally work. Which translates to not always a desert, but usually a few desert-tiles within 7 tiles from your startingpoint.
truth be told starting bias isn't very helpful for anyone as it is, well at least the ocean-bias giving you a coastal start seems to work in most of the cases.
 
Thanks again Gazebo for all your work on maintaining this. I've had a couple of games now in the last week with 24/7v3 of Community Patch (not CBP) and have noticed just two bugs.

1. The Grand Temple is not applying doubled religious pressure to nearby cities.

2. Some (but not all) of the militaristic city-states are only offering generic units for being allied with, and not unique units.
 
Each militaristic city-state offers only one unique unit type. You can get it after acquiring a required tech and they stop gifting once it gets obsolete.
 
Each militaristic city-state offers only one unique unit type. You can get it after acquiring a required tech and they stop gifting once it gets obsolete.
Yes, I know that. Its just that I've noticed with CP, that some of the militaristic city states are only offering generic units for being allied with. When I mouse over the Militaristic tag in the city state pop-up, it says for instance that "they know the secrets of the Crossbowman". Shouldn't that be one of the unique crossbow units like the Longbowman or the Chu-Ku-No?
 
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