Bug reports

Made the Fremen and Ecaz stop warring, but still "waiting for other civs" forever. I seem to remember a similar bug in the Three Kingdoms mod (where large armies trying to move were the problem)...
 
This is very strange. I renamed my previous install area, installed 1.6.1, 1.6.5 and the espionage crash patch, and loaded your game. It went directly onto the next turn with no hang. A few cities wanted new build orders so I picked the first suggestion for each one. Here is the save game.

This is the second time a hang has been reported, which I cannot reproduce. I am not sure how to debug the problem.
 
Thanks, I played the rest and didn't crash after that.
A couple "bugs":
1. Even though I've learned the requisite techs after Master Guardsmen, I could still build Laza Tigers.
2. If it were possible to eliminate the level 1 and 2 windmills and mines after you learn the techs than enable level 3, it would be much appreciated. (I sometimes missclick and revert back to a level 1 structure)
3. The AI city manager seems to want to work desert tiles much more than spice or cottage tiles, even after I direct it not to. Sometimes this is even at the expense of population growth when I had no unhappiness or unhealthiness to deal with (e.g. even though I'm at war, have the Dune Messiah so no war weariness, and turned up culture for happiness).
 
1. Even though I've learned the requisite techs after Master Guardsmen, I could still build Laza Tigers.

Why would this be a bug?
Also, Laza tigers are never obsolete because they don't upgrade into anything.
3. The AI city manager seems to want to work desert tiles much more than spice or cottage tiles, even after I direct it not to. Sometimes this is even at the expense of population growth when I had no unhappiness or unhealthiness to deal with (e.g. even though I'm at war, have the Dune Messiah so no war weariness, and turned up culture for happiness).

I haven't noticed this. However, the AI *does* normally have a big preference for hammers over commerce.
2. If it were possible to eliminate the level 1 and 2 windmills and mines after you learn the techs than enable level 3, it would be much appreciated. (I sometimes missclick and revert back to a level 1 structure)

I don't think this is possible.
 
2. If it were possible to eliminate the level 1 and 2 windmills and mines after you learn the techs than enable level 3, it would be much appreciated. (I sometimes missclick and revert back to a level 1 structure)

The level 2 and 3 improvements have been discussed a few times. It is unique to this mod, and some people feel strongly in favor while others are strongly against. Please see more discussion in this thread. I agree that having the exact same button and improvement graphic is a problem. A misclick would be less likely if the graphics were different; hopefully Slyvnn will work on this when he has time.
 
Also, if the city manager were completely logical and maximize benefit, it would not work desert tiles at all, but hire engineers (especially when in faufreluches) which give more gold and culture.
 
I am wondering if there is a bug in the combat odds display.
I just lost ~7 straight battles with ~65% combat odds displayed.
The chance of that happening is ~1 in 1500.

Not impossible at all, but certainly unusual.

Have others noticed this? Or is it just the psychological thing of noticing unlikely events?
 
I am not sure if this is the mod or the civ game itself but here goes.
I use a rush strategy as the Fremen under Paul build a lot of zelots then hit all the other civs in order of strength taking out their capitols. I use this in civ as well. Playing at monarch now at the prince level I finished with a conquest about 540 score about 250,000.
The game keeps crashing, it is obvious that i will win the round as i have an army of zelots. but I saved the game every turn and as I got more and more powerful it started crashing more. Now it crashes as soon as i go to next turn. I have noticed that civ will do this as well. Any ideas? I can send the saved game to you if you want.
oops I posted this on main page as well ,sorry
Thank you
 
I ran into a small problem... the game just chills out in 15671 and I end up 'Waiting for Other Civilizations' for ... well ever, apparently. The 'waiting' cursor is still moving and I can save the game and click around the map, but it never progresses.

I thought it was a particular unit as it freezes over it, but deleting it and a bunch of others around it didn't do anything. I attached the current and a couple of turns previous saves.

I'm not sure if this is something which has been covered, but a quick look didn't show me anything.

I'm just going to let it run and see if it ever clears, I'll let you know if it does.
 

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This is probably a known bug regarding "multiple production". If you search in this thread and 1.7 feedback you will see a discussion about this. However, there is no workaround right now. I have a local fix, which I should put into a 1.7.2 release. I keep hoping I will spend the time to either put back corporations, or fix the AI to build harvesters outside city BFC, but so far it has not happened.
 
1.7.1
Pops up in log window every turn with no noticeable ill effects (see scr)
Multiple production is turned on
 

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"Congratulations, you had trained your first archery mounted naval ... unit!"
after production of a first worker
 
Hi Rainbowsand, we have fixes for both of these two issues which should appear in a future patch. We are planning to remove multiple production as it is causing issues, and the same with the advisor popups on unit creation.
 
I think 1.7.2 should be pulled and 1.7.1 put back as the current.
1.7.2 is unplayable with the spice firm not able to be built, the AI gets to build it and they get a huge advantage. I used WB to add it into my city and then spread it via WB, this is a broken bonus. You get too much gold and learn techs in the 1-2 turn cycle. I was wondering how the AI could achieve such a large number of tech gains within a small number of turns.
 
You can't spread the spice corp to your cities normally, when they are working correctly. It is one city only (there are no "executive" units that you can build to spread it). If you spread it to additional cities via WB your total bonuses were much larger than the intended amount.
 
1.7.2 is unplayable with the spice firm not able to be built, the AI gets to build it and they get a huge advantage.

Yes, it is unfortunate that 1.7.2 has such a serious issue with it. Probably removing it until 1.7.3 is available is not a bad idea.
 
I am playing House Ix (Rhombur Vernius), and used a Great Scientist to get Chemical Explosives as a free tech. I should be able to build Crawlers but I cannot. The unit shows in the available options to build but is shadowed out. Hovering over the Crawler icon, the message 'requires Ixian weaponry' appears. I played Ix in version 1.7.2 and do not remember this happening, although it is possible I did not notice it. Is there a work around, or is this something which will need to be addressed in the next patch? Thanks in advance.

Edit: For some reason, when I hover over the requirements for the Crawler unit, the message 'Ixian weaponry (player has 0) - controlled by House Ix' appears. I thought House Ix started with this resource, or is this an offworld contract?
 
In regards to my previous post, I was in error. The Dune encyclopedia clearly states (under offworld trade) that Ixian weaponry is an offworld trade contract. However, the entry for Ix should be corrected so that it is indicated that Ix doesn't automatically start with Ixian weaponry. This is a trivial concern, I know, but nontheless, Dune Wars would be a more polished product if this inconsistency is fixed. Thanks for all of your hard work!:goodjob:
 
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