Bug Reports

Here I attach the paranormal case of the square doughnuts. I feel advanced presences hovering over our seas. Keep it classified if necessary. :borg:
 

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This post doesn't really require a message, but here one is.

I checked this out, but my screen didn't go black on the next turn. Could you provide more details?

Here I attach the paranormal case of the square doughnuts. I feel advanced presences hovering over our seas. Keep it classified if necessary. :borg:

First big foot sightings which led to crop circles, now this. It is just as I feared. Kailric the dreaded Sasquatch alien from 2071 is preparing his assault on earth. We are doomed!:cry:

I looked into this but there is no failed asserts. If you have a save just before this doughnuts appear that would be great. It is very strange. Do you recall using those areas to travel the Spice Route as there are Spice Route tiles in the doughnuts. When you move into a plot the plot increases the visibility count by 1 in all plots that you reveal, when you move out it decreases it by 1. Some how the number is being increased but not decreased when you leave. Do you recall anything strange or events happening around those areas, like a battle perhaps?
 
We are lucky. I do have a savegame just before the first doughnut is done.
I did win one or two battles with my ship, but I don’t remember where. Could it be that I won, my ship was gone “heal” and therefore make the doughnut? Haven’t tested it.
And don’t. I have never been to the spice route with that ship. That was the free warship because of a FF or a Tech.

Edit: Besides, the second doughnut's center square is not trade route tile.
 

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We are lucky. I do have a savegame just before the first doughnut is done.
I did win one or two battles with my ship, but I don’t remember where. Could it be that I won, my ship was gone “heal” and therefore make the doughnut? Haven’t tested it.
And don’t. I have never been to the spice route with that ship. That was the free warship because of a FF or a Tech.

Edit: Besides, the second doughnut's center square is not trade route tile.

Ah, nice, I was able to produce my own doughnuts.

Greetings, my name is Kailric MacDunkin. I have run the Dunkin doughnut shop down the street for 3000 years. Do not attempt to open your own doughnut shop because there can be only one!

Anyway, this is a save and reload issue. When you save with your ships at sea then reload they leave behind these doughnuts. I don't have time to investigate further but this may have something to do with changes in the save arrays, can't think of anything else at the moment, so when you have the time to check this out Night, that would be great.
 
One thing comes to mind. The ship has a promotion, which gives increased visual range. The ship can then see 2 plots away. On load, it can only see one plot until cache is recalculated. I suspect it stores that 1 unit can see them. When the ship increases visual range, the plots then think there are two units, which can see them. Once the ship moves away, it's back to one unit.

I need to take a closer look at the code, but now I have an idea of what to look for. If my theory is correct, then the next question is why do we store how many units can see a plot? Why not just recalculate on load like we started doing with promotions?
 
fealty doesn't control borders(i think), culture does, which is a combination of three values (Fealty iss not one of them) is some other nation taking the squares from you? Are their borders expanding over yours?

If this is the case you need to build more education religion and culture (I think) if you mouse over the silver coin on the top left side of the city screen it shows you the three factors that effect culture.
 
My city of Nuremburg has lost 7 of its 8 peripheral tiles and its influence in them is further decreasing. This is despite 100% fealty in the city. Why is this happening? Is it a bug?

Yeah, what Lib said. Nuremburg isn't producing any culture other than what it gets for free. You can: build culture producing buildings that produce Culture, Education, Or Religion; build a Palace there and switch to Monarchy for the bonus; or switch to Patriarch with produces +3 culture per Garrisoned unit.

Hamburg, your closes Anglo-Saxon city is second from the top of greatest cities So I bet it is doing good on Culture. If you mouse over the tiles it will tell you your cultural percent, and the Anglos have you by a good bit.

If you are near rivals like that you really have to start cranking out Culture fast or they will overwhelm your borders. This is how it is in Civ4 as well.
 
It appears to me that maybe when a trained peasant can't build a home because of a population limit, the game gives a message "Can only build a home once."

Or maybe it was because my civ was in anarchy. In either case, I was confused.
 
I have a town that has a food surplus of +2. When I join a serf who was idling around the town, by putting him in school, net food goes to -1. I have seen this before. Wha? Has the food eaten by townsfolk changed from 2 to 3?
 
Thank you for welcoming me back so warmly! I really appreciate it.

I have a town that has a food surplus of +2. When I join a serf who was idling around the town, by putting him in school, net food goes to -1. I have seen this before. Wha?

Well, I have missed you. I sent you some private messages, you ever read those?

Ok, when I looked at your previous saved game I noticed you had the Wage Labor civic selected. In order to get the bonuses for Wage Labor you have to "pay" your citizens with one extra food, so all citizens cost 3 food.

Other civics like Serfdom reduce serf food cost to 1 food. Slaves cost no food under slavery.
 
If you are near rivals like that you really have to start cranking out Culture fast or they will overwhelm your borders. This is how it is in Civ4 as well.

OK, fair enough. In Colonization, it's different and I thought this game would be the same as Colonization. Therefore I put a bunch of nobles in castle there.
 
I have just achieved my first conquest victory in M:C 2.5. I’ll start another bigger, more difficult game, to keep on testing, and why not, playing. As you can imagine, I researched it all ages ago.

But after revising the civics I found “Charter Law” to be undiscovered or prohibited by some other hidden civic as ‘Ecclesiastical’ prohibits ‘Religious Tolerance’. Don’t know if I am missing something or it should be refixed.
 

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I have just achieved my first conquest victory in M:C 2.5. I’ll start another bigger, more difficult game, to keep on testing, and why not, playing. As you can imagine, I researched it all ages ago.

But after revising the civics I found “Charter Law” to be undiscovered or prohibited by some other hidden civic as ‘Ecclesiastical’ prohibits ‘Religious Tolerance’. Don’t know if I am missing something or it should be refixed.

Some of the Civics require Trading Techs, such as Charter Law requires Commune. Did you have Commune researched in Trading Techs?
 
For the third time in a row(!) the game is telling me I have 97 turns to win but no one's fighting me! I guess that another civ is fighting with its pope (or already won), and that I probably can never win but the game isn't telling me that.

I don't know who's fighting with whom, and I can't find out. Maybe if I scouted around I could find a papal force, but then what would I do? It'd be difficult to beat another civ's pope without a defensive advantage of any kind. Plus I'm not sure what would happen if that other war resolved.

Imagine how you would explain this to a new user of the mod: "Oops, now you can't win but the game won't tell you that. So go ahead and waste your time for a hundred turns." Does that increase the game's appeal, do you think? :)
 
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