Bug Reports

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? :)

Hmm, send me a saved game. But you can still win. You do have to find who is fighting the pope. It shouldn't be to difficult, at this point you should have most of the map explored. You don't have to fight the Pope, all you have to do is help that Pope defeat the other guy.

If the other Civ loses to the Pope you can still win. Anyway, if this is the case then you are correct as this shouldn't be telling you the amount of turns till you win. I think the timer is actually for the other guy. If you runs out and you still haven't reached 300 turns then you are safe, I believe :)

I am uploading a patch for some of these recent bugs, but not this one, here in a few minutes.
 
I just bought a kogge on the spice route. What do I do with it? I tried dragging it to departing; no go. I tried loading it on my other kogge; unsurprisingly, no way. If you can buy a kogge on the spice route, then how do you put it to work, exactly?
 
Hmm, send me a saved game. But you can still win. You do have to find who is fighting the pope. It shouldn't be to difficult, at this point you should have most of the map explored. You don't have to fight the Pope, all you have to do is help that Pope defeat the other guy. If the other Civ loses to the Pope you can still win. Anyway, if this is the case then you are correct as this shouldn't be telling you the amount of turns till you win. I think the timer is actually for the other guy. If you runs out and you still haven't reached 300 turns then you are safe, I believe :)

I'll try it. But the game shouldn't be this way. It has to tell you what's going on.

I found a workaround for the future. You just specify all native civs; no competitors. But the game shouldn't be this way.
 
In Barcelona, I have a stable and a gromsman. I'm trying to put the gromsman into the stable to make horsies, but the gromsman will not go there. I'm not in anarchy and Barcelona has a big food surplus. Wha?

BTW in the wiki article for master groomsman it says "Can build stable in settlement/Can build horse pasture" two times each. I'm guessing you need horses there to move in the gromsman. Is that the secret?

[EDIT] Nope. So what the heck use is a stable building at all???
 

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In my previous conquest victory, the Pope took some time to arrive to my shores, so I think that their vessels are on the way. You should have got two counters, the first one 100 turns for invasion and the second 100 turns for victory. Did you get both counters?

If it is not the case, keep checking the Papal expeditionary force and check if they are decreasing in number and check if some other civ may be fighting the Pope.

By the way, I have a stack of workers and I can’t set them to go sentry or sleep. I press the button, the units perform the right animation before going sentry or sleep but then the cursor doesn’t move to the next unit, so in the end I need to press skip turn to be able to continue the turn.
 
In my previous conquest victory, the Pope took some time to arrive to my shores, so I think that their vessels are on the way. You should have got two counters, the first one 100 turns for invasion and the second 100 turns for victory. Did you get both counters?

If it is not the case, keep checking the Papal expeditionary force and check if they are decreasing in number and check if some other civ may be fighting the Pope.

By the way, I have a stack of workers and I can’t set them to go sentry or sleep. I press the button, the units perform the right animation before going sentry or sleep but then the cursor doesn’t move to the next unit, so in the end I need to press skip turn to be able to continue the turn.

In my experience each civ has its own Pope, so that won't work.
I think you mean that one counter appears 100 turns before invasion and the second appears at invasion (or not, if no invasion starts.)
See my report on the hard worker who won't sit down and shut up.
 
By the way, I have a stack of workers and I can’t set them to go sentry or sleep. I press the button, the units perform the right animation before going sentry or sleep but then the cursor doesn’t move to the next unit, so in the end I need to press skip turn to be able to continue the turn.

I think this has to do with the new feature in one of the civics that lets workers move after building, with one of the civics I think it is the bottom far right civic that gives you hardy workers..thye only finish their turn if you give them a move order..
 
... comes way, way too late in the list of fathers. By the time you're offered him, you've already got a stockade in every settlement. Or else you're losing badly.
 
Could I be correct that if you have a manor you can build a manor courthouse then a courthouse, but if you have a castle keep you can't?
 
... comes way, way too late in the list of fathers. By the time you're offered him, you've already got a stockade in every settlement. Or else you're losing badly.

This makes sense.

Could I be correct that if you have a manor you can build a manor courthouse then a courthouse, but if you have a castle keep you can't?

I'll Look into it.

When I try to declare war on Kublai, poof!

Hmm, was this a custom game? How do you have Kublai and Genghis on the same map when they are from the same Civ? That maybe what is causing the crash.

I can't make him sit down and shut up. Try it!

Ok, there is something wrong with the "build after moving code". Its a bit complicated code and I thought I had it worked about but apparently not. We may have to just go to double moves. But, that doesn't really benefit as much as you still can't start to build till next turn with double moves most times.

In Barcelona, I have a stable and a gromsman. I'm trying to put the gromsman into the stable to make horsies, but the gromsman will not go there. I'm not in anarchy and Barcelona has a big food surplus. Wha?

BTW in the wiki article for master groomsman it says "Can build stable in settlement/Can build horse pasture" two times each. I'm guessing you need horses there to move in the gromsman. Is that the secret?

The stables building is no longer workable. It only gives bonuses to Horse, Sheep, and Cattle production instead. I think the Groomsman building profession needs to be removed to make the graphic appear correctly.

I just bought a kogge on the spice route. What do I do with it? I tried dragging it to departing; no go. I tried loading it on my other kogge; unsurprisingly, no way. If you can buy a kogge on the spice route, then how do you put it to work, exactly?

hmm, this is a bug and I think it has been fixed in 2.5.1

I'll try it. But the game shouldn't be this way. It has to tell you what's going on.

I found a workaround for the future. You just specify all native civs; no competitors. But the game shouldn't be this way.

You are correct, it shouldn't be this way. We will fix it so it works correctly.


Thanks for all the bug reports:goodjob:
 
the game is telling me I have 97 turns to win
if you enable a "Europe Victory" in game options this allows there to be a time limit where you need to declare independence before it elapses or you can lose for taking a long time without declaring. (this is optional and I think the same as vanilla)
 
if you enable a "Europe Victory" in game options this allows there to be a time limit where you need to declare independence before it elapses or you can lose for taking a long time without declaring. (this is optional and I think the same as vanilla)

Well, that answer (which I think isn't exactly correct) leads to a question: My winning games have always involved the Pope declaring. I haven't tried hard enough to achieve 50%+ fealty though I've gotten to 48%. So can you declare against the Pope or must you wait until he declares and invades you?

I would prefer that you be able to declare first, since the game varies a lot, according to fortune, in how long it takes to get ready to repel an invasion, and the game can drag during the pre-invasion, if you're lucky. The factors seem to be how fertile your soil is, and how long it takes to get monks.

I wouldn't mind if there were no time limit and only you could declare war. Or not. Either way would be good.
 
Well, that answer (which I think isn't exactly correct) leads to a question: My winning games have always involved the Pope declaring. I haven't tried hard enough to achieve 50%+ fealty though I've gotten to 48%. So can you declare against the Pope or must you wait until he declares and invades you?

I would prefer that you be able to declare first, since the game varies a lot, according to fortune, in how long it takes to get ready to repel an invasion, and the game can drag during the pre-invasion, if you're luck. The factors seem to be how fertile your soil is, and how long it takes to get monks.

I wouldn't mind if there were no time limit and only you could declare war. Or not. Either way would be good.

Yes, you can declare your Conquest at 50% fealty. The AI will do this so watch out. We can set up an option so that the Player is the only one who can declare. that would be easy. That could be interesting.

One thing mastrude, next time you start a new game rename the mod the default of Medieval_Conquest because it make it easier to load your game and hunt bugs. We always have to create a new mod folder when someone doesn't use the default mod name. :goodjob:
 
Yes, you can declare your Conquest at 50% fealty. The AI will do this so watch out. We can set up an option so that the Player is the only one who can declare. that would be easy. That could be interesting.

I don't think that's necessary. If you want to.

One thing mastrude, next time you start a new game rename the mod the default of Medieval_Conquest because it make it easier to load your game and hunt bugs. We always have to create a new mod folder when someone doesn't use the default mod name. :goodjob:

Done.

To amplify my earlier comment that Orlanth's statement wasn't correct:

if you enable a "Europe Victory" in game options this allows there to be a time limit where you need to declare independence before it elapses or you can lose for taking a long time without declaring. (this is optional and I think the same as vanilla)

My understanding is that you don't lose for not declaring, instead in most situations the Pope declares war on you till the conflict resolves. If it does resolve, THEN if you haven't defeated him within 100 turns you do lose. In other situations the Pope doesn't declare war, and you can't win, but the game doesn't tell you this.

The current problem is that if a competing civ is at war with IT'S Pope, YOUR Pope doesn't declare war on you. If THAT Pope loses to the other civ, then you lose because a competing civ has won before you could. Kailric, you indicated that if the other Pope wins you can still win. Are you sure about that? If the other war is still ongoing, then either you may ultimately be able to win or you may never be able to fight, depending on how the other civ's war goes. That's the situation that is so frustrating for the player, not knowing what's going.

I would suggest having the Pope declare war on you, or you on him, whether there's another conflict going or not. That way you can win, if you win FIRST. Otherwise you can still lose if the other civ wins first or you don't defeat your Pope before 100 turns are up. You see what I'm saying?
 
A couple of buggish things I discovered and I don’t know if they were fixed in the patch or not:

1) When default spawning units are hardy workers (not tried with other units) they can’t eliminate their specialty and therefore can’t learn another one.
What it is more, if another unit deletes its specialty, they change into hardy workers.

2) Sometimes when a unit is set to work in a city as for example tool maker, they are given the options to work inside the city as soldiers with all the secondary equipment available in the city. You must click on one of them, but the unit starts working in the forge as normal.
 
I would suggest having the Pope declare war on you, or you on him, whether there's another conflict going or not. That way you can win, if you win FIRST. Otherwise you can still lose if the other civ wins first or you don't defeat your Pope before 100 turns are up. You see what I'm saying?

The rules have changed from vanilla some. In vanilla if you haven't declared independence by 300 turns you lose. In M:C you will auto start your conquest at 300 turns regardless of Fealty.

The way it should work and apparently it is not, if the AI declares war on it's Pope it has 100 turns to win, if it doesn't then the Player can still win. In the mean time, the Player can still win if he defeats his Pope first. The game checks every turns for all players to see if they have defeated their Conquest and the first one to do so wins.

Yes, you should be able to still win if the AI loses to its Pope. I have done this before. I think in Vanilla you are told when a King declares war on his colonies, so should it be in M:C.

Anyway, I will check all this out to make sure it is working correctly. Regardless, there is just too many Wars and too many Popes, so I am looking into alternative means of Victory.


A couple of buggish things I discovered and I don’t know if they were fixed in the patch or not:

1) When default spawning units are hardy workers (not tried with other units) they can’t eliminate their specialty and therefore can’t learn another one.
What it is more, if another unit deletes its specialty, they change into hardy workers.

2) Sometimes when a unit is set to work in a city as for example tool maker, they are given the options to work inside the city as soldiers with all the secondary equipment available in the city. You must click on one of them, but the unit starts working in the forge as normal.

1) This is the first time this was reported so I will check it out. Can't think of what could be causing this. We may need a saved game on this.

2)I believe I noticed this glitch once myself and will look into it
 
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