Fall Further 051 Bug Report Thread

Game keeps crashing as soon as I end my turn, this is probably the second time in this particular game that it's happened and the only solution seems to go back two Autosaves and do everything. all. over. again.

View attachment Possible Bug Deidra.CivBeyondSwordSave

Did I mention how frustrating that can be when you're going for a Tower of Mastery win? WRYYYYY

It may be a memory overload, I dunno, turn times in general are really long (probably because of barbarian spawns running all over the place uselessly).
 
Game keeps crashing as soon as I end my turn, this is probably the second time in this particular game that it's happened and the only solution seems to go back two Autosaves and do everything. all. over. again.

View attachment 222702

Did I mention how frustrating that can be when you're going for a Tower of Mastery win? WRYYYYY

It may be a memory overload, I dunno, turn times in general are really long (probably because of barbarian spawns running all over the place uselessly).

http://forums.civfanatics.com/showpost.php?p=8311098&postcount=345
 
@xienwolf:

dural CAN build courthouses. but they should be able to build their UB great hall but that they cant.

and it was not only acheron but every single unit which continues being invis outside my borders
 
Commando movement has unexpected behavior. It prioritizes road movement when it shouldn't.

Sitting on an unroaded tile, next to a hill and a roaded flat tile as well. When told to move to the hill, the unit will move to the roaded flat tile no matter what. This results in situations such as (I have just experienced these):
1) there was an enemy city on the hill and a river between the flat tile and the city. Obviously, moving to the flat tile results in a combat penalty and clearly it's my intention to attack the city directly rather than move across the river to attack it.
2) the roaded path from the flat tile to the hill is 5 tiles long through fogged terrain. This results in the unit going in a huge loop through the fogged terrain, simply to get to the adjacent tile. And, the movement cost is greater than simply moving to the tile in the first place! (2.67 vs 2.0)
 
Patch A Hippus War Chariots are red blobs
(i assume it must be the same in patch b since i haven't seen anything about this in the changelog)
 

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Austrin trackers cannot upgrade to beastmasters.
 
See Vehem! Because you haven't updated the first post, people still think patch A is newest!;)
 
I think marksman promotion doesn't work, Alazkan keeps attacking the strongest units in the stack, no guardsman or anything.
 
Yeah, I'm attacking a scion city with archers and when a mirror weakens one archer, Alazkan won't target it but go after the strongest one.
 
Intended, it is due to the Austin recon classes being more of thieves and less connected to nature.

Then I think it should be fixed to state that in the pedia. What can they upgrade into ?
 
Praof that units arn't allways able to tell when ranged attack work: A Chislev Archer and a Scorpian clan goblin have spent near 100 turn city beside each other, each ranging the other. It's in the wilderness, with out a goblin fort.
 
Probabaly because of the way archers have strong defense and terrible attack, both of them see terrible percentages on the attack and are still trying to ranged-attack those odds to be in their favor, which will never happen.

Or the AI just says "ranged attack and nothing else with archers."
 
Doublepost: Because I'm a bad bad boy -

Hippus War Chariots = art broken to the point of causing crashes. They have no icon and a red dot for a unit in the civopedia, clicking to build one causes the game to CTD without warning. Found this out the hard way - got a player who is Hippus lategame and can't use War Chariots. Or can, and I guess they just function as the Ultimate Weapon! >_>

EDIT: Warkirby, when you get this - could you post the code to fix it, so that my Hippus player can build his chariots? As long as it's just XML we can hotpatch it into an ongoing game, right?
 
Then I think it should be fixed to state that in the pedia. What can they upgrade into ?

:D

http://forums.civfanatics.com/showthread.php?t=328452

I asked the same questions by the way. Just repeating answers I got. Look at the 4th and 15th posts on that thread.

As long as their recons can upgrade to Melee/Archers and thus not be a dead end I have no problem with the trade off of starting over to get Beastmasters.
 
The promotion which gives free maint to Clan workers isn't working. I compared the F2 screen and maint is being charged.
 
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