Silverkiss
NekoChan
I also see once in a while the attack graphics problem, the units attack from other direction than they should
the vast majority of all of my units suddenly relocated to my capital. Not all, mind you (and I don't know precisely which ones did and didn't, as I had to log out of my game quickly), but this struck me as quite a bug.
Trismegistus said:Hey all,
I don't have time to read through all the pages to see if this has been mentioned, so forgive any repetition on my part.
I'm deep into a game and I figured I'd build Apocalypse, because, hey, why not?
The description says that it halves the population of all cities in the world and destroys a percentage of all units (20%, I think?). I did build the wonder, and it does appear that a number of my units perished, because I was suddenly able to build several national units I was maxed out on.
However, the cities didn't reduce in population AND the vast majority of all of my units suddenly relocated to my capital. Not all, mind you (and I don't know precisely which ones did and didn't, as I had to log out of my game quickly), but this struck me as quite a bug.
Hope this helps, and I suppose I ought to say that the mod really is one of the best variants to any game I've ever played. You guys are crazy for doing it, but insanity and genius are often pleasantly compatible. Cheers!
Kael said:ASpocalypse kills 60% of the worlds units and should halve all the cities populations. I'll check and make sure it is doing it.
As for your units appearing in your capital, that typically means that you had built the "Blood of the Phoenix" wonder. When that wonder comes into play all of the units that exist at that moment gain a 1 time immortality promotion, so the next time they die they will instead be ressurected in your capital. So when you killed so many units with Apocalypse a good number of them were ressurected. Its a decent strategy to Blood of Phoenix before building Apoclypse though it sounds like you fell into it accidently.
Moon Hunter said:not a bug, just a suggy...
since there arent any wild animals left in the mid-game, howabout after defeating hunter/ranger/beastmaster there would be a slight chance of the respecting animals going barbarian?
l
just came to my mind, after seening the lack of animals in mid and late games (with exception of tiger being summonable) and the fact that they use wild animals as companions...
also the ai shouldnt promote wild animals with city raider if they cant enter the borders...
or maybe there could be a slight chance that after a certain amount of turns an animal becomes domesticated and will be given to one of the civ that have influence over the teritory... if they are to remain within the cultural borders...
Teg_Navanis said:I can't see any bug in the python code that could trigger peace between the Luchiurp and the barbarians. If you provide a savegame, I could check if the barbs are 'officially' at peace with Luchiurp or if they are merely ignoring him. It would also be interesting to know if there were always civs with the barbarian trait in the bugged games.
Sarisin said:I just read through the gazillion posts in the Spells section and I didn't see much on the Charmed spell specifically. As I am playing around more with the spells now vs. just bashing barbarians, I have a few comments and a suggestion on this one which is one of my favorites in the early game helping to control the raging barb invasion...
The Good: The spell works and the offending unit will not attack. However, as stated, you never know how long the spell will be in effect. I have had Orc Spearmen be charmed for many, many turns while Lizardmen break free of the spell the next turn. Does the unit you charm have anything to do with the length of the spell?
The Bad: The spell just doesn't work at all. I cannot figure this one out. Sometimes re-casting it will work, sometimes not. Maybe like the combat odds there should be spellcasting odds.![]()
The Ugly: Occasionally, I will cast the spell and instead of that nice 'charming sound' and the message 'Unit Charmed' I hear a fart-like noise and the unit I want to charm vanishes. This can be a good thing, but I have found that on occasions the enemy unit is teleported elsewhere in my civ. Of course I don't usually know that and bang, another improvement off the map. Anyone else see this?
Suggestion: Although the spell works most of the time, it really doesn't. Specifically, it may stop invading units from attacking, but NOT from pillaging. I think the AI units capable of pillaging try that 90% of the time vs. attacking, so by casting the charmed spell on them, they will still head right for your mine, farm, etc. and pillage it without effect. I suggest the spell more or less freeze the unit and not allow it to move for a certain number of turns instead of letting it continue to wander around or head right for the improvements anyway.
Also, unrelated, but could we please have some method of dealing with those water-walking Lizardmen early in the game?![]()
Sarisin said:I am convinced still that something is up with the AI targeting the human player with raging barbs.
In that game the Luchiurp had SIXTEEN cities when I had contact with them. I just cannot imagine how with raging barbs that could be accomplished.
I am playing a game now with the Hippus. Amazingly on a huge map (highlands) my 9 civ competitors were assigned starting positions along the edges of the map - good defensively against the barbs. However, I was placed alone right in the middle of the map. OK, that's life and I have been defending my two cities against barbs (largest stack so far 30+). I have to reduce my research to fund the maintenance for all my defending troops. Low research = slow technology finds. Also, you can forget about Wonders. The bottom line is a low score and way behind other civs technologically with no Wonders. Of course, I have some high-powered units, but can only use them again the barbs which are still coming in force in yr.530.
Meanwhile 4 other AI civs have gone down to the barbs, but one civ, Perpentach, has 8 cities and a score twice mine. I managed to finally get a Hunter to his civ (that alone was a feat through advancing barbs), and, sure enough, I could see two of his cities (no open borders agreement) and there were workers doing their thing without a barb in sight.
Also, I'm wondering if there is a limit of barbs on the screen at one time. I usually have between 60-75 in or around my civ at once. I have started using the charmed spell more. When I charm barbs (unfortunately, only lasts a turn or several turns) new ones don't appear. When I kill barbs though, replacements keep pouring in.
Anyway, balance issue aside with the AI coming after the human player, I really enjoy these raging barb challenges.![]()