Are you certain? It's only when building units and only when 20% is actually possible, so at least 5 hammers needed.
Working for me, although I have only one city (just started) but that city has 5 "gross" hammers and I only get 4 "net" hammers (building a warrior), when I selected a more food giving tile instead of the hammer tile so I only got 3 "gross" hammers, then the "net" hammers is also 3.
Much more important: Corlindale's peace also has no forced duration AND the AI declared war against me 3 turns after I cast it.Listing of Bugs reported and not yet included in the changelog for the upcoming patch:
Seven Pines Peace has no forced duration (can declare against them again immediately) potentially only an issue in MP (Kyroshill - Post 267)
Two issues,
1. Playing tonight as the Elohim, captured the Sheaim capitol, I could build the sheaim units and buildings there, but it would not let me build my reliquary, basilica or chancel of guardians in the city. I thought as tolerant in enabled me to build both my buildings and the comquered enemies buildings in a city I captured.
2. I had razed the pyre of the seraphic and the tomb of sucellus leaving the fire and death mana behind. two different civs plopped near them and one built a farm on a node and the other built a cottage on a node. this was despite my gifting them the necromancy or elementalsim techs they needed to build the proper node. As I thought about it and checked old saved games i have never seen the AI place a node on a specialized node(i.e. fire, death, etc.) they have just upgraded plain mana nodes. Are they capable of placing a fire node on a fire mana, etc. or can the ai only make a node on a generic mana?
<GameOptionInfo>
<Type>GAMEOPTION_CAPTURE_ALL_BUILDINGS</Type>
<Description>TXT_KEY_GAME_OPTION_CAPTURE_ALL_BUILDINGS</Description>
<Help>TXT_KEY_GAME_OPTION_CAPTURE_ALL_BUILDINGS_HELP</Help>
<bDefault>0</bDefault>
<bVisible>0</bVisible>
</GameOptionInfo>
<GameOptionInfo>
<Type>GAMEOPTION_NO_BUILDINGS</Type>
<Description>TXT_KEY_GAME_OPTION_NO_BUILDINGS</Description>
<Help>TXT_KEY_GAME_OPTION_NO_BUILDINGS_HELP</Help>
<bDefault>0</bDefault>
<bVisible>0</bVisible>
</GameOptionInfo>
<GameOptionInfo>
<Type>GAMEOPTION_NO_TECHS</Type>
<Description>TXT_KEY_GAME_OPTION_NO_TECHS</Description>
<Help>TXT_KEY_GAME_OPTION_NO_TECHS_HELP</Help>
<bDefault>0</bDefault>
<bVisible>0</bVisible>
</GameOptionInfo>
<GameOptionInfo>
<Type>GAMEOPTION_NO_UNITS_FOR_HUMANS</Type>
<Description>TXT_KEY_GAME_OPTION_NO_UNITS_FOR_HUMANS</Description>
<Help>TXT_KEY_GAME_OPTION_NO_UNITS_FOR_HUMANS_HELP</Help>
<bDefault>0</bDefault>
<bVisible>0</bVisible>
</GameOptionInfo>
Huge (?) bug with the AI's worker AI:
Auric's worker has been moving between two resource tiles which are two tiles apart for many, many turns now - like an endless loop. I'd guess that this bug (if it occurs more frequently) absolutely cripples the AI because it stops it from ever upgrading any tiles once the worker is bugged?
Hi folks!
I'm also finding that the probabilities for the 'rust' spell working seem to be odd. In my current game, I was 'rusting' away with a high incidence of being successful. However, the last 5 or so times I've cast the spell, every unit resists, probably about 20 units successfully resisting. I don't have statistical results, unfortunately; I'll try to compile them going forward.
Best wishes,
Breunor
Been meaning to Ask... Is Magnadine's Hire Merc ability not meant to hire the unit in the town in question? Right now it seems to hire it into a random city, which is just weird.