'goodie-dialog-box' errant behavior

bobert_1

Chieftain
Joined
Jan 10, 2013
Messages
8
goodie dialogs eg 'Land Grab'

the box seems to be 'transparent'. when it is positioned over a unit the mouse triggers a display of the unit's stats. one has to scroll the map to a place w/o units under the dialog. i hope this makes sense. :)
 
goodie box is a minor thing don't spend too much time on it :)

i am seeing some strange behavior around turn 160.

capturing an AI city, i get a notice that the city has expanded one-tile and added a citizen. this has happened on 3 occasions (same war).
 
1) Do you have the Kremlin? If it actually expanded to a new tile that wasn't previously part of the city, then the Kremlin is usually the only way that happens. (if not: bug)
2) The game will notify you when you have expanded culture, which includes when you have captured their cultural area. It will also notify you of each tile where culture expanded that you cannot work, if that occurs when you capture one of their cities there can sometimes be a lot of them in the later game. That's a feature if that's all it does. Actual expansion is a problem.
3) I'm pretty sure it isn't notifying you of actual population growth, but rather that it has a new population (it will notify you everytime a city goes down from starvation/razing as though it grew as well). It very probably went down in population. If it went up, that's a bug.
 
1. no Kremlin.
It happens on the very turn when the city is captured and accepted as a puppet state. There is no actual change in population or number of owned tiles. There is also a notice that the newly captured puppet state has changed its religion but that is not true. Religion remains the same as before capture. This change-of-religion notice comes up 2-3 times over the following 2-3 turns and then stops. Population growth proceeds normally in the succeeding turns .

2. the captured city had only the minimal number of tiles active (one ring of tiles around the capital). The notifications you mentioned do take place.

3. You are correct population did not change. The city was in anarchy. Supposedly doing nothing. That's what made wonder why i'm getting these notices. Particularly on the same turn as when i make it a puppet state.

........
that's a great quote 'I wish I had an answer...' lol
 
Yogi Berra. :)

Doesn't sound like it's doing anything unpredictable if there's no change in population/tiles, it's just flooding you with announcements that don't matter yet (because the city can't do anything). If it's actually increasing the culture ring or changing population (other than the normal small reduction that GEM makes), then we have issues.

I'm not sure if there's a way to affect that with mods directly to make it more optional or just live with it. It's really bad with a city with a large culture ring late in the game (5-10 tiles outside the city radius+the city radius capture+population on capture+population once refugees go+rally at capital notification all from one event).

Change of religion happens as the city swaps back and forth over what faith it will use if it's a different one. I've had that repeatedly on captured holy cities over many, many turns unless I use an inquisitor or prophet to hammer it down.
 
That sounds like the bug in the unmodded game introduced in the official November patch by Firaxis. It doesn't show popup announcements at the correct times, which is especially a problem when we capture cities, because it won't give us the choice of what to do with the city. I don't think we can fix that with mods.
 
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