GotVEM #3 Problems

Gamewizard

Emperor
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Jan 24, 2011
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Couple of things I noticed while playing GotVEM #3:

1. Satrap's Court insta-points not calculated if you are currently in a GA. Happiness GA points also not calculated, only the per-turn points from the Courts are.

2. I could have sworn that my first natural GA was 30 turns long, but my second was only 20, which I think is what it should have been the first time.

3. Enlightenment opener gives 1gold per science building AND a GS, so I'm not sure what the finisher will give.

4. Sullieman attacked an allied city-state of mine. I wanted to ask him to make peace but the option under Make Peace With in the diplo screen wouldn't move to the negotiating table.
 
I did a quick test of:

  1. Placed a great person.
  2. Started a golden age.
  3. Bought a Satrap's Court in my capital.
  4. Stored happiness increased from 0 to 200.
What circumstances were involved in the situation where it did not work?

Not sure about the GA duration thing. GAs are always a certain (reducing) duration, mostly done in the game core. The GS is on the wrong policy in Enlightenment, fixed in v120. Most trade deal interactions are done in the game core we do not have access to.
 
Thanks for your answers. Others have said that the Satrap's Court work, so perhaps it was just me not paying close enough attention.
 
#4 happened to me as well. In addition I found a few other anomalies in my game:

- On 3 or 4 occasions near the end of the game the UI showed that a tech would be researched in one turn (and seemed correct based on the amount of beakers still needed and the amount I was generating per turn); however, after the turn the tech was still a small amount of beakers short of completing. There must have been some sort of correction made in between turns such that the total beakers were recalculated and different from the original calculation. I was coming up about 20 beakers short out of a total 1150 or so bpt.

- I kept getting the bug where your turn won't end until you find and manually tell the halted worker to begin working again. I thought this was fixed in a hotfix for the vanilla game.

- The UI would display Next Turn even when there were units that could move. Right clicking to remove the notifications to the right fixed this.

- Not sure if this is a bug, but the AI seemed to be obsessed with barb hunting, particularly in the surrounding ocean areas. While scouting with my caravel I was constantly running into large packs of AI frigates circling barb camps in remote areas. In one case there were 8 Siamese frigates around a small island with a barb camp in a far corner of the map. If only they would focus that attention into actually trying to win the game.
 
#4 happened to me as well. In addition I found a few other anomalies in my game:

- On 3 or 4 occasions near the end of the game the UI showed that a tech would be researched in one turn (and seemed correct based on the amount of beakers still needed and the amount I was generating per turn); however, after the turn the tech was still a small amount of beakers short of completing. There must have been some sort of correction made in between turns such that the total beakers were recalculated and different from the original calculation. I was coming up about 20 beakers short out of a total 1150 or so bpt.

- I kept getting the bug where your turn won't end until you find and manually tell the halted worker to begin working again. I thought this was fixed in a hotfix for the vanilla game.

- The UI would display Next Turn even when there were units that could move. Right clicking to remove the notifications to the right fixed this.

- Not sure if this is a bug, but the AI seemed to be obsessed with barb hunting, particularly in the surrounding ocean areas. While scouting with my caravel I was constantly running into large packs of AI frigates circling barb camps in remote areas. In one case there were 8 Siamese frigates around a small island with a barb camp in a far corner of the map. If only they would focus that attention into actually trying to win the game.

I've observed all of this. The UI problem seems to occur when a unit has been given an auto-order that is somehow interrupted. An additional, similar problem is that the AI sometimes won't make peace with a CS, for no apparent reason.

However, the AI navies have always barb hunted, just like that. In addition, the Songhai used frigates very effectively against my exposed land units while defending their cities.
 
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