New alert function? Not working?

Didn't work for me either yesterday when a Crosbowman on alert sitting across the bay from a Barb camp, and the camp spawned a frigate right next to my unit, yet it didn't wake up.
 
Actually, after another game I'm finding that it just does not work, whether reacting to barbs or civs I'm at war with.

Could it be inconsistent from game to game?
 
So the developers are PRETENDING to patch a bug?
I've been playing civilization for many years, but this is the most ridiculous thing I have ever heard.

I think the poster is making a joke.

I imagine the developers just missed something crucial when pushing this patch out.
 
Embarrassing if the function does not actually work. Can't understand how such a thing could slip through QA, seems pretty easy to reproduce. I mean when you're doing release testing of a patch, you will explicitly test the new functionality. I assume the testers have tools to setup scenarios easily so how hard can it be to test: 1) Set up unit in 'Alert' mode 2) Move enemy unit close 3) Assert that unit wakes up
 
So maybe we can get this most basic of all features in the Spring patch then?
 
It's not an Alert button. But you can put a unit to sleep with it. Now if they'd been clever, they'd simply used the Alert Guard mod...
 
The "Alert" function should be merged with "Sleep". There should only be "Fortify" or "Alert"/"Sentry" as options, and both options should work exactly the same whether its a military or civilian land or sea or air unit.
 
I imagine the next patch will be around Jan 20th when the Aztecs are unlocked for non-pre-ordered copies of the game.

I feel like this patch introduced as many bugs as it fixed.
 
They just needed to copy-paste the few lines of code for sentry action from Civ5. How is it possible to miss that?
Because this isn't how programming works.

Embarrassing if the function does not actually work. Can't understand how such a thing could slip through QA, seems pretty easy to reproduce. I mean when you're doing release testing of a patch, you will explicitly test the new functionality. I assume the testers have tools to setup scenarios easily so how hard can it be to test: 1) Set up unit in 'Alert' mode 2) Move enemy unit close 3) Assert that unit wakes up
Given the conflicting user reports, what if it passed QA and isn't playing as nice in the wild?
 
Then tell me how programming "works".
That would be both massively off-topic and could occupy more DB space than I think this forum is allowed to serve. Certainly, "copy and pasting" code from a different game with a different base with the only a shared language (presumably, accounting for a lack of feature advancements in C++ releases in the past half a decade) is not how it works.
 
I can't believe it, devs have done it intentionally to play with us, there is no other explanation.. or yes maybe there is one..
 
After a few playthrus, it seems only to work when Barbarian Melee/Light Cavalry become adjacent to you. Ranged units do not trigger it
 
lol nothing triggers it in my games. what astounds me is this was working perfect in civ V yet they somehow balls this up in civ VI? what monkeys do they have working over at firaxis now?!
 
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So, one year later and this bug is still present? I gave this game another shot yesterday and it seems it has still not been fixed.
 
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