NiGHTS: Bug Reports

- "Recycling Plant" synergy description is missing from the "Conservatism" policy description (but works)
- "Docks" do not work with ocean-based oil resources, is this by design ?

I missed adding oil to work with that particular building - will be fixed in v10.5. As for the synergy description, the RP synergy actually comes from the Conservationism policy, not the Conservatism policy. ;) Although it might be a good idea to change the name of one of those... :crazyeye:
 
I am sure it has been noted before, but the great library should offer a free science, and the oracle should offer a free policy, as opposed to the other way around as it is now.
 
Is it possible that policy changes to buildings only work on the "normal" version of the building, not the "free" one granted from wonders ?
In my game I have a bank (free) in the capital and acquired the "Capitalism" policy which works but not on the free bank. The tooltip of the bank actually shows 45 % instead of 30 % but it is not calculated in the main screen.
I reloaded the save to verify it is not a display error ;), same result.
 
When I rebase a fighter, the 1 above the city name indicating an air unit present remains in every city the fighter has been to, even after it's left. When I click the 1, it selects the fighter (which is in the proper city), but the number never seems to disappear. I current have four cities showing a fighter present, with only one fighter built (it has traveled to each of those cities).

Game version 1.0.1.383 (Steam), CIVILIZATION__NIGHTS_HD version 104 (NiGHTS Extended Edition). No other mods active.

Update: Ghosts disappear on save/reload.
 
Is it possible that policy changes to buildings only work on the "normal" version of the building, not the "free" one granted from wonders ?
In my game I have a bank (free) in the capital and acquired the "Capitalism" policy which works but not on the free bank. The tooltip of the bank actually shows 45 % instead of 30 % but it is not calculated in the main screen.
I reloaded the save to verify it is not a display error ;), same result.

I wouldn't be surprised if this is the case considering the state some of the base code is in at the moment. I'll have to take a look at this for v10.6 and make sure none of the "free" buildings conflict with potential policy choices.

When I rebase a fighter, the 1 above the city name indicating an air unit present remains in every city the fighter has been to, even after it's left. When I click the 1, it selects the fighter (which is in the proper city), but the number never seems to disappear. I current have four cities showing a fighter present, with only one fighter built (it has traveled to each of those cities).

Game version 1.0.1.383 (Steam), CIVILIZATION__NIGHTS_HD version 104 (NiGHTS Extended Edition). No other mods active.

Update: Ghosts disappear on save/reload.

Hmm - I'm not sure what could be causing this at the moment, and it does seem strange that a reload fixes the problem. Has anyone encountered this in vanilla CIV V?
 
Hmm - I'm not sure what could be causing this at the moment, and it does seem strange that a reload fixes the problem. Has anyone encountered this in vanilla CIV V?

yes, though it has been patched a few months ago, since then I did not encounter it.

Small bug encountered with 10.5a: Petra can be built without the stone requirement met.
 
I keep getting warrior units gifted from Tyre in the mid game when they are already building riflemen for themselves. I've cleared everything out of the game and only have infoaddict running but haven't tried re-installing the game. Anyone else having this problem? (I had 2 in a row this last game as England.):(

Thanks.
 
yes, though it has been patched a few months ago, since then I did not encounter it.

Small bug encountered with 10.5a: Petra can be built without the stone requirement met.

Are you sure you didn't have any Stone? Stone anywhere in your empire counts as this isn't a local requirement, (and bonus resources can also be hard to track). I'll word this better in v10.6.

I keep getting warrior units gifted from Tyre in the mid game when they are already building riflemen for themselves. I've cleared everything out of the game and only have infoaddict running but haven't tried re-installing the game. Anyone else having this problem? (I had 2 in a row this last game as England.):(

Thanks.

I personally haven't had this happen yet and I'm not sure what could be causing this... Anyone else have this happen to them?
 
wcbarney said:
Is this a bug or an Easter egg (or Christmas gift)? In my last game up 'til well into the medieval era I seemed to get extra (i.e. "gifted" or free) techs. For example, I was actually researching Rifling, and when it popped I also got another tech -- Dynamite, I think. It wasn't caused by a completed RA. The only thing different in this game was that I managed to build the Magellan's Voyage wonder which is supposed to give you a discount on techs already discovered by other civs; does it give you those techs free instead??
... That ability works a bit different than what I originally thought, (it's an undocumented xml tag - probably left over from CIV IV). Instead of an overall 15% discount on techs others have discovered, it's a cumulative 15% discount for each Civ that has discovered a Tech that you haven't - which can indeed lead to some free techs. At the moment it'll be over-powered on higher difficulty levels where the AI techs fast, but on lower difficulty levels the payoff won't be nearly as great. I'll adjust this ability for the next update, so for now - it can be an early Christmas gift... that I'll be re-gifting in a week or so. :)
I just finished a game with V10.5a, after you adjusted the Magellan wander to provide only a 1% cumulative discount on techs that others have discovered. Turns out I won quite easily with a science victory (America, Emperor, standard PerfectWorld map, standard time), but during the early period I still got a few "free" techs because of Magellan. Later on I had such a wide tech lead that none of the AIs were within 12 techs of discovering anything before me. For that reason I refused to sign any RAs either.
 
I just finished a game with V10.5a, after you adjusted the Magellan wander to provide only a 1% cumulative discount on techs that others have discovered. Turns out I won quite easily with a science victory (America, Emperor, standard PerfectWorld map, standard time), but during the early period I still got a few "free" techs because of Magellan. Later on I had such a wide tech lead that none of the AIs were within 12 techs of discovering anything before me. For that reason I refused to sign any RAs either.

Yep - It's still OP'd and will get a new ability in v10.6 this weekend.
 
Oil Refinery requires improved oil around city. But you can't build it if it's from an offshore platform.
 
Oil Refinery requires improved oil around city. But you can't build it if it's from an offshore platform.

True... I'll adjust this so that a global source of oil is required instead of a local source.

10.6
The Florence Cathedral still gives free Knight

I'll post a quick update within the next few minutes that fixes this as well.
 
10.6
"Police State" in the Honor tree does not work, the hammer cost of courthouses are not halfed and there are no more jails in the game.
 
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