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Patch 1.21 bugs & problems.

Originally posted by kring
Most of the time, the person used nukes before this happened. In other instances, it involved a mod situation where other civ's units were in one of your cities somehow. Those are the only two instances I have heard of causing such a problem.

Ah yes, I had just finished nuking the HE** out of Germany before this happened. Maybe the fallout from the other continent swept over and affected the sanity of my mech infantry.

Hope Firaxis can fix this sometime soon!
 
Also posted on Apolyton:

Suspect I've found a bug, though may not be directly tied to 1.21f (I could just have never noticed it in earlier versions).

Game details: v1.21f, Standard Map, Continents (max water), 8 civs, Monarch, all victory conditions enabled. Game is modded, but not in any way affecting wonders or the tech tree.

Playing as the Egyptians, I took Rome. The Romans had built both the Great Wall and the Hanging Gardens in Rome. Looking at the city view of Rome, I see both wonders -- and, correctly, neither is producing culture for me (I didn't build them). BUT, the Hanging Gardens are marked with three smilies, indicating the happiness effects of the wonder. Only problem is, all civilizations are well past Steam Power on the tech tree -- the advance that renders the effect of the Hanging Gardens obsolete.

So, either I'm benefiting from the happiness effects of the HG when it should be obsolete, or the three smilies shouldn't be there, right? Anyone see something I'm missing?

Saved game attached.
 
Originally posted by Euclid
Anybody else have this problem? It hasn't been mentioned in this thread.

On the diplomacy page none of the war/peace/trade lines between civ leaders are visible, even though veryone has contact with everyone else. I can figure out my own relations with others, but it is really unfortunate not to know what is going on between my rivals. :(

This has only happened to me since I installed the patch. I also installed a few graphics mods, but it seems unlikely that they would cause this problem.

Any ideas on what may be causing this?

I've seen this happen also. However, if memory serves me right, it also occured before patch 1.21. As a workaround, it seems to fix itself when I quit the game, restart my system and then restart the game. The diplomacy lines only seem to disapeear after I've been playing the game for a few hours. Might be a memory leak related issue. (wild speculation)

Jim
 
Originally posted by jerosen


I've seen this happen also. However, if memory serves me right, it also occured before patch 1.21. As a workaround, it seems to fix itself when I quit the game, restart my system and then restart the game. The diplomacy lines only seem to disapeear after I've been playing the game for a few hours. Might be a memory leak related issue. (wild speculation)

Jim

Do you got embassies up and running? You need 'em to find out alliances/wars between other countries.
 
I play on AMD Duron 850Mhz, WinMe. Since 1.21f, I am getting less crashes and problems with colours (before, 1/2 times i started playing, the colours of the units would flash through the colours of all the nations. Its a lot better using 'J' to select goto for all units of that type that are active, not all units of that type. Also, Ctrl + U to upgrade all units of that type leaves fortified uits fortified - a big timesaver.
 
This is a long thread, so forgive me if these issues have been discussed.

I have encountered the following bugs in v1.21f:


1) Completing research on "writing" will cause a crash. However, you can trade for this tech with no problems. I have made some alterations to the tech tree in the modern age, so I'm not sure if this is related. In any case this shouldn't be happening.

2) If you steal a technology you are currently researching, you will be prompted to choose a new research item. If you choose to view the tech tree at this prompt, you will be taken back to the tech tree in "steal tech" mode. If there are no more technologies available to steal, you are effectively stuck at this screen. Presumably this could also be exploited to steal ALL of an opposing civilisations technology.

3) Division by zero error late in a particular game (0xc0000094 occured in application at location 0x004cf46c). I haven't been able to pin-point the cause of this but the same error occurs when I try to adjust the tax/research rate or try to continue to the next turn.

4) Sound control is dodgy to say the least. I need to mute the sound everytime I start the game, even though sound is already supposed to be disabled and the slider controls have inconsistent effects. There are no visual clues as to what direction the volume is affected.

Also, for some strange reason if I try to change the sound settings while "in game" it causes HD thrashing and an inordinate delay. I know it sounds like a memory issue but I would have thought 512mb ram would be adequate.

It would also be nice if we could disable the save turns and/or compress save files as this adds annoying overhead to each turn. The game would also be infinitely better if the trade routes algorithm was improved, I find it difficult to believe destroying a road of no consequence needs to seize up the game for 1+ minute on a 1ghz machine, this really makes late game play a drag.

I am currently involved in a large world map game which I have been playing for several weeks. I'm sure Firaxis are doing their best to address these issues, but I simply won't touch the game again until these problems are fixed, let alone buy an upgrade.
 
I came close to completing the first game since I d-loaded the patch. However, I ran into a rather serious problem. I was attacked by an enemy nation, and in the next couple of rounds two more enemies joined the attack on me. A couple of other nations soon agreed to assist me, but the war lasted quite a while. During the war, unhappiness reduced many of my cities, including the capital, to size one. When the war was finally over, happiness returned to normal in the cities above size 1. However, in the size one cities - which included my capital - nothing can be done at all. Even adding settlers to the cities doesn´t change the fact that the people of these cities won´t ever be happy again. New citizens will be unhappy, and the city will move back towards size 1.
I´ve already set the governor to manage citizens moods, and tried increasing the luxury rate, but it doesn´t help at all. The fact that I conquered more cities might partially explain some unhappiness, but it doesn´t make sense that so many cities with all happyness-boosters, little or no corruption, etc. get stuck at size 1, unable to ever develop again.

Also, during the war, at least one of the cities that lost population went into civil disorder on a couple of occasions, in spite of "manage citizen moods" having been chosen.

I don´t know for sure if these problems have arrived with the most recent patch, but I haven´t seen them before. Perhaps it´s an problem with the game that has been missed by the patch designers.
It´s certainly very frustrating to have to give up on a game where you´ve conquered most of the map because of a bug such as this, so I hope it will be fixed some day.
- Martin B. Nielsen
"Malta"
 
Malta, did you happen to draft or whip any of those citizens, since it will take 20 turns to work off that unhappiness (assuming you have enough citizens in the city, otherwise it will stock pile). From your description that would seem to be case.

As for the civil disorder, I do not think the govenor will purposely starve the city to prevent disorder. Hence once it runs out of options your city will go into disorder. In such case just cranking up the luxery rate or changing out of democracy is sufficient
 
Yes, I did draft citizens in those cities that were losing population anyway while I could. However, the cities must have been dropping for many turns after I was able to draft to reach size 1, and they had been size 1 for perhaps 8-12 turns depending on the city when the war was finally over. I let about five turns pass after the end of the war before giving up. If I still have autosaves, I will go back and check if it will make any difference to let anymore time pass.
- Martin B. Nielsen
"Malta"
 
Effects from drafting are cumulative, and can result in negative unhappiness factor, basically if you don't have enough people, then the remaining people will be unhappy for a longer period of time. Firaxis put that in there to reduce pop rushing, but it also covers excessive drafting; this also includes another civ's pop rushing/drafting if you capture the city. IIRC, it lasts 20 turns per incident.
 
I´m playing another game, where I am the Zulus. I had taken Tenochtitlan from the Aztecs, and the city grew to size 6. However, I had only a single warrior in town, and even though it was an elite warrior, he stood no chance against a large number of Horsemen arrriving from a barbarian camp. I used hurry production to get an impi for further protection, but it didn´t help much. The city was reduced to size 1, partially because I rushed the Impi, and partially because the Barbarians killed some citizens. Now, more than 50 turns later, the city is still size 1, and in "no-growth" situation. It is permanently unhappy.
It was attacked by barbarians around 450 BC, and I am close to 400 AD. With each round being 20 years, this must actually be close to 90 turns where it has remained unhappy. I can´t explain it except that it must be a bug.
- Martin B. Nielsen
"Malta"
 
Malta

Check the food production of your pop 1 city. It may be that the total food production prevents city growth
 
Malta
It may have reached size 6 previously, but it may NOW have only two food production .. hence no growth
 
hey guys, I dunno if this is the eight place to ask this but here goes. About 3-4 times I've had captured cities go back to their original civ "Culturally" even though I've had loads more units then the city size. (5 mech inf, size 1 city!) Wasn't this supposed to be fixed in the patches? Im running on v1.21 so it should be ok I think! Anybody else having the same kind of problem?? Thanks...
 
Originally posted by LouisJared
hey guys, I dunno if this is the eight place to ask this but here goes. About 3-4 times I've had captured cities go back to their original civ "Culturally" even though I've had loads more units then the city size. (5 mech inf, size 1 city!) Wasn't this supposed to be fixed in the patches? Im running on v1.21 so it should be ok I think! Anybody else having the same kind of problem?? Thanks...

How many of hte working tiles did you control? Every one of those counts as a person. And was that person resisting.

Assuming just the 3 most forward squares you did not control: Assume a resistor (counting double):
then you have a base of 3+2*1=5

Now if your culture in the city is less than the pre-existing culture this doubles to 10.

Therefore you will need 10 units to completely prevent a flip.

Ibn short two units per foreignor/tile not controlled and four per resistor. And then double again if in civil disorder or halve if in WLTKD
 
Originally posted by time waster
The game would also be infinitely better if the trade routes algorithm was improved, I find it difficult to believe destroying a road of no consequence needs to seize up the game for 1+ minute on a 1ghz machine, this really makes late game play a drag.

How does the game know the road is "of no consequence"? It has to recalculate the trade net and the movement cost paths for all affected civs (yours and you allies/trading partners). The larger the map and the more players the worse the problem.
 
The original message indicated only that it would USUALLY not flip, not that it would never flip; also 2-3 units / person was mentioned as well.

Monitoring the happiness levels of such cities closely will give you a good example of the likelihood of flipping; this applies to your own cities in border areas as well.

Can we be warned when "Our Cultural Influence is Shrinking"? I have to keep a lot more units active to look for this phenomenon since my units suddenly become unintentional trespassers when this happens.

Good point about the present food production.
 
Thanks for the reply etj4Eagle! I just thought I had to have more units in the city than the actual size and this would solve the problem! When you say the working tiles that I don't control does this mean enemy units within the city tile culture borders?? The AI had just moved up units to attack me that turn so maybe that was why it flipped! where did you get those equations from? Are they moded for the difficulty levels like maybe resistors x4 each for diety??
 
Originally posted by LouisJared
Thanks for the reply etj4Eagle! I just thought I had to have more units in the city than the actual size and this would solve the problem! When you say the working tiles that I don't control does this mean enemy units within the city tile culture borders?? The AI had just moved up units to attack me that turn so maybe that was why it flipped! where did you get those equations from? Are they moded for the difficulty levels like maybe resistors x4 each for diety??

The formula is my paraphrasing of what Soreson posted over at apolyation. Another post in one of these threads has the link to that thread. This formula is independent of difficulty level.

The working tiles are those under your cultural influence (hence getting that first cultural advance is very important). Though you do bring up a good point of do enemy occupied tiles still count for you.

One additional note, the total culture ratio and distance to capitals also factor in. However, from what I understand they factor in after the garrison has been subtracted out.
 
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