Patch 7.4x Bugs

graywarden

King
Joined
Dec 6, 2007
Messages
819
Oh i forgot to mention, my clerics can not heal, either, so they too are wasted.

If I hadnt brung the Mercurians into existance I would be in a very bad place right now.

Luckily I have a great border, the Lizardmen who are very friendly are between me and everyone else, and even this is blocked by a mountain pass.

Hyborem was spawned on the other side of my mountain wall, so they can only reach me by naval methods at this point.

Speaking of the Lizardmen, they always seem to be about 25% to 30% ahead in score in the games I have seen them. They would be leading this game if I had not built the Mecuraia Gate.

These posts probably should have been on the balance thread..... too... haha
 

graywarden

King
Joined
Dec 6, 2007
Messages
819
Testing as the Malakim,

I was escorting a Great Merchant across the desert to visit (and spy) on the lizardfolk with 4 scouts.

A hyena killed the Great Merchant....... wtf...... how many times a game do you see an AI GM wandering the wilderness with immunity and impunity.... AAAAHHHHHH!!!!!!

:wallbash:
 

a_civilian

Warlord
Joined
Jun 7, 2007
Messages
161
Food export subtracts 2 food while food import adds 4 food. It has worked this way since the first time I tried this mod, perhaps 7.0, but I cannot imagine that it is intentional.

(Note: the following is not bug-related.)

For that matter, why does this feature even exist? If it were not limited it would completely break the game, but in its limited form it has little effect and just serves as needless complication. (Does the AI even understand it?)
 

Fat MaMa

Chieftain
Joined
Nov 23, 2009
Messages
4
Location
Germany
A little problem with the orcs:

After regenerating a map at the first round of a game the slavery tech is not active any more.
 

[to_xp]Gekko

QCT junkie
Joined
Dec 16, 2005
Messages
7,950
Location
Seyda Neen, Vvardenfell
enraged is buggy, my scout just got it from a dungeon and he's just sitting there instead of wandering around looking for trouble. I can also select him and move him, he just deselects automatically for each tile he moves.
 

Deon

Lt. of Mordor
Joined
Jan 13, 2008
Messages
2,956
Location
St.Petersburg, Russian Federation
Testing as the Malakim,

I was escorting a Great Merchant across the desert to visit (and spy) on the lizardfolk with 4 scouts.

A hyena killed the Great Merchant....... wtf...... how many times a game do you see an AI GM wandering the wilderness with immunity and impunity.... AAAAHHHHHH!!!!!!

:wallbash:

I don't get what the bug is. ???
 

graywarden

King
Joined
Dec 6, 2007
Messages
819
I don't get what the bug is. ???

Deon,

Sorry I wasnt clear, the four scouts escorting the Great Merchant werent touched.
It was like an assasination hit from the Hyena.

Whereas in contrast, the AI sends Great Merchants on long wilderness journeys with no escort and they have an invisibility cloak on apparently... haha
 

Sephi

Deity
Joined
Jan 25, 2009
Messages
2,970
Food export subtracts 2 food while food import adds 4 food. It has worked this way since the first time I tried this mod, perhaps 7.0, but I cannot imagine that it is intentional.

(Note: the following is not bug-related.)

For that matter, why does this feature even exist? If it were not limited it would completely break the game, but in its limited form it has little effect and just serves as needless complication. (Does the AI even understand it?)

it has some use in a food limited world (tectonics, some fantasy mapscripts,earth2,...). If a city has mostly 1food tiles, exporting 4food to that city means 4 more worked tiles (or 6 with agrarism). With sanitation there is no real need to import food anymore since a farm +2food then.
 

[to_xp]Gekko

QCT junkie
Joined
Dec 16, 2005
Messages
7,950
Location
Seyda Neen, Vvardenfell
I've got a damaged scout with withered ( therefore he can't heal ) , and autoexplore no longer works on him. if I press it, he loses his movement points but stands still. I guess he's trying to heal but can't :lol:
 

hyface

Chieftain
Joined
Mar 14, 2009
Messages
17
- Specters don't correctly receive bonuses from Death, Chaos, and Entropy Mana
- Illians can't build Ice nodes
- I've noticed that cities will stop growing for no reason. Moving citizens around won't adjust the amount of food the city is consuming. This isn't caused by Static.
 

Econian

Chieftain
Joined
Dec 12, 2005
Messages
29
Location
Tallahassee, FL
Power calculation is way off

The Illians are showing as much more powerful than me. I only have 0.6 of their power on turn 224. I easily crush them in the next couple of turns. In WB they have much less than me, only 17 combat units. 4 chariots, 9 axemen, 1 frost maiden, 3 javelins thowers. They also have 7 workers and 3 hawks. I have 47 horse archers, 3 axemen, 1 disciple, 3 adepts, 1 adventurer, and 1 settler. I have 3 times as many combat units as them, but they are more powerful than me? Something is off here.

Any idea why this might be?
 

[to_xp]Gekko

QCT junkie
Joined
Dec 16, 2005
Messages
7,950
Location
Seyda Neen, Vvardenfell
not really a bug, but I can't understand the reasoning of the city governour here. why is it ignoring the silk tile and working the grassland tile? 2F1C vs 2F1H1C, and it chooses the former >.<
 

graywarden

King
Joined
Dec 6, 2007
Messages
819
[to_xp]Gekko;9026291 said:
exploring graveyeards gives no XP and takes no movement points, while other dungeons do.

i think the graveyard doesnt take movement points because you dont "go down" into the dungeon, you are slipping in and out of the graveyard instead. This has been my assumption.

as far as results, i have seen a pretty good variation from good to bad, and seems to be working ok from my experience.
 

graywarden

King
Joined
Dec 6, 2007
Messages
819
[to_xp]Gekko;9026835 said:
not really a bug, but I can't understand the reasoning of the city governour here. why is it ignoring the silk tile and working the grassland tile? 2F1C vs 2F1H1C, and it chooses the former >.<

if you want anything done right, you got to do it yourself.
might explain why i accept micro-management as the lesser evil... haha
 

Imuratep

Cultist of the Old Ones
Joined
Sep 4, 2008
Messages
722
Location
Germany
I played the Infernals and I could not build Deathknights though all requirements were fulfilled. I suppose this is a bug as all other UUs are shown twice in the civilopedia (once for the barbarians and once for the Infernals) while Deathknight is only considered as a UU for the Barbarians.
Additionally (though not really a bug) you can't build Ride of the Nine Kings with the Infernals (as they are not able to get horses). I think it would also make sense to allow the wonder if you own nightmares.
 

Rainbowsand

Warlord
Joined
Jan 27, 2010
Messages
122
want this savegame!!!
very special and nice starting position imo :D
That's what a REAL special starting position looks like!
 

Attachments

  • Civ4ScreenShot0001.JPG
    Civ4ScreenShot0001.JPG
    156.7 KB · Views: 89

cabbagemeister

Please wait...
Joined
Jun 26, 2008
Messages
517
Something is messed up in the "What is the price for peace" calculations. Twice now I've had a civ utterly defeated, down to one city and a couple of units. I see a BUG notification that they will capitulate. I go into the diplomatic screen and, indeed, capitulation is a valid option for them (not redded out). I ask my enemy what the price for peace is...and they tell me that I have to give them a city and three techs. They will not accept capitulation at all, nor will they accept any peace treaty that does not involve me paying through the nose. This ONLY seems to happen when the AI should be in "I will capitulate" mode; I have gotten reasonable prices for peace from several civs whom I did not beat to the point of capitulation.
 

[to_xp]Gekko

QCT junkie
Joined
Dec 16, 2005
Messages
7,950
Location
Seyda Neen, Vvardenfell
something's wrong with the civilopedia, python exceptions pop up when you try to look at units, unit upgrades and heroes, plus other assorted pages. kinda unusable right now.

playing with Elohim, my city tiles have trails instead of roads :lol:
 
Top Bottom