cracker
Gil Favor's Sidekick
We have had several reports from players that indicate a new bug has been introduced into PTWv1.21f that relates to barbarian workers.
In prior versions of the software, barbarians could be defined to include units other than just warriors, horsemen, and galleys. Although it was not a mainstream design feature, we could include workers and settlers for the barbarians even though the barbarian AI had no clue how to use these units. The added units primarily provided a way to gift workers to the AI and human players as a substitute for hut benefits that could not be controlled outside of the Random Number Generator.
The gifted slaves from captured barbarian workers still work, but a change in the PTWv1.21f patch seems to cause a disconect whenever these workers may be joined to a city. The root cause seems to be the change that artificially forces the barbarian civ ID number to be some other value than the citizen ID section of the game can recognize as a valid nationality (but this is a swag).
To avoid problems with this issue, we highly recommend that you do not join captured barbarian slaves into any of your cities when playing in PTW. The barabarian slaves have no maintenance cost and in most cases you should be able to find a reasonable use for them that will be of greater benefit that merging them into your population.
All other slaves seem to function normally with the exception that the nationality identity bug that has existed in all previous versions continues to exist under conditions where you produce workers or settlers from any mixed nationality city. (if you don't recognize what this means, don't worry about it too much).
In prior versions of the software, barbarians could be defined to include units other than just warriors, horsemen, and galleys. Although it was not a mainstream design feature, we could include workers and settlers for the barbarians even though the barbarian AI had no clue how to use these units. The added units primarily provided a way to gift workers to the AI and human players as a substitute for hut benefits that could not be controlled outside of the Random Number Generator.
The gifted slaves from captured barbarian workers still work, but a change in the PTWv1.21f patch seems to cause a disconect whenever these workers may be joined to a city. The root cause seems to be the change that artificially forces the barbarian civ ID number to be some other value than the citizen ID section of the game can recognize as a valid nationality (but this is a swag).
To avoid problems with this issue, we highly recommend that you do not join captured barbarian slaves into any of your cities when playing in PTW. The barabarian slaves have no maintenance cost and in most cases you should be able to find a reasonable use for them that will be of greater benefit that merging them into your population.
All other slaves seem to function normally with the exception that the nationality identity bug that has existed in all previous versions continues to exist under conditions where you produce workers or settlers from any mixed nationality city. (if you don't recognize what this means, don't worry about it too much).