Some Bugs and Suggestions after patch v1.17f

A bug I encountered:


I moved with a scout to a goodyhut and it went straight through it (it was the first move of the scout and the goodhut was on plains). A clarifying picture:
The start of the turn:
* = plains, S = Scout, G = Goodyhut
****
*SG*
****

after the scout moved to goodyhut (and I didn't hold the arrowkey down):
* = plains, S = Scout, F = former goodyhut
****
**FS
****
so the sout ran in straight line...
I experienced this with Mounted Warrior too, and several times with both unit.
-Jolly Gnome-
 
If you have a multi-move unit and it passes over a goody hut on its first movement, it will continue in the same direction until it can't move anymore. And often now in 1.17, popping open a goody hut or dispersing a barb camp causes a very long delay between the unit completing its task and another unit being highlighted for me (several minutes, I would guess). The strange thing is that I can manually select another unit and move it, and all other game functions, including saving, still works during this delay (often, I'll short-circuit the process by saving then immediately reloading)
 
Originally posted by Exile_Ian
One question - has anyone proved that the effects of Libraries and Universities still applies in the above case (i.e. to the local science specialists)?
I looked into this some time ago (before the first patch). Libraries and Universities only increase the gold the city spends on science, they do not increase the effect of scientists. Similarly, the Marketplace and bank do not increase the effect of taxmen. I haven't checked this since the patches came out, but I assume it is intentional and it probably hasn't been changed.
 
Originally posted by Nero Would

The effect of scientists is not included in the science expense number on the domestic advisor screen (either before or after the patch). If there are enough scientists, they do reduce the number of turns to the next advance, but the only way to verify this is to count the number of scientists shown for each city. I don't think you can call this a bug, since the effect of the scientists is applied correctly, but it would certainly be more helpful if the domestic advisor would list the total science beakers somewhere.

Thank you for your clear explanation, Nero. :goodjob:

Now let’s just *pray* all those figures are being correctly accounted for. That’s what I’m afraid of…

With so many bugs being found...
I am more afraid of what you *cannot see* than of what you can.

However, as you said, at the very least, there should be something to show us how much we are spending and getting out of our won specialists (Taxmen or Scientists).

In Civ 2 we had it. I don’t know why they changed that… :(
 
Originally posted by Silvagem
Now let’s just *pray* all those figures are being correctly accounted for. That’s what I’m afraid of…

With so many bugs being found...
I am more afraid of what you *cannot see* than of what you can.

However, as you said, at the very least, there should be something to show us how much we are spending and getting out of our won specialists (Taxmen or Scientists).
I did check that it worked correctly for a few simple cases. I set the science percentage to zero and created a few scientists. The "turns to complete" number in the domestic advisor screen was consistant with one beaker per scientist and no increase for libraries or other science buildings.

Like you, I'd be happier if we could see all the numbers so it is always easy to verify that they are correct.
 
They could just add stuff like beakers produced per turn or net trade (i.e. before you spend it on units or science or upkeep, but after corruption), gold in treasury (something that you can tell from the diplo screen but is a pain to check on since you have to do it through the diplo screen), or net shields produced civ-wide (after corruption) onto the histogram combo box. And it would be even better if they would show us our numerical values for the histogram tabs for the other categories besides overall score.
 
Some of these have been mentioned by others, but repeating with the hope firaxis will add soon.


GamePlay
GP #1. Preference option to turn off domestic advisor or only aquaduct/hospital messages
GP #2. Option at 'replay game' to send event list to a file.
GP #3. On city label add a 'g' if under governer control
GP #4. On city label add small red dot for each SAM in city.
GP #5. On city label add small cyan dot for each fighter running air supremacy in that city
GP #6. Add ability to toggle on/off display of current city border, {not city influence}

Units
Unit #1. Privateer: add option to toggle display colors at the cost of one turn to allow safe passage through dangerous waters.


Game Configuration
GC #1. Add to editor option to adjust speed of war weariness effect onset curve and option to adjust the length ww lasts.
GC #2. Add new curve for ww that is between 'none' and 'minimal' when another civ declares war on you, i.e., less maximum effect of that war and allows war to last twice as long between each percentage ww effect

Wonders
W #1. "Great Scientist: Einstein"
Key attributes:
a. can move from city to city
b. Plus 1 beaker in all continental cities
c. Doubles beakers in home city

W #2. "Great Economist: Morgan"
Key attributes:
a. can move from city to city
b. Plus 1 gold in all continental cities
c. Doubles gold in home city

W #3. "Great Reformer: Martin Luther"
Key attributes:
a. can move from city to city
b. Plus 1 shield in all continental cities
c. Doubles shield in home city

W #4. "{civ name} Motor Company"
Key attributes:
a. adds 2 movement to all roads
b. no movement increase for horse units or chariots or elephants
c. plus 1 movement for armor and mechs


Info Screens
IS #1. Histograph screen
show power #'s for all civs
IS #2. Demographics screen
a. narrow/eliminate wonder icon display and replace with count of wonders in city
b. keep right hand column as is
c. add additional column to right of present right column showing numbers and color circle of 1st place civ for each category item.
d. add second additional column on right showing numbers and color circle of 2nd place civ for each category item.
IS #3. Foreign advisor
a. Option to display list of other civs techs owned you do not own
b. Option to display list of civs and current government in place.
 
Here are my suggestions.

1. Add new worker option: Unautomate worker after task.

2. Add new city governor option: Protect improvements.

This way you could protect the mines of a city that is building a wonder, or the irrigation of you science city.

Having some of your workers protect improvements is not much use if other workers come in to destroy them. Also, you may wish to only protect the improvements of some cities.

3. Automatic Goto after Build.

It is increadibly tedious to move several new units to your front each turn. It would be great if you could have all newly built units automatically moved to a designated square/city.

4. Add diplomacy option: Notify player of foreign tech advancements.

Since the AI doesn't keep its techs secret anyway, give us this info without having to go through diplomacy (every turn).

5. Add diplomacy option: Auction.

See what offers you could get for selling/buying a given item (without having to deal with every single AI).
 
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