Some issues I've noticed

sp00n

Prince
Joined
Jan 4, 2007
Messages
371
This is a list of things in no specific order or priority I've noticed in the last couple of games since I began playing C2C.
Some may have already been fixed, some may be due my own stupidity, but it's a list of things I would absolutely love to see improved.

  1. If you've built a Noble and attached it to a unit, you cannot select the Noble unit to be built again. Only after loading the same save again or waiting one turn the unit is available again.
  2. The same is true if a new religion has been spread into a city. You cannot build the religious buildings until after a turn has passed or you've reloaded the game.
  3. I've also noticed that promotions that increase the movement range will be applied after a reload. I.e. units that were at 2/2 movement points, then gained a speed promotions, are then at 2/3. If you move them to 0/3, and then save and reload, they're now at 1/3 movement points (actually I'm not 100% sure for land units, but this is definitely the case for water units).
  4. When you complete a wonder with a free technology, choose that technology, and then reload an autosave for that very round, you are not able to choose any free technology for that wonder. It says you already have taken that tech. Quitting the game and then loading that autosave works fine.
  5. I would love to be able to see the tech tree when choosing a free tech (or be able to open the science advisor). But I guess that's a limitation of th game engine itself, as you shouldn't be allowed to select multiple techs to research?
  6. When using Stack Attack with the blitz ability (mulitple attacks per round), it behaves a bit strange. The first time you choose to attack, the unit attacks only once, but if you then attack again with the same unit, it consumes all remaining movement points at once (i.e. attacks as often as the movement points allow).
    It shouldn't do that, it should never attack multiple times with the same unit, only 1 time with multiple units.
  7. GoTo via the X shortcut isn't working when a water unit is stationed in a city (actually this is something I remember being there for ages).
  8. If an enemy spy bribes a city to change team, I've noticed some very weird behaviour. Some of my units simply disappeared (e.g. Field Commanders), and one time I even had units still stationed within that now enemy city!
  9. Also, you automatically declare war on the team that bribed the city, even if you're still in the 10 turn "grace" peace period. Shouldn't I have at least an option NOT to declare war?
  10. It would be nice to be able to disable that bribe functionality completely.
  11. My "Field of View" setting is never saved after quitting the game.
  12. I also seem to have to tell the workers to never build forts in the automation section for each new game I begin.
  13. When commanding a worker to automate / build a road network, it sometimes selects all other units in the same tile to accompany him, even if only the worker itself was selected (I haven't really found a logic behind this yet).
  14. Partisans seem to spawn too early / are to strong when they're available. They're stronger than any other unit at that time.
  15. They also seem(ed?) to be able to spawn in water tiles even if there is no sea tunnel.
  16. I would love a "semi-quick" combat option. Currently enabling quick combat for defense only shows you the result of a fight in the combat log, whereas the normal setting shows the whole combat rounds. I would love to be able to see the actual combat itself, but not the various rounds of it, only the outcome.
    This may be related to the minizime AI turn time setting I have enabled though.
  17. I don't entirely understand the concept of Zone of Control. Sometimes you're able to move to a specific tile, sometimes not. Sometimes you can only approach that tile from a specific direction. Sometimes there's even a distinction between different units if they're able to move to a tile or not.
  18. Add a range indicator for Field Commanders.
 
[*]If an enemy spy bribes a city to change team, I've noticed some very weird behaviour. Some of my units simply disappeared (e.g. Field Commanders), and one time I even had units still stationed within that now enemy city!
[*]Also, you automatically declare war on the team that bribed the city, even if you're still in the 10 turn "grace" peace period. Shouldn't I have at least an option NOT to declare war?
[*]It would be nice to be able to disable that bribe functionality completely.

Especially in a OCC game. You automatically lose your game and there is nothing you can do against it.
 
Good list of tough issues to fix there. Some are easier than others and a few I'd need more details on. But I can try to pick away at them a bit here and there. So this becomes a good thread for all those niggly issues like that.
 
1. Has always been that way
2. ditto
3. ditto
4. Why would you do that accept to try and find a cheat?
5. Has always been that way from Civ IV introduction.
6. Is working properly
10. Is in the Options, BUG iirc.
*11. This is a recent set back (bug) as FoV seems to have been "messed" with just recently.
16. Need to talk to Firaxis. Or someone who is a Graphics expert. Civ has never had what you've asked for.
17. I take it you've never played a game that used ZOC? Board or video?
18. Is that really needed?

JosEPh
 
1. Doesn't mean it could be changed. Many things in this mod have I thought impossible.
2. Ditto.
3. Ditto.
4. Why would you not want to reload a game? Maybe you'd consider that cheating, but maybe you just misclicked, deleted a unit, whatever. And even if you do consider this a cheat, it's still clearly a bug which may have other effects as well, so at least it's worth investigating.
5. See 1).
6. I have no idea why you would consider that working "properly". It may work as "intended", but that doesn't mean the original intention is correct or desirable. ;)
10. I'd be really greatful if you could point to that setting. I'm a bit overwhelmed by the sheer numbers there. Note that there is a "Bribe Mission" setting in the RevDCM tab, but the tooltip only mentions units that can be bribed, so I'm not sure if it's the correct setting. If it is, the tooltip needs to be updated.
11. Hm, it's always been this way since I've started my first v27 game.
16. See 1). Though I really don't expect this to be changeable.
17. Nope. It doesn't help that the explanation is rather hidden, and even then not all that helpful - found in C2C Concepts/Castle Improvments/The Moat: "The moat creates a zone of control for the eight adjacent tiles around the city it is built in. This will force attacking forces to confront your city directly, or retreat around it."
This doesn't really enlighten the issue.
18. I think it'd be very helpful, especially considering their range can be updated. You have range indicators for snipers as well, don't you? So why not for Field Commanders as well.
 
1 & 2. The cause is the same as when you modify your city queue and remove the tribe from the build list you have to wait a turn for the tribe to be available to build again.

Both are artifacts of the caching done to improve game turn speed. Going back to allowing this like in civ bts will cause increased turn times. I can't remember exact amount of speed improvement we got but it was significant. Well worth the inconvenience at the time.

14 & 15. Partisans are still a module so that should be able to be addressed in an isolated endevour. I have been thinking that the idea of Partisans should spread over time so they should have more than one unit type. I suspect the code does not check the terrain of the plot it is putting the units on.

Since these are bugs the discussion should have gone in that forum if not on the thread itself.
 
Both are artifacts of the caching done to improve game turn speed. Going back to allowing this like in civ bts will cause increased turn times. I can't remember exact amount of speed improvement we got but it was significant. Well worth the inconvenience at the time.

Is there a way to add a button to the city screen that would redo the calculations for that particular city without having to reload?
 
Is there a way to add a button to the city screen that would redo the calculations for that particular city without having to reload?

There should be a way to identify the proper reasons to rerun a re-caching in your cities - I just need to find it and attach it to the specific issues listed there. A button would really come across as a cheesy, poorly programmed method, despite how useful it could be as a solution. If it creates way too much delay, then perhaps a button may be our best option yet though...
 
Is it possible to add event listeners to certain actions, e.g. "Noble attached to unit", or "Missionary successfully spreads religion"?

Most of that sort of thing are already available as Python events.
 
Then it shouldn't be too hard to add a recalc call to those listeners, should it?

Sorry? Recalc what? City modifiers? What do they have to do with those events?

Edit - ok read back to get context - that would be a really dumb way to do things (WAY, WAY more expensive then necessary). The caches all have cache flush routines already hat should be called when anything happens that could affect the outcome. If some are not then it's jut a bug and need a cache flush (for the SPECIFIC affected cache ONLY) to be inserted. Set up save games that illustrate issues like that reproducibly and post to the bugs thread, and they should be easily fixed.
 
Sorry? Recalc what? City modifiers? What do they have to do with those events?

Edit - ok read back to get context - that would be a really dumb way to do things (WAY, WAY more expensive then necessary). The caches all have cache flush routines already hat should be called when anything happens that could affect the outcome. If some are not then it's jut a bug and need a cache flush (for the SPECIFIC affected cache ONLY) to be inserted. Set up save games that illustrate issues like that reproducibly and post to the bugs thread, and they should be easily fixed.

Unfortunately saving and loading gets rid of the problems like 1 and 2.

1. The example of this that bugs me is the tribe - if you have it in a build queue an remove it from the queue you can't add it to any queue until the next turn (or save and load). To be correct, this happens with any limited unit to some extent. So the problem could be phrased
If you have all of a national unit in a queue and remove one or more the removed ones do not appear in the queue until the next turn.​
Also as stated this also happens when you use/loose the unit you can't build them until the next turn. This is most evident with the 1 unit national units such as tribe and Lords etc. for the others the game "thinks" you have the full compliment eg 5 hunters when you have only 4 until the next turn when it registers the loss/use the previous turn

2. This happens for buildings (and units) both when a religion spreads to a city and when you get a new tech from another player or goody hut. (Although the latter may have been addressed as I have not seen it (tech) in v28).

I hope my attempt to make the situation clear has helped.
 
I'm just going to continue adding new issues here that I've come across.

  1. Is it somewhat reasonably possible to include custom filters for buildings?
    I was thinking something similar to the advanced Domestic Advisor, where you can add custom columns (although that itself could be improved as well, e.g. by being able to change the width of describing column, or by displaying a readable text as the description).
    I find myself often searching for buildings that e.g. increase stability/decrease instability, decrease the crime rate, etc.
  2. A searchable list for buildings to sell / a way to save unwanted buildings would be great. I find it quite tedious to look at the revolution bar, remember all the negative buildings, and then search these buildings in the huge list of buildings to sell.
    It would already be really helpful if there was some sort of "autocomplete", where you can type the name of the building and the selection gradually find its way to the correct building. Currently this only works for the first letter of a building, but it would be really helpful if this was extended to the whole name.
    I had even looked into using Autohotkey to write some kind of macro for this, but haven't had much success with that yet.
  3. Display a tooltip for buildings to destroy / techs to steal when using a spy! Or make the Civopedia usable while in that menu.
    It doesn't help that the list doesn't seem to follow any sorting rule either.
  4. Make the Escape key usable in various menus, e.g. in that very spy mission screen (to close that menu).
  5. There seems to be no combat log entry when units die to collateral or terrain damage.
 
There is a filter for buildings that affect Crime Rate. It's almost the last filter, just before Flammability.

Oh, and a note for the OP#2: I have been able to build Religion oriented buildings in a city in the same turn as the Religion spread to it. I think it only happens when it spreads due to building/wonder related spread rather than being added by a Missionary. I'll have to pay more attention to be sure though.
 
There is a filter for buildings that affect Crime Rate. It's almost the last filter, just before Flammability.

Ah yes indeed. I was writing that from the top of my head, so I wasn't exactly sure about that one. Probably confused it with +Great People (I know there was one item I specifically searched for in my last game, and that's probably it).

I think I also noticed that the +hammers filter doesn't always match the values being displayed in the "Actual" section of a building (which I suppose are then indirect effects).
 
Filters and sorts for disease and pollution are also still missing I believe.
 
#5) And there won't be. The combat log is there to display the outcomes of combat rounds. Bombard is not technically a combat. However, I can see how it may be good to eventually log in a general message when a unit is destroyed in such a manner.
 
#5) And there won't be. The combat log is there to display the outcomes of combat rounds. Bombard is not technically a combat. However, I can see how it may be good to eventually log in a general message when a unit is destroyed in such a manner.

I was under the impression that no bombard type combat could kill a unit, it could only reduce it to a percentage damaged.
 
Back
Top Bottom