Various bugs/issues.

TrippedOnACloud

Warlord
Joined
Jun 28, 2012
Messages
294
Just a list of things I've noticed in V34 over the course of a long game:

Subdued penguins can build Song of the Sea in a landlocked city, thereby locking out all of the Sea myths from being built.

I can't seem to build the Belief - Karma/Reincarnation/Resurrection buildings using Great Prophets. Have those been implemented yet?

AI seems to build far too many Tamed Animals and use them as combat units. I've had them invade with a stack of nothing but dozens of Tamed Panthers, Lions, and Horses.

Unfortunate Assassin event lifted from FfH always only gives me the first option available. Seeing as that's the cannibalism option (+food stored), and I didn't have Worldview - Cannibalism active, well...

Tree Nurseries aren't working properly in planting actual forests, at least not on Permafrost. They upgrade to Young Forest and Plant Forest improvements correctly, but do not create a "true" forest on the tile. Should probably be changed to work entirely, or outright blocked from being built on Permafrost, rather than this halfway, useless, state.

Route 66 wonder will replace Railroad/Electric Railroad with Highways along its path. Is this intended or a consequence of the coding for joining the start and terminus?

There appears to be no way to tell what disabled buildings are present in a city. This is especially important when conquering cities with Culture wonders, as it's possible to accidentally raze such a city despite checking for wonders.

Is there any purpose at all to the Reclamation Center buildings? The ones unlocked by the Recycling center, that cost high maintenance and require some form of finished goods to provide their raw material resource. For example, requiring Iron Wares to produce Iron Ingots. Since you need Iron Ingots in the first place to build an Iron Smith for Iron Wares... it seems like a roundabout method of throwing money away? What's the intent behind these?

Not all Heroes can build all Achievements. Notably, there's some that cannot build Tourism or Environmental achievements. Is this intended behavior, WIP, or just something overlooked as new Cultures/Heroes are added?

Connoisseur Club wonders do not immediately make it obvious that building one blocks you from building the other two. Perhaps add to tooltip or civilopedia entries?

Immigrants are both buggy and useless at present. Group-selecting and casting Add to City allows you add all of the current group to a qualifying (<8 pop) city, despite that putting the city over 8 population before the entire group is added. On the flip side, if you have no cities below 8 population, they're completely useless. Why don't they have the option to join a city as food like Captives do?

Oh also: Empire State Building wonder isn't producing 3 resources. I didn't notice immediately, so I don't have a proper log or error message though. I think I might have seen an error in the event log about some function call failing, but I didn't really pay attention at the time, as the event log is massively flooded in C2C.

The Weather Reports building/wonder (I forget exactly, available at Long-Range Forecasting) doesn't seem to be buildable.
 
Some of those things have been fixed for the next release others you are the first to report. Sea Myths and Beliefs have been fixed as has some of the issues with the Immigrant unit.
 
After some thought I realized that there is a potential use for the reclamation center buildings. You could import Steel Wares, build a Steel Reclaiming Center (or whatever it was called), and use the resulting Steel Ingots to construct a Steel Smith, thus removing your dependence on imports once the current deal expires. Still roundabout and of limited use most of the time, but eh...

Something else that is more of a user-friendliness or quality-of-life issue than anything actually gamebreaking or even important. Is there a way to quickly force all specialists in a city to one type? I've never really paid detailed attention, but it feels inconsistent in when the game (not just C2C) treats specialist assignments as forced and when not. If there isn't one, perhaps an "assign max" and "assign zero" button added to the city screen would be in order, especially as city sizes in C2C are extremely large.

Thanks for the quick reply, and for all the great work on keeping Civ4 and C2C alive! Oh, and incidentally, I've had zero crashes or MAFs with V34 on Standard maps all the way to the late modern era, so graphical paging certainly seems to be doing its job. Huge improvement over the last version I played (quite a long time ago, V28 maybe? Back when viewports were first being developed as a possible workaround).
 
Something else that is more of a user-friendliness or quality-of-life issue than anything actually gamebreaking or even important. Is there a way to quickly force all specialists in a city to one type? I've never really paid detailed attention, but it feels inconsistent in when the game (not just C2C) treats specialist assignments as forced and when not. If there isn't one, perhaps an "assign max" and "assign zero" button added to the city screen would be in order, especially as city sizes in C2C are extremely large.

There are problems with that part of the screen and I have plans to fix them but every time I get enough time to look at it I break something and have to start from scratch. What I want to do is have a way for you to specify which specialists you prefer assigned in a city both order that new ones are assigned and which should never be assigned.
 
Outstanding list of issues to look into. I think I knew of almost every one of them but not all have been expressed, as DH mentioned.

@DH: I did create functions for those max and never specialist assignments in cities but I believe there's more work to be done there to make it work and it still needs the UI. Give me the UI and I can finish the rest from the dll side with some ease I think. Next cycle?
 
Another few things:
It's possible for the "Previously undiscovered Volcano Erupts" event to trigger on top of a city. This results in a now-unconquerable city, on account of most units being unable to move into the now-Impassable city square.

The Declaration of Human Rights' build icon appears to change from time to time. Not sure if this is an artifact of my system acting up though. Most of the time, it appears as the Viceroy's icon.

The very first Crusader produced by King Richard's Crusade (the immediate one) doesn't get bonus experience or promotions based on the structures/specialists in the city. Subsequent Crusaders do, however.

I'm not certain on this, because I wasn't paying close attention, but I believe it's possible for units to get promotions via battle that they normally do not qualify for. I've had Armored Cars that had the Marksmanship I promotion, despite having lost the same promotion due to lack of qualifying unit class when they were upgraded from Cavalry.
 
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