Version 2.8beta

hi!
i dont know if this is already known bug...
ive completed an SS Casing and appear in the high-left side of the monitor the follwing yellow title:
You have completed SS Casing
Please add it to your Spaceship.

But the spaceship doesnt appear...if i click "view" spaceship in the Victory Condition Button...nothing...
After 1-2 turns the game crash.

How can i fix?
Tnx
 
hi!
i dont know if this is already known bug...
ive completed an SS Casing and appear in the high-left side of the monitor the follwing yellow title:
You have completed SS Casing
Please add it to your Spaceship.

But the spaceship doesnt appear...if i click "view" spaceship in the Victory Condition Button...nothing...
After 1-2 turns the game crash.

How can i fix?
Tnx
Another person posted similar report some time ago. I tested spaceship part building myself after the report and it worked just fine on my computer (launching ship worked too) so I don't know what the issue might be. You could help by posting the log files from your game after you've tried to view the spaceship window (so that this action is recorded to log files).
 
UN units dont defend cities unless i declare war on the attacker. i thought the point of these units was to be able to protect someone without getting directly involved. it made me sad to see that my friends city which had a whole bunch of UN troops in it become sacked by the aztecs :(
 
UN units dont defend cities unless i declare war on the attacker. i thought the point of these units was to be able to protect someone without getting directly involved. it made me sad to see that my friends city which had a whole bunch of UN troops in it become sacked by the aztecs :(

Yea, it disturbs me that the UN forces are just another attack unit which can be positioned on future enemy ground rather than peace keepers. I suppose it just shows what the maker of the mod thought about such units.
 
UN units dont defend cities unless i declare war on the attacker. i thought the point of these units was to be able to protect someone without getting directly involved. it made me sad to see that my friends city which had a whole bunch of UN troops in it become sacked by the aztecs :(

I agree, The UN units should have hidden nationality and "Can Only Defend" traits.
 
So they will be attaced by every AI - one you want to protect too. I think...

Hmmm... you're right, I rushed that thought. That would make the UN just pirates.:lol: Maybe he just should have gifted the UN units to his friend and called it a favor.

But..There is a neat feature on FFH2 that allows units with hidden nationality to declare it, or hide it back at anytime. That would sort of work, but could backfire, and the AI is too dumb to use it.
 
Yea, it disturbs me that the UN forces are just another attack unit which can be positioned on future enemy ground rather than peace keepers. I suppose it just shows what the maker of the mod thought about such units.

Can you mod them to do what you think they should do?
 
I am havin the strangest bug. The turn doesn`t change any more.
After I click next turn, my end turn is executed (Food, comerce and hammers added), but AI turn doesn`t start.
The rotating earth cursor appears, and the please wait text flashes as usual, but I am still in control of the game. I can still look up cities, advisors, everything, exept everything is really slow.
I can even save the game, but upon reloading the game is still in the same :):):):)ed up state.
Reloading a few turns earlier results in the same thing at exactly the same turn.

Any idea what is going on, and is there anything I can do about it or is my game lost?
 
Can you mod them to do what you think they should do?

I think it would require a special form of hidden nationality where the AI treats these units as a friendly but should it try to move on the same tile a fight would break out.
 
I think there has been a change in the hidden nationality tag since 3.19.
I remember that before I used it together with always hostile on my warlords, but then something changed and instead of attacking a city they just walked on top of it. Maybe this issue has changed the UN troops somehow too.
 
I think I posted in the wrong, so I'm this here as well ^^;

Has anyone encountered these bugs?; I noticed it during the end of the medieval era and into the renasance. At first the AI's were getting "Lion was born in "cityX*"
(*i.e. London, Paris,etc,etc) and as I was gaining tech then started to get a actual lion and the great person bar was in the neg (example Boston (-21) ).
You can't move them or anything else for that matter so I wound up deleting them.
When I look in the city screen at the great person area I saw this sort of thing
(example -18474958/15600)

In a related issue when the city screen was opened up the area where the score/leaders names is didn't disappear.
 
I think there has been a change in the hidden nationality tag since 3.19.
I remember that before I used it together with always hostile on my warlords, but then something changed and instead of attacking a city they just walked on top of it. Maybe this issue has changed the UN troops somehow too.

I seem to remember they walked on top of city with units on it before the patch. Anyways it could be a modded hidden nationality trait. In FFH2 Giants with hidden nationality feature still attack the city on the new patch.
 
It looks as if you have added a mod or some python that does not play nicely with this version of RoM. (Just a guess, I haven't yet had my coffee this morning.)
 
It looks as if you have added a mod or some python that does not play nicely with this version of RoM. (Just a guess, I haven't yet had my coffee this morning.)

Wow we posted at the same exact time! Forums should have prizes for such events.:lol:
 
It looks as if you have added a mod or some python that does not play nicely with this version of RoM. (Just a guess, I haven't yet had my coffee this morning.)

You think so? :confused: If that's the case it's either one the modmod folders I added.
 
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