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Old December 20, 2003, 13:47   #391
Tripledoc
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Units accidentally bumbing into eachoter causing wars.

In multiplayer with simultanous moves, if two units from opposing sides walk into the same square at the same time a a battle or a capture occurs.

I would expect that one gets the 'are you sure' message first.
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Old December 21, 2003, 03:27   #392
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Governor's attitude towards UU versus available "upgrade"

Played as the Celts; have not yet had a GA; have learned Feudalism -- end result is that both Celtic Swordsmen and Medieval Infantry appear in the build list.

Any number of cities might be building Celtic Swords (CS's) -- don't know what the trigger is (tech advances?) but existing choices for CS's, even those made after MI's are available, are converted to MI build orders. If I select a CS as a build, I'd like the CS build to continue, especially when I selected the CS build over a MI build opportunity!

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Old December 21, 2003, 05:44   #393
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When I choose the fog of war option in the editor it overlays the entire map with an odd dirty blackness. The problem is it stays there when I try to toggle it back, and even if I open a different file. I have to shut down the editor to get rid of it.

Sorry if this has been covered before but 'fog of war' is too short for the search to accept.
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Old December 22, 2003, 15:42   #394
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Color of players problem
My current game, using almost all randoms (huge map, though), I had this weird, weird problem, especially since the Americans wanted me to help them with the war against the Mayans:

http://www.christopherbair.com/conquestsbug.png

[note: both are the same exact color]
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Old December 22, 2003, 21:49   #395
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Very minor bug in 1.12: In the main menu you can't get to the "Exit" option with the keyboard, you have to use the mouse to exit. Has probably to do with the new "Play last world" menu option.
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Old December 22, 2003, 22:16   #396
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Teleporting Galleys

Just had a demand to remove my galley from the Portuguese's waters. It teleported me right across the ocean next to the Japanese.

It would seem that the closest 'coastline' square (outside of Portuguese influence) to where my galley was originally located is across the ocean!

Nice exploit that one.

Here's the save - click on end turn and watch what happens to the galley. Apologies if this has come up before.
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Old December 23, 2003, 10:20   #397
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Uninstalling the 1.12 patch removes the game executable.

I uninstalled the patch in order to play a PBEM game where all the members were not patched yet. There was no game executable left in the Conquests directory (making it impossible to play the game). I assume it's a simple matter of just copying it from the disc, but this should be done automatically.

Edit: Nope, copying from the disc does nothing. Once you patch, you cannot unpatch without reinstalling Conquests from scratch (as far as I can tell).


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Old December 23, 2003, 11:17   #398
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i've started a new thread for bugs that still appear in the v1.12 BETA patch, because most posts of this thread are obsolete now, due to the removal of the GPT- and corruption-bug and because the quadruple-roll-battle-calculator has been cancelled:

http://apolyton.net/forums/showthrea...hreadid=104823
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Old December 30, 2003, 14:19   #399
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Integrated Defense should not require Satellites. It already requires Smart Weapons, which requires Satellites.
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Old January 3, 2004, 16:31   #400
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ive found a couple
Ive found 2 bugs in conquests. I dont know if theyve been posted already since I didnt want to read all 14 pages heh. If you scientific and you pic feudalism as your free tech at medival it says youve researched monarchy when it really did give you feudalism. And Theodoras expressions are messed up. They jump from scowl to happy instantly while staying at polite. Ive also found that auto workers and the ais workers tend to garrison in a city thats under attack. Only for that city to be taken and the ai or you losing 4 workers This probably isnt a bug but it should be changed because it only makes the ai easier to beat. Thats pretty all I know so far
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Old January 5, 2004, 19:03   #401
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Hello

(I've read all pages so I think these are new bugs)

C3C 1.02

- possible to stack a plane with other units
I had a stack of naval units, including carriers, with available room for more planes. I chose to rebase a new plane from an airport, got the dialog box asking me on which carrier I wanted to "land" it, but I cancelled that dialog box (escape). Later, I found out my plane was stacked (on the same level) with the other ships, on no carrier (which retained their free room)! I could land it next turn with L(oad), but I did not try to check how many I could stack with ships. I'm sure I could manoeuver that plane normally from its stack though - I fear this may be a potential exploit :/ (two carriers with 1 free room each, and all new planes cancelled and stacked)

- GL unable to hurry wonders
Maybe it's somewhere in the manual, but with a GL I was unable to hurry the Internet first (pun phrase though: "you cannot hurry the internet ), and later that same leader was unable to hurry Longevity or Cure for Cancer! (a previous leader, scientific, was able to hurry the Pyramids)
I'm not a warmonger and GLs are scarce resources to me, but I dont recall I ever came across such a problem...

- Governor-managed mood never uses new specialists:
I did not check every city every turn, but everytime I checked, all specialists were of the "old" kind (entertainers, scientists or taxmen). I had to take control back to switch to civil engineers or policemen. Actually, I did not know about those new kinds of specialists before I read about them in this forum - civil engineers should would have helped build some GM I missed by ONE turn, namely, Leonardo's Workshop :/ Pity the governor did not sense the urgency of building that wonder!

(already mentioned bug confirmed)
- extra unit movement: I had a stack of 40 tanks, directed them to go to a 2 turn distant location, changed my mind after 1st turn, put them back on the city they came from (a road had been built under them in the meantime), and fortified them there... at end of turn, I saw them all wake up and take a extra step toward the previously assigned destination!! One(!) of them actually spawned right on the location... weird...

Saluton kaj bonan novjaron!
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Old January 5, 2004, 19:43   #402
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"- GL unable to hurry wonders"

This is not a bug... as mentioned earlier, this is a change in C3C that came with the introduction of Scientific GLs: MGLs can no longer hurry great wonders (small wonders, I believe, are still possible... but with the new-and-improved armies, I haven't bothered trying).

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Old January 5, 2004, 19:55   #403
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hmmm ok - so where can I find a complete list of changes from PtW please?

readme.txt in both Conquest root and Text folder refer to patch 1.02 - did that patch overwrite something interesting?
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Old January 5, 2004, 20:10   #404
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My guess would be to check this thread:

http://apolyton.net/forums/showthrea...threadid=95446
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Old January 5, 2004, 21:29   #405
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Quote:
Originally posted by Childeric
hmmm ok - so where can I find a complete list of changes from PtW please?

readme.txt in both Conquest root and Text folder refer to patch 1.02 - did that patch overwrite something interesting?
Ah there is the rub indeed. The changes were not documented in the manual or the readme.
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Old January 6, 2004, 12:49   #406
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My forbidden Palace doesnt work well. Accordding to the Lopedia it still counts as a 2nd Palace, but not in my game.I still get corruption, but not as much as without it. Did I miss here something?
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Old January 6, 2004, 15:04   #407
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what about the "plane stacking" bug? old Civ bug or specific to Conquests?
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Old January 6, 2004, 16:35   #408
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this thread shouldn't really still be active.

all post patch 1.12 bugs should be in the new thread (makes it easier for the programmers of firaxis to read):
http://apolyton.net/forums/showthrea...hreadid=104823
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Old January 12, 2004, 11:54   #409
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I don't know if this has been covered, cuz I'm not going through 407 posts but, the Temple of Artemis triggered a Golden Age for my Byzantine civ. Supposedly only religious civs are supposed to get a golden age from it.
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Old January 12, 2004, 12:12   #410
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have you captured wonders since then? it only checks for a GA when a wonder is BUILT. so, if you captured a seafaring and scientific one and then BUILD any wonder, it'll trigger a GA.
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Old January 12, 2004, 14:37   #411
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Sosoaha no you did not miss anything, that is how it works under 1.12
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