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Old February 13, 2004, 18:31   #181
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lethe: Whoops, my bad. I hadn't noticed the change. Sorry.
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Old February 14, 2004, 14:31   #182
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i found a labeling error.

i'm in a PBEM of the Age of Discovery Scenario, and I am playing all the native races.







you can download the savehere, but you need my password to open it.

email me (moskij TA rpi TOD edu) if you want it.
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Old February 14, 2004, 16:34   #183
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Quote:
Originally posted by MouseNightshirt
I noticed this yeserday.

I had a large stack of about 10 MAs sitting outside a Hittite City. I used the "Move units in stack" button and put it into the city. After 3 attacks, my tanks stopped attacking, but the units inside continued to defend against invisible, non-existent attacking foes, and lost without me losing any health. I repeated this with weaker units, same thing happened. Quite a bad exploit here.
I don't think it's an exploit just a visual bug. The game just did not show you your units that were attacking. The animation for the attack was cut out for some reason which is a bug. Check your units afterward and tell me how many movement points on each there were. Also check to see how many defenders were in the city to begin with.
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Old February 14, 2004, 19:13   #184
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Quote:
Originally posted by Rommel2D
My first turn loading a PBEM game under 1.12, I was shown the end of the turn of the previous player. After playing my turn, I was taken to the next player's starting location. No passwords were requested. After reloading, everything worked as it is supposed to, although the game is now ruined.

The game was started with 1.12 supposedly, by a referee. He set passwords for us and changed the setup so that we all start in 4000BC and play the full game. The player before me (the 2nd) could not load the game with the 1.12 patch installed, so he played his turn unpatched.
I've stumbled across this a few times since the tW epidemic started over a year ago, but only just now realized it isn't a random occurance. [edit: explanation deleted]

This huge bug/exploit has made it past 40-some patch revisions, any chance of taking care of it soon?
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Old February 14, 2004, 19:24   #185
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Just grabbed one of the other C3C tournament games from the turn thread and am able to cycle right through everybody's turn like a hotseat game. :-(

Passwords are completely useless...
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Old February 14, 2004, 22:02   #186
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well now that everyone knows how ...
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Old February 14, 2004, 22:18   #187
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Well, I deleted it out of my post, but...

If anyone wants to intentionally cheat at PBEM there are other, more direct major exploits. This one sucks because it comes up unintentionally every now and then. If any conscientious players want to know how to avoid this bug, PM me.
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Old February 19, 2004, 09:47   #188
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Quote:
Originally posted by Uber KruX
i found a labeling error.

i'm in a PBEM of the Age of Discovery Scenario, and I am playing all the native races.
email me (moskij TA rpi TOD edu) if you want it.
It happens at the Age of D. conquest PBEM that we are playing at the spanish forum. The victory points screen looks messy too
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Old February 22, 2004, 00:26   #189
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Capture the Princess
I tried a Capture the Princess game in version 1.0 a few days ago and I was not able to "pick up" the princess to take back to my capital for any points. I installed 1.15 tonight and it still is not working. Is this feature suppose to work? If it is suppose to work any idea why it isn't for me?
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Old March 4, 2004, 01:01   #190
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I've seen this exploit mentioned before but I can't recall where, and I'm not sure if it's supposed to have been fixed yet so I'll mention it again.

Playing last night I offered the Russians 300gpt in return for 5,500 gold, and they accepted, which would give me the opportunity to take the cash then declare war and nullify the gpt deal (I didn't do the deal, of course).

This should be fixed.
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Old March 4, 2004, 01:10   #191
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Quote:
Originally posted by Thriller
I've seen this exploit mentioned before but I can't recall where, and I'm not sure if it's supposed to have been fixed yet so I'll mention it again.

Playing last night I offered the Russians 300gpt in return for 5,500 gold, and they accepted, which would give me the opportunity to take the cash then declare war and nullify the gpt deal (I didn't do the deal, of course).

This should be fixed.
You can always do this once, and perhaps it is too powerful if you get a big enough deal like that 5,500 gold deal.

However, once you do it, your international rep will be ruined, and no AI will accept GPT from you again, even with something else. (In fact, if you do this, try setting up a deal that will be acceptable to the AI, then adding gpt on your side of the deal; despite the fact you're promising more, the AI will go from acceptance to refusal.)

So, this is not a bug unless you're able to do it twice in one game.
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Old March 4, 2004, 03:30   #192
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Quote:
Originally posted by Kloreep

So, this is not a bug unless you're able to do it twice in one game.
Of course it's a bug.! It's an out and out exploit - free cash. Some players warmonger so much they don't care about reputation (probably most of us from time to time). It should not be possible.

Anyway, it's such a ludicrous cheat that I'm sure most players would never do it (yeh, right)
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Old March 4, 2004, 03:36   #193
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Man if the AI has 5K to lend me, I got big problems.
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Old March 4, 2004, 04:21   #194
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Quote:
Originally posted by vmxa1
Man if the AI has 5K to lend me, I got big problems.
Errr, at the time Russia had about 43,000 in the bank. Don't ask me how!

Which means things do not bode well for me if it gets to a SS build!
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Old March 4, 2004, 04:39   #195
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Smells like someone is playing v1.00
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Old March 4, 2004, 04:56   #196
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Quote:
Originally posted by player1
Smells like someone is playing v1.00
If so, I must be playing it pretty badly since I don't have any cash!

No, 1.15b actually.
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Old March 4, 2004, 09:33   #197
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I am playing 1.12. I am only allowed to plant the spy in the enemy capital. This makes the 'propaganda' spy option useless because you can only apply propaganda to the city where your spy is planted. However, you cannot make the capital revolt. This has to be a bug of some kind.
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Old March 4, 2004, 13:59   #198
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BUG: Paratroopers have no attack sound


Ways to test it:
Just attack with them.

Why it wasn't found earlier:
Who would use unit with offense of 4 for attack?

How to fix it:
In "WWII Paratrooper.ini" file the ATTACK1= line is empty.
It should be ATTACK1=WWIIParatrooperAttack.amb instead.
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Old March 4, 2004, 14:26   #199
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Quote:
Originally posted by bfg9000
I am playing 1.12. I am only allowed to plant the spy in the enemy capital. This makes the 'propaganda' spy option useless because you can only apply propaganda to the city where your spy is planted. However, you cannot make the capital revolt. This has to be a bug of some kind.
I've installed 1.15 so I guess it's feasible that something was screwy in 1.12, but the spy planting and propaganda options in the game have always worked in the same manner to my knowledge. Forget about what the civilopedia might say about how propaganda works (must have a spy in the city) -- with a planted spy you should be able to select the propaganda option from the espionage screen and then select a city from the enemy civ's city list in the upper right of the screen to target your propaganda attack (just like you would select a city to investigate). Is that not working in 1.12?

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Old March 4, 2004, 14:44   #200
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Quote:
Originally posted by lethe
Two LAN mp bugs:

1) Philosophy doesn't provide a free tech. (It does in Hotseat though.)
It still provides a free tech, but it'll be a random one. The same as the second free tech from ToE. (The first free tech from ToE is the one you're researching.) It's no use to set research sequence, either, as it doesn't follow it.

You can't imagine how heartbroken I was when ToE gave me Ironclads!
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Old March 4, 2004, 15:42   #201
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Quote:
Originally posted by Catt


I've installed 1.15 so I guess it's feasible that something was screwy in 1.12, but the spy planting and propaganda options in the game have always worked in the same manner to my knowledge. Forget about what the civilopedia might say about how propaganda works (must have a spy in the city) -- with a planted spy you should be able to select the propaganda option from the espionage screen and then select a city from the enemy civ's city list in the upper right of the screen to target your propaganda attack (just like you would select a city to investigate). Is that not working in 1.12?

Catt

I can select the propaganda option but I cannot select any city from the city list. If you can do this in 1.15, then that is great. I'll just wait for the upcoming patch for that feature then .
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Old March 4, 2004, 16:12   #202
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Quote:
Originally posted by bfg9000



I can select the propaganda option but I cannot select any city from the city list. If you can do this in 1.15, then that is great. I'll just wait for the upcoming patch for that feature then .
Is the enemy a democracy? If so, you can't do propaganda against any city.

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Old March 4, 2004, 16:19   #203
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Quote:
Originally posted by Catt


Is the enemy a democracy? If so, you can't do propaganda against any city.

Catt
Doh! yes it is
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Old March 4, 2004, 21:44   #204
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And on that one.....when you plant a spy, do you have a lower chance of success against a Democracy than other forms of governmnt?
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Old March 10, 2004, 10:24   #205
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I'm not sure if this is a bug,but when I capture a size 1 capital , (after having destroyed almost every other rival's cities) , the capital is destroyed and I cannot capture it
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Old March 10, 2004, 13:39   #206
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Quote:
Originally posted by splogo
I'm not sure if this is a bug,but when I capture a size 1 capital , (after having destroyed almost every other rival's cities) , the capital is destroyed and I cannot capture it
A city must have 10 points of culture or pop of at least 2 to be captured. Otherwise it will autoraze.

I forget, but I think this came in with PTW.
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Old March 19, 2004, 07:37   #207
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I already brought this up at CFC, but 1.20 patch doesn't seem to be taking care of it (the description I read of it), so:

Hidden Nationality land units bug. Although a HUMAN player can not attack and capture cities with them (unless declaring war), the AI can, and greatly abuses this. For me it's no problem, I can handle it, but the other AIs have no clue how to deal with it.

And also, the continuing sub bug really annoys me:
Invisible units bug.
If your submarines happen to be in the direct path of the AI, he will attack and declare war, no matter what, instead of simply going round it. Same with invisible land units: if the AI happens to move a worker onto the square where you have an invisibe unit, it attacks and war is declared. He should just ask me to leave his territory instead. Again, the AI does not actively seek them out to attack, only if it's by accident in his direct chosen path, BAM, war !

I'd really like to see both of them fixed at some stage.
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Old March 19, 2004, 12:24   #208
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Jesse mentioned that they had big problems trying to correct the sub issue and bailed out.
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Old March 19, 2004, 13:58   #209
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For this patch (1.20).

But, for next...
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Old March 19, 2004, 19:13   #210
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Yeah, I hope so.
A lot of mods out there use Hidden Nationality and Invisible units, so that would be useful.
Is there a thread somewhere to make suggestions for Civ4 yet ?

AK.
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