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Old May 17, 2000, 23:31   #1
John-SJ
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Weird (one time) Bug!
I'm playing a single player OCC game on a small random map. I had just met my 3rd civ (American), we traded techs, he suggested peace, i accepted. I then gave techs to get his attitude to worshipful, then suggested alliance. He accepted, then a message popped up saying that my units had been relocated to a nearby city, as if we had (only) peace and I violated his space. What became evident on the next turn was that *ALL* of my military units had been returned to my city, no matter where they were on the map the turn before. Weird, huh?

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Old May 17, 2000, 23:41   #2
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sounds like the alliance was cancelled to me...
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Old May 18, 2000, 03:45   #3
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maybe another ai insisted they break their alliance with you.

kinda weak.Probably a bug
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Old May 18, 2000, 08:41   #4
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Similar thing happened to me. Alliance was cancelled without me knowing it. Very very annoying, particularly when trade gets sent back to where it came from.

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Old May 18, 2000, 09:08   #5
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Very weird. Is this happening on MGE or 2.42 or both?
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Old May 18, 2000, 11:03   #6
John-SJ
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A bit more info, I went back to a save game and played the sequence a couple of times. Oh, and this is with Civ2+FW only, I haven't tried it on MGE.

I discovered that the important detail was one I did not mention previously. In order to secure the (American) alliance I had to agree to declare war on the American's hated enemy, the Indians. It was that agreement that caused my troops to be sent home. The strange thing is that I did not at that time know the location of a single Indian city, and it even sent home 2 units that were within the city boundries of tha American city I had discovered.

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Old May 18, 2000, 11:10   #7
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I've noticed, in general, that there is no distinction between AI civs when your units are sent home. Any unit (including boats, I recently discovered) within the city radius of any AI city, whether the city belongs to the complaining civ or not, is sent home.

As finbar said, it can be very annoying...

(Edited to clarify run-on sentence)
[This message has been edited by DaveV (edited May 18, 2000).]
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Old May 18, 2000, 14:28   #8
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It's crazy! It's driven me nuts a number of times!

Rergarding the bug, too wierd. Can you report it?
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Old May 18, 2000, 17:10   #9
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ok.That makes sense.I've often thought these ais are claiming an awful of territory as their own.
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Old May 19, 2000, 05:04   #10
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Can I ask for clarification? I thought that it was all units nearer to the once allied civ than your own. Are we now saying only within AI city limits? Nearer to AI than home? Some combination of all of these?


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Old May 19, 2000, 14:14   #11
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It supposed to be any unit closer to their territory than yours.But it would appear than any square outside one of your cities is their territory.
Often units that aren't even close are sent home.So the ai must see itself as a single entity.
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Old May 19, 2000, 17:09   #12
John-SJ
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Interestingly, 2 of the units sent home were (probably) closer to the Indians whom I had just broken a peace treaty with, but those units were within the city boundry of the Americans whom I had just established an alliance with.

Seems pretty strange that units could be kicked off of an allies territory, no?

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Old May 19, 2000, 23:13   #13
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Yeah, just another one of those inexplicable little things we keep discovering about this game.

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Old May 28, 2000, 19:04   #14
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It probably isn't a bug. At least not directly.
The proximity-rule does always apply: is your unit closer to an enemies city then to any of yours? It does only check for the one AI civilization involved, disregarding all the others.
Where it goes wrong, is with the notorious 'zero'-line. For example, a unit located anywhere on a horizontal position of 99, with a map 100 lines wide, will consider itself to be closer to a city with a position of, say, 60 then to one located at position 1. When in fact, visually, it is just two squares away from the city at 1. This is the underlying bug, causing these sorts of weird, 'supernatural' events. Everybody will have experienced problems with 'goto' orders messed up because of this. Surely it shouldn't be so difficult to fix this problem with a patch, microprose? When having multiple cities located at various points of the horizontal line, the problem is bareable, with your various horizontal positions softening the effect. But if your one city in an OCC is located anywhere near the zero-line, you can expect some more of the unexpected, and join one of the 'Sid owes me'-treads with a 'he owns me a wasted game' post.

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