can't see oil in the ocean, drivers are updated.
can't see oil in the ocean, drivers are updated.
I can't see oil in the oceans too, but that's not a bug becuase oceans doesn't have oil resources
coast's have oil resources and that's different, did you mean coast maybe?
unit list (top left):
choose a unit, upgrade it
the list re-sorts to some new totally random order
stop doing that!
A large number of the mods should be implemented in-game. Very many of them are fixes to poor game design decisions.
and/or implementation. Ones that come to mind:
- Give us an option to NOT have a begin-turn banner
- Diplomacy: all tradeable items should be visible / expanded by default (at least give us an option to choose default behaviour)
The entire message system needs a complete re-write.
There are way too many unneccessary messages.
Many important messages are never sent or disappear in the USELESS TERRIBLE end-of-turn or start-of-turn routines.
When war/peace is declared STOP sending eleventy billion messages. One message is sufficient
Civ 1 and her allies (CS1, CS2, ...) have [declared war on| made peace with] Civ 2 and her allies (CS7,CS8,...)
Get some new message icons.
- New trade route? Use the three gold circles icon!
etc.
The messages about units being attacked that come at the beggining of a turn vanish/are obscured by other messages/pop-ups (tech researched, WWs discovered etc.) AND THEY AREN'T IN THE MESSAGE LOG EITHER.
Attack messages are often wrong:
"Your archer (3 damage) was attacked by a barbarian brute (2 damage) and destroyed."
-often the damage per unit are swapped (ie. the brute got 3 damage and the archer 2).
-"and destroyed" is often left out.
- sometimes the damage sustained by one of the units is left out (mostly air units?)
The USELESS TERRIBLE end-of-turn and start-of-turn routines need to be redone completely. Everything is wrong. Just do it like Civ II, that worked.
FFS let me move a unit out of a city so I can garrison another unit there regardless of whether it's in my "regular" turn or in the nonsense end-of-turn after-turn.
Waking up units is horribly broken.
A unit that is fortifying to heal will just sit there and die slowly one hp at aa time while under ranged fire. Never wakes up. Because the message system is horribly broken too you never get told about it until it dies.
Workers are woken up ALL THE TIME REGARDLESS. Even if you've killed all enemies within miles - even if you've eradicated the civ you were fighting with - all workers that saw an enemy at the beginning of a turn are woken up. THIS IS WRONG. There's not even an option to (C)ontinue whatever you where doing. The best would be an option to not wake up workers (and send a disparaging email to the developer responsible).
Regular units are never woken up properly. Move into unexplored/unseen territory and there happens to be an enemy in that tile? The unit attacks rather than being woken up. How useless can you get???
Multiplayer simply doesn't work, in too many ways for me to be bothered to explain. Redesign and rewrite the whole thing - with a new development team.
At the very least give us a bit of information about a game before joining it.
And FFS let me host and join a game using an IP-address not your useless online cr**.
The mouse icon (like everything else) is excruciatingly slow. It takes several seconds from when I press "end turn" before the mouse icon changes. Same for "next unit".
"Free buildings" aren't actually free. This goes for the "free" library when you build The Great Library, and the "free" lighthouse when you build The Great Lighthouse. I've only noticed it with the library, my building maintenance was at 2 per turn, with only a monument and "free" library built inside.
If someone gives you a free car, you still have to maintain it: servicing, gas, etc.
Yes, the cost of building and furnishing the library is free, but there are still operating costs and you will still be responsible for that.
You are overreacting on mechanics that work as they were supposed to. I disagree completely on the unit fortifying to heal. I use that function to order a unit to "defend or die". If you can't be bothered to check up on your wounded scout once in a while you deserve to loose it.
If workers did not wake up like that you would constantly loose them to barbarians. I dont mind if they are a little scared, they are defenseless after all. I think it works well as-is.
If you force move into unexplored territory you are deliberately being reckless. The way to avoid it is to move one hex at a time in unexplored territories. It is the smartest thing to do regardless. Again I like it the way it is.
I dunno about you, but the thing that frustrates me the most about multiplayer is the simultaneous turns. It completely undermines any strategy in battles and turns them into a half-based rts, imo.
Second would be the AI being pretty poor in MP. I noticed at least that the AI will declare war on players now...but they seem to do so VERY VERY seldomly. An improvement is an improvement though. Before they wouldn't do it at all.
There's also occasional bugs, but the MP as a whole is at least a lot more functional than it was before.
Why can't my scout attack out of Istanbul here? Save game: http://www38.zippyshare.com/v/2029394/file.html
Sometimes when a new unit is built in a city with a unit in it one of the units is forcefully moved out of the city mid-turn rather than waiting for me to choose which unit to move and where. This is NEVER correct and NEVER necessary.
Tradition -> Legalism
When you get free culture buildings from this policy they aren't shown as free in the city view, other free buildings are.
The mini-map isn't centered (horizontally) on my capital. It should be for all maps that wrap around (ie. without east/west hard borders).
removed.....
I have two LONG RUNNING bugs that have been INFURIATING me.
1. The Babylonian palace looks like a Mediterranean once, even though all other buildings are Arabian.
2. Upon completing the great library and going to the next turn, it looks as though it is still being built.
1. AI still dont contact you in LAN/MP games.
2. Diplomacy options still missing after 2 years. Please implement asap.![]()
when I just played I made a friendship with china, and later started war with her. when the war was over, I had 2 negative diplomacy modifiers: "I made friend with her, and attacked her" and "I made friend with someone, and then started a war with them"
they are both the same thing (I didn't make friends with anyone else) so 1 is enough
- Polish fonts are a big tragedy, horrible, bad hurting eyes. replace them
- When I pan the view (ex. left) and click the end turn button then - wait for the AI to move - the game starts to center the view on the action of unit which is being attacked, moved etc then the game still moves the view to left until my turn (ai turn is completed) and it is REALLY annoying traveling the whole globe and NOT seeing the action (others moves) - in short - panning blocks
- Problems with v-sync off and on
- Lags horribly on better than recommended spec.
I got bumped from 198 faith to 202 from meeting a religious city state. Because of this, the great profit at 200 faith was not triggered and now there seems to be no way to get it.. and I can't spend faith on anything else to go back below 200 so it will be triggered.
Are atlatlists supposed to unlock before archery? Because they do in MP, apparently.
Is this a game save you might like to reveiw?
I have a save, that has a egyption worker that is hanging out in a jungle area a ways away from his main area.. Combat troops from his civ have been in the area a few times on an attack.. But it mainly is around by itself.. No barbs block it's way either..
im playing on marathon, and it has been just wandering for almost 150 turns now. I have zero clue what is thinking, i wonder if it's AI is bugged.. some how.
not really a bug, But an AI issue..
a AI city state was being attacked, by the Civ, which happened to be right on his border. the Unit attacking the city was on his own land, and the volley from the city and a group of archers was just enough to damage it a bit, but the unit could heal up full each turn.
Mean while, other units where attacking the city, and taking down the other units inside the city states borders. Seeing that one unit was basically invincible, the AI should of retargeted the other units that were doing the real damage.. (the unit it was attacking was a melee unit, that was not in rang of the city, due to one of my units being in the way. (my unit was neutral in the fight so just taking up space)
Hi there,
Sry bad English.
A lots of bugs, but 2 of them are very bad.
1. Got City from AI for Peace treaty and City was useless ... the center city field was not calculated so that all peasants died over the time till 1 left. when working +2 food field then city has 0 food when not -2 and nothing else from city was there like it wasnt there.
2. Things happen before animations are done. So I attack and in that moment 'ping' Great General is born before unit kills and u know if gonna kill coz if yes before battle is over u see fields like ur unit stands there. That same reason things happen in hot seat hearing sound from other player tech at the end of the round as someone allready wrote.