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Post by Canucksoldier on Aug 4, 2006 15:31:26 GMT -5
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Post by coloneltreize on Aug 4, 2006 16:22:36 GMT -5
Maybe it is intentional to reveal duplicate civ players in anonymous....so that everyone does not pick the same civ? The "anonymous" bug actually fluctuates, randomly turning some civs from seen-by-all to anonymous and vice versa the longer you stay in the staging room. I thought it depended on the other settings chosen but it is completely random. Choosing random civs will temporarily compensate for this. If you want to guarantee that your civ will be anonymous with the "anonymous" feature, make your civ random. This should be okay with the higher-ranked players who need worry about rank mongering because they are good enough also to choose random civs. Conquistador45 can verify my findings, if he is reading this.
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Post by Bantams on Aug 4, 2006 16:41:13 GMT -5
i sorted it via dta or magzi cant remember
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Post by Bantams on Aug 4, 2006 17:28:01 GMT -5
found a new bug today angelonearth was in the lobby list but was off line freaked me out
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Post by Canucksoldier on Aug 4, 2006 19:49:55 GMT -5
found a new bug today angelonearth was in the lobby list but was off line freaked me out That sounds like GS not refreshing the list fast enough, rather than a program code bug, but if it starts happening constantly let me know. CS
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Post by astax on Aug 7, 2006 12:53:45 GMT -5
Hi two bugs quickly.
First bug. When playing 1 on 1 vs AI (Not sure if it works in MP haven't tested) if you have always war on and you run into the AI civ before you plant your city and war is declared, you lose if you end the turn. I guess it's because we are at war and I have no city.
Second bug. In maps like Team Battle Grounds, you are unable to toggle sea level. However sea level has an impact on map generation. A TBG with High sea level will have a huge number of lakes compared to almost none on Low sea level. To toggle sea level change to a map type where you can toggle it like continents and then after setting it to whatever you want toggle b ack to TBGs.
Lastly a comment. I dont know how the map script is set up for TBGs but it should be able to accomedate 4 players on tiny and 6 on small as those are the ideal sizes/numbers of players. Too often young game is spoiled because one person doesnt start with horse, copper or iron and everyone else has one or more.
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Post by coloneltreize on Aug 7, 2006 13:58:18 GMT -5
Try using the feature, "require complete kills." It's a neat little option that allows you to continue playing with no cities. I never thought it was all that useful until now.
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Post by MookieNJ on Aug 8, 2006 2:48:37 GMT -5
First bug. When playing 1 on 1 vs AI (Not sure if it works in MP haven't tested) if you have always war on and you run into the AI civ before you plant your city and war is declared, you lose if you end the turn. I guess it's because we are at war and I have no city. I don't think this is a bug. The AI gets to move first every turn of a single player game. If your unprotected settler runs into an AI Warrior, game over! This is annoying, but it's nothing new in Warlords. You can fix it by switching to another map, changing the sea level to low, then changing back to TBG. You can play with 4 on tiny or 6 on small by opening up more slots. If you want to make sure the resources are more fair, turn on the balanced resources option. Each player should start with Iron, Copper, and Horses near their capitals.
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Post by knupp on Aug 8, 2006 2:55:37 GMT -5
I dream of a day Mookie. A day where you have not 1 smiley in one of your posts.
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Post by MookieNJ on Aug 8, 2006 2:58:39 GMT -5
I dream of a day Mookie. A day where you have not 1 smiley in one of your posts. Haha, I'm sure I could find any number of posts where I didn't put a smiley face!
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Post by knupp on Aug 8, 2006 3:07:20 GMT -5
Sure you could. Just keep deleting the smiley's in all your posts like you did with post 27 of this thread.
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Post by astax on Aug 8, 2006 12:04:58 GMT -5
I don't think this is a bug. The AI gets to move first every turn of a single player game. If your unprotected settler runs into an AI Warrior, game over! That is not what I meant, I have my settler at the end of the turn but simply because I have no city, game ends.
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Post by astax on Aug 10, 2006 14:40:36 GMT -5
Another bug, the building you get from Great General (Military academy I believe it's called) doesn't appear in the list of buildigns in the city.
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Post by Tony on Aug 11, 2006 22:35:18 GMT -5
The 8 second delay is just soo gay, it hard to believe anyone actually thought this was a good feature when testing the game. It sets up sooo many race situations, where you are racing for a particular tile.
But what is the worst thing about it, is how poorly it has been programmed and intergrated into the game. why the hell does it freeze your game for 8 secs, you cant even change unit or do city stuff. It just totally silly and those freezes just put you in a very fustrated state! Especially when you have out manouvered your enermy but the defender in effect gets 2 moves and you get 1.
I really hope they start work on CIV5 soon and leave this MP blunder behind them. I stopped playing for a week hoping this would cure my CIV fustration, but its just added to it. I should have had 2 cites today!!
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Post by tommynt on Aug 12, 2006 12:16:26 GMT -5
my 1. game and
this 8 sec delay thing together with known problems (long lobby times + too much dudy behaviour from too many) make me stop playing again even when i kinda likes plaiyng itself
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Post by Bantams on Aug 12, 2006 15:46:58 GMT -5
my 1. game and this 8 sec delay thing together with known problems (long lobby times + too much dudy behaviour from too many) make me stop playing again even when i kinda likes plaiyng itself all was fine till you and redphoenix showed up ;D
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