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Topic Subject: Bug List
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posted 10-07-02 23:06 ET (US)   
Thought it might be useful to keep track of the bugs. Here is what I have compiled so far.

1. The Zodiac Bug - where creating a 2nd family resets all your zodiac animals to Rat

2. Animal Request Bug - where you can't dispatch an animal to comply with a menagerie request.

3. Editor City Map Selection bug - in the editor, where you select the city maps for your player cities, if you have more than 100 or so maps in your cities folder, the list cuts off after the first 100.

4. The Two Heroes/No Hero but there He is/Frozen hero bug - two exalted heroes in your city can really mess up your heroes. workaround, dismiss the frozen hero.

5. The Replay Scenario bug - using Replay Scenario option doesn't reset all the game data.

6. The Multiplayer Difficulty Bug - In multiplayer, the host's difficulty setting does not over ride your previous setting, so while everyone else is on Normal or Easy, I'm on Very Hard. Everyone should be on the same difficulty. Workaround - set your difficulty to Normal or Easy before joining multiplayer games.

7. Troops don't return bug - I haven't seen this one myself yet, but it's been reported more than once.

8. The Tax Bug - awesome work by Nero Would determining that the taxes reported by the overseer do not equal the taxes reported by the individual houses.

9. The Positive Appeal Bug - residential walls are supposed to block both good and bad desirability. They only block the bad, the good still passes through. I like to think of this one as more of a feature, but it's not working as advertised so by definition is a bug.

10. Save Game bug - saving and reloading from that save causes your for sale signs to turn to huts and adversely affects immigration rates. Workaround: Exit Emperor completely and restart it. You can then load the saved game.
Edited, thanks Jim and Grumpus

11. Religion Coverage Bug - sometimes when you add religious buildings and have religious coverage, it's still not registering on the Religion Tab summary. Workaround: save and reload to update the religious coverage meters.

12. Cliffs at the Edge of the Map Bug-- This one is more of an eyesore that really doesnt affect gameplay from what ive seen. Ive created a few maps where there are elevations leading off the maps. If you have more than a 1 level elevation riding the edge it creates black holes, and those wierd blue tracking dots. The only way Ive found to work around it is to keep the elevations one tile away from the edge. This only seems to effect the bottom edge when the map is oriented north, and the eastern (right) edge.

13. Deleting Workcamp/Guild during Monument Construction can freeze the monument while it waits on a worker that's not coming back. Workaround: don't delete any monument building if there is a chance that building has a worker at the monument.

14. Military Morale Bug: When you place a fort (or several of them) and then turn the fort “off” (set it to “not working”), the soldiers will lose all their morale, even though the fort is empty (no soldiers in the fort)! I was mystified when this kept happening. I liked to place my forts while laying out the city – lay out and set up my military section of the map -- because forts don’t need inspector access, they could remain in place as “not working” without taking any harm. When I got suspicious I tested the not-working forts every couple of months and sure enough, they steadily began to lose morale as time passed and they remained not-working.

A related bug: When your troops return home from a distant battle, they will physically return to their forts but their status will be “Still” instead of “At fort.” They will lose morale until you actually give the command to each troop to return to their fort. They won’t go anywhere, but their status will change from “Still” to “At fort” and their morale will remain steady (or improve at normal at-fort levels if they were feeling blue after losing a battle).

15. The Menagerie Score Bug - the manual states (page 122) you get points for a menagerie, even when it's not a goal. Those points are not being reflected in the Player's Score. The line for the Menagerie points is there, but you get Zero for it.

16. Gifting an animal does not improve favor or show up in the history.

17. Farm Production/Irrigation - Still researching, but it seems apparent that something isn't right. See this thread for details.


A Tale in the Desert
Flogging will continue until morale improves.

[This message has been edited by Merepatra (edited 11-12-2002 @ 08:45 AM).]

Replies:
posted 10-07-02 23:20 ET (US)     1 / 126  
Make it a sticky, but let everyone be able to post to it, as long as they are bugs being reported. We seem to like to derail posts sometimes.

Cliffs at the Edge of the Map Bug
This one is more of an eyesore that really doesnt affect gameplay from what ive seen. Ive created a few maps where there are elevations leading off the maps. If you have more than a 1 level elevation riding the edge it creates black holes, and those wierd blue tracking dots. The only way Ive found to work around it is to keep the elevations one tile away from the edge.
This only seems to effect the bottom edge when the map is oriented north, and the eastern (right) edge.

posted 10-07-02 23:27 ET (US)     2 / 126  
Deleting Workcamp/Guild during Monument Construction can freeze the monument while it waits on a worker that's not coming back. Workaround: don't delete any monument building if there is a chance that building has a worker at the monument.

A Tale in the Desert
Flogging will continue until morale improves.
posted 10-08-02 01:00 ET (US)     3 / 126  
Disconnected From ISP Bug
Everytime my dun disconnects me, I also get disconnected from the game (of course), which wouldnt be a bad thing, if the game wouldnt give me an error message and then close on me.

Ill copy the message on here when I have it happen again.

posted 10-08-02 01:20 ET (US)     4 / 126  
C++ Error Game Crash - Suddenly the game just minimizes to your task bar, then a C++ Run-time Error message pops up. The game will then dissapear ! Sometimes your save files will not work because of that.

I've personally encountered that before and found it EXTREMELY annoying.


Behold the glroy that is ME !
posted 10-08-02 02:29 ET (US)     5 / 126  

Quote:

C++ Error Game Crash - Suddenly the game just minimizes to your task bar, then a C++ Run-time Error message pops up. The game will then dissapear !

I've seen this, but what we need is to find the action that causes this behavior. Or the ability to reproduce it from a save game.

posted 10-08-02 10:52 ET (US)     6 / 126  

Quoted from homegrown:

9. The Positive Appeal Bug - residential walls are supposed to block both good and bad desirability. They only block the bad, the good still passes through. I like to think of this one as more of a feature, but it's not working as advertised so by definition is a bug.

Imo, the real bug with Residential Walls is the way that one tile (or two) of wall near an undesirable structure limits the range of undesirability in all directions. (See discussion in this thread.) The way it should work is that the wall would have to be continuous for at least the desirability range of a structure to completely block the undesirability, and should only block undesirability on the opposite side of the wall, not on all sides of the structure.


Vaia
posted 10-08-02 11:12 ET (US)     7 / 126  
gifting an animal does not improve mood of other city and does not show up in history. I still think that this is an issue that should be addressed. If you are gifting a local animal I can understand that there is no favour increase, but if you are sending them an animal not available in their climate you should be rewarded for it to some extent.
posted 10-08-02 16:39 ET (US)     8 / 126  

Quote:

gifting an animal does not improve mood of other city and does not show up in history. I still think that this is an issue that should be addressed. If you are gifting a local animal I can understand that there is no favour increase, but if you are sending them an animal not available in their climate you should be rewarded for it to some extent.

Hey, Jaguar, getting another animal isn't enough reward for you?

posted 10-08-02 16:54 ET (US)     9 / 126  
Military Morale Bug: When you place a fort (or several of them) and then turn the fort “off” (set it to “not working”), the soldiers will lose all their morale, even though the fort is empty (no soldiers in the fort)! I was mystified when this kept happening. I liked to place my forts while laying out the city – lay out and set up my military section of the map -- because forts don’t need inspector access, they could remain in place as “not working” without taking any harm. When I got suspicious I tested the not-working forts every couple of months and sure enough, they steadily began to lose morale as time passed and they remained not-working.

A related bug: When your troops return home from a distant battle, they will physically return to their forts but their status will be “Still” instead of “At fort.” They will lose morale until you actually give the command to each troop to return to their fort. They won’t go anywhere, but their status will change from “Still” to “At fort” and their morale will remain steady (or improve at normal at-fort levels if they were feeling blue after losing a battle).

Maggie

posted 10-08-02 17:55 ET (US)     10 / 126  
Just curious about how long it takes a patch to be completed. Never been around for one of these great CB games when they came out, so I have no idea.

I am still having a great time playing. I am on the first Yin mission in the Shang Dynasty so maybe the bugs will start to bug me but I haven't had an issues yet!

posted 10-08-02 20:24 ET (US)     11 / 126  
In one of the earlier campaign scenarios where you have to get 1xAlly and 3xVassels, I got the game to crash on pressing 'Break Alliance' button.

I had achieved all the goals except only had 2 vassels. I wanted to continue conquering so tried to break the alliance with my ally, but when I tried it crashed, stated error log created, and returned to my desktop.

I reloaded a previous save and duplicated the same error. Maybe this happens when a goal is flagged as achieved so therefore cannot be broken. I guess I could have gotten another ally then break the 1st agreement.

posted 10-08-02 23:28 ET (US)     12 / 126  
The .pdf manual says catapults have a minimum range of 5. I've found this to be wrong, catapults can inflict merciless damage on units engaging them in melee. This is either a bug or erroneous information printed in the .pdf
posted 10-09-02 00:43 ET (US)     13 / 126  
homegrown: Your #10 Save on Pause Bug is actually any save. I've found it happens even without the game being paused. I'm usually at 10% speed, but its not on pause. I've also had it "stack up" the immigrants just off the map. If that happens to anyone, the work around I found is to quit the game entirely and restart it. That freed up the immigrants when I did it.
posted 10-09-02 00:54 ET (US)     14 / 126  
I have also had numerous immigration problems while using games saved while not paused. As JimMRooney says, the workaround seems to be exiting and restarting the game.
posted 10-09-02 02:43 ET (US)     15 / 126  
Gift of cash to are not removed from your city fonds


If you choose to give cash to another city to improve mood, the amount will not be removed from your city fonds, quite nice but still a bug

posted 10-09-02 05:24 ET (US)     16 / 126  

Quote:

Gift of cash to are not removed from your city fonds

If you choose to give cash to another city to improve mood, the amount will not be removed from your city fonds

Well, isn't that lovely?

The Menagerie Score Bug - the manual states (page 122) you get points for a menagerie, even when it's not a goal. Those points are not being reflected in the Player's Score. The line for the Menagerie points is there, but you get Zero for it.

posted 10-09-02 06:00 ET (US)     17 / 126  
Quote: Gift of cash to are not removed from your city fonds

Are you sure Nimlot? In my experience, the cash is detucted upon arrival of the emissary, rather than departure. I was sending cash around to check what the trade options were in the beginning of a scenario, when I noticed that my cash remained suspicously high. I send more cash gifts, to check it out. I continued playing with my remaining money, but when the 'thank you'-messages came in, I got 15000 in debt. Whoops.

posted 10-09-02 07:21 ET (US)     18 / 126  
I think that's correct Secateur.

homegrown, can you add new things to the top list? Just so people can easily see if their problem has already been found?

posted 10-09-02 09:19 ET (US)     19 / 126  
Could be you are right, Secateur.

I am usually busy with other stuff when the "thank you" notice arrive. I only noticed that it wasn't removed when you sent out the emissary

Will re-check later tonight when I get home.

posted 10-09-02 11:37 ET (US)     20 / 126  
Cash gifts are deducted, just not at departure. Never verified that it was on arrival, but I assumed it was. I was playing the Walls of Zhengzhou scenario in the Shang campaign late one night, and kept playing thinking I was almost done, but forgot about the 1 ally goal. Started sending around large cash gifts to get sentiment up high enough, and quickly wound up very much in debt. Since I was exporting tons of silk and bronzware, it didn't take me long to get out of debt, but it was a bit of a surprise (probably had a net income of around 4000 or so annually at the time).

It would be nice if they deducted it at departure though, not to mention more realistic.

posted 10-09-02 13:02 ET (US)     21 / 126  
9. The Positive Appeal Bug - residential walls are supposed to block both good and bad desirability. They only block the bad, the good still passes through. I like to think of this one as more of a feature, but it's not working as advertised so by definition is a bug.

IIRC, Gobi Bear (or Fire Monkey) told on the Sierra Forums this is not a bug but designed this way. I'm not sure though, but if it's not a bug, will find about that sooner or later.

posted 10-09-02 15:22 ET (US)     22 / 126  
There is also a bug on the Entertainment Report. When it lists your last festival it lists it as so many years ago instead of so many months ago.
posted 10-09-02 15:33 ET (US)     23 / 126  
The first invasion of any city is always defeated.
Each and every time...even sending a full 12 unit army (my pref. is 1 catapult, 4 inf., 3 crossbow, 4 cav.) against a 1 shield city.

After my troops return (in shame, usually with no casualties) I can send 2 units back to the same city, and conquer it. (I can even wait 10 years so their military should be rebuilt!)

I'm not sure it's a bug, but it definitely seems like one. It reminds me of the 'unconquerable' cities in Zeus (like Troy, until you recieve the 'Trojan Horse' event.)

posted 10-09-02 16:10 ET (US)     24 / 126  
Unpronounceable,

That is a Very Interesting observation. Have you tried sending a Spy to the city before you send the troops the first time? It still sounds like a bug, but I am curious to know if a Spy would be enough to make “first contact”.

If you have time to test, I would also like to know if it makes any difference if the Spy is set to “Gather Information” or “Sabotage Military”.

[edit] I also wonder, if you did send a Spy first, if he might have been “detected”, and the city was prepared for you attack. (Still a bug imho because an army that size should have been victorious anyway against a one-shield city).



Vaia

[This message has been edited by VitruviusAIA (edited 10-09-2002 @ 04:20 PM).]

posted 10-09-02 18:57 ET (US)     25 / 126  
I don't think what was reported by Unpronounceable is a bug. I have had at least three cities fall to my invading army on the first assault. I have been playing on normal difficulty.
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