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Cultist Multiple City bug

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9 years ago
Oct 24, 2016, 10:45:31 AM

Hello,


Just want to report a bug regarding a Cultist AI being able to get 2 cities in a game.

I have all the expansions for the game and running on the latest patch. I am also using one color mod for this game: http://steamcommunity.com/sharedfiles/filedetails/?id=548922900


Please see details below:

Game Ver:

1.5.1 s3 64bit
Specs:
intel i5 3470
amd hd7850
8GB ram
1920x1080 resolution
windows 7 64 bit home premium

Save Games and other necessary reports:

https://www.dropbox.com/s/v2j42elgs4p8pg9/ELCultistBugReport.zip?dl=0


 

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9 years ago
Oct 24, 2016, 12:55:38 PM

Hey :)


Thanks for the report!

Yep, it's a known issue (surely a problem with the prerequisites). We're on it!

(Your save file will help us a lot )


Cheers~!


Mel

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9 years ago
Oct 24, 2016, 10:28:52 PM
I wonder if this is some bug with the city Raze instead of Capture system. I have had 2 Morgawr Cat's-Paw armies Capture instead of Raze a city they attacked, so I wonder if something got spaghetied in the code that allows the cultits to occasionally glitch and do the same?
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8 years ago
Oct 28, 2016, 10:30:01 PM

Same bug.  I had a second city when the enemy gave me his city after a diplomatic treaty.


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8 years ago
Oct 29, 2016, 6:39:55 AM

Sometimes I go custom and take off the two Traits that make the cultits burn a city down, alowing me to capture(but still not make settlers). Then I cull the best cities on the map for myself. But they have nerfed cult several times now, and they are a little more useless in the new Tempest expansion, kinda sucks. 

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8 years ago
Nov 1, 2016, 11:02:49 AM

Effectively, play a custom cultist is the best solution now, i play with cellulose mutation to touch a water box quickly. But the others are more faster.


For the problem, its a good glitch actually ^^. But a correction MAJ would be welcome.



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8 years ago
Dec 1, 2016, 7:26:47 PM

I opened your save and your custom faction lacks the "Weapons of the enemy" trait which is the one that makes the Cultists insta-raze any city they capture. Being Cultists-based only means that they cannot produce settlers. If you check the stock Cultists faction you'll see it's "Weapons of the enemy" that says that cities are razed and Industry stockpiles are produced for every point of population of the destroyed city.

The "Multiple cities" bug was fixed with the big post-Tempest patch.

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