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I realize this isn't likely to be a bug specific to the GOG version, but I'll put it up here anyway just in case GOG has sufficient contact with Interplay alums who care enough . . .

Not all of these conditions may be necessary to reproduce the bug; in particular I suspect (4) and possibly (1) may not be important, but conditions (2) and (3) are rare enough it's hard to confirm or eliminate the others.

When:
(1) you are fighting your mother country for independence,
(2) an opponent's city has been captured by ITS mother country, and
(3) you attempt to raid this city,
(4) on the turn you will win your independence.
Then:
(A) the battle for that opponent's city will be fought against "String Not Found",
(B) you will fight a typical "mother country" force -- i.e. only strength four units with no militia or friendly natives, and
(C) even though you elected to raid the city, you will capture it instead, and
(D) when captured, this city will contain some objects that formerly belonged to your opponent.

For example, I got a leader, explorer, and three military units -- military units that had not attempted to defend the city.


And if this does find its way to a sufficiently interested Interplay alum, perhaps they can answer a question that's been driving me crazy: Does the AI build its cities so inefficiently JUST to discourage me from capturing them, or it is really that efficiency challenged?
And that's just the way it is......I use to torment european colonies as High Native when they were fighting for independance..I try to weaken them so the mother country defeats them. Then I would raid the city...the city does not get destroyed and High Native gets a level 4 city (hugh, a must see) Also, If you get lucky, you may get some of the motherlands troops too! I had 3 pieces of artillery as High Native. It really helps and is quite bazaar to see fired. The cannoneers turn into an indian leader who kind of sends forth a fireball.
avatar
giles: I realize this isn't likely to be a bug specific to the GOG version, but I'll put it up here anyway just in case GOG has sufficient contact with Interplay alums who care enough . . .

Not all of these conditions may be necessary to reproduce the bug; in particular I suspect (4) and possibly (1) may not be important, but conditions (2) and (3) are rare enough it's hard to confirm or eliminate the others.

When:
(1) you are fighting your mother country for independence,
(2) an opponent's city has been captured by ITS mother country, and
(3) you attempt to raid this city,
(4) on the turn you will win your independence.
Then:
(A) the battle for that opponent's city will be fought against "String Not Found",
(B) you will fight a typical "mother country" force -- i.e. only strength four units with no militia or friendly natives, and
(C) even though you elected to raid the city, you will capture it instead, and
(D) when captured, this city will contain some objects that formerly belonged to your opponent.

For example, I got a leader, explorer, and three military units -- military units that had not attempted to defend the city.


And if this does find its way to a sufficiently interested Interplay alum, perhaps they can answer a question that's been driving me crazy: Does the AI build its cities so inefficiently JUST to discourage me from capturing them, or it is really that efficiency challenged?