Originally Posted by
Ceorl84
Hi, gave this mod a try and its not bad so far. I tried to search to see if a similiar bug had been reported and I could not find anything.
As Netherlands, France sieged my capital the turn before three units of militia were to be produced. That turn I sallied and removed the siege. However I noticed the production bar for the militia was at -1. I ended my turn and the next turn the militia were not produced and still showing at -1. So I removed them from the queue and when I reordered I noticed the build time was still listed at -1. So I went back to the autosave and, sure enough, any new queued unit had a -1 build time. This bug has made my game unplayable sadly so I'll have to start over unless a fix is possible.
Do you have enough manpower and supply to recruit? Also, is the building that produces militia (the white government buildings, not the barracks buildings) damaged from the siege?
How does manpower and supply work?
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Originally Posted by
grandpa
hello ev1, I'm thinking this is general empire prob, not an ape/ti issue, but you folks are so helpful I thought I would throw this and see if anything sticks.
Has anyone ever had the occurence where thier newly recruited general, is locked into the city, and unable to move, or merge? Secondly, does anyone have an idea how to repair city defenses after a takeover, short of tearing it down, and rebuilding it? I know you're going to tell me this post needs to go somewhere else, but to be quiet honest I value your opinion more. Hoping everyone has a great day.
It does not cost a dime to be nice, yet has the highest return on investment.
1. I have seen this happen, but only once and it was the AI that had a unit stuck on the city and not in the city. I don't know if it possible to fix short of disbanding the unit. Let us know if you figure anything else out.
2. There is no other way -- this is a bug from vanilla Empire.