Weapons of War tech nor working, no weapon smith option

Seriously sick of game breaking bugs

Well can't build a weapon smith despite having all the prerequisite techs and the fortress. This bug has been around quite awhile, hard to imagine you haven't found it yet....I mean it happens to me regularly  probably something to do with the capital city being a fortress. I jsut dont know. I am sick of these bugs though. This sort of thing should be working in any non beta version you release. Ruined my whole game just now, played and played and played. Founded a city with 3 essences for the unit buffs, and researched to get that crowning tech.

 


And it doesn't work. Seriously get your act together. I always give this company a lot of leeway because of the genre. You guys are not up to proffesional standards of other game makers..that I realize. But this sort of thing has to stop. It really pisses me off when it ruins my whole game that I spent some hours playing.

 

So your Weapon of War crowning tech in the warfare tree doesn't work correct in your non "beta" game. Sometimes you can build a weaponsmith, other times....not so much. 

12,522 views 10 replies
Reply #1 Top

It is a building limited at one per faction, haven't you invaded a city with it being already built ? You always keep all builldings, but you must build yours prior to invading. Happened to me with tower of dominion, I wondered a while why I couldn't build mine before realizing I had invaded a city with a Tower already built.

Reply #2 Top

Ok once again no weaponsmith this is really getting lame. Its the LAST tech you open, and you do not know if its bugged until you unlock EVERYTHING ELSE. Please for the love of god fix this bug. I mean how many times does this need to be reported? Its a bug it happens all the time. Unless you have "hidden" requirements I meet them all unlocked the tech have a fortress and have not built one anywhere else....what does it take?

 

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Reply #3 Top

I can build a weaponsmith just fine. You can only build 1 per faction it needs to built in a fortress. Everytime I do it I get exactly 1 of these buildings per faction.

The bug to which you refer, is not that of building the weaponsmith once, so much as you can have only 1 and if you demolish the 1 you cannot rebuild it afterward.

This problem can show up after you build the tower of dominion... go ahead and destroy it and look you cannot build another one.

Reply #4 Top

Also, the attitude could use some work.   A lot of work.  You come across as a 10 year old.  

Have you provided a save game for review?  It should be pretty easy to confirm that you don't own the building in all your cities and you have the prerequisites.

Are you using any mods?  Which version are you on?  Randomly saying something doesn't work and not providing any sort of data is not terribly helpful.

Reply #5 Top

Weaponsmith is an upgraded Armorer. You need to build it in the same city you build the Armorer. (Just in case: Armorer is an upgrade of Blacksmith, which is an upgrade of Forge)

In otherwords: to build a weaponsmith, you first need to build a Forge in a Fortress, then upgrade it to a Blacksmith, then upgrade that to an Armorer.

Reply #6 Top

I think Kalin is right. One thing is the forge and its upgrade buildings, and other one is the War College, a one-per-faction building.

Reply #7 Top

Attitude that really is funny, because If I read the previous postings before, no one confirmed the existence of said bug, they just say that it doest exist. So yeah I have an attitude because a bug is not even being confirmed I am being told I can only build one per faction....ah you mean just like the tool tip says?

 

Who would have guessed! Right. I have ONE fortress, I only ever build one. So its simply not possible I have built multiples of anything. In fact I always select the prime location for my ONE fortress, and I play like 6 hours or so to get the crowning tech only to find out its not working. This tower of dominion comment MIGHT be the issue, though I dont see why the tower of dominion would cause such an issue....but see here we actually have a bug confirmation rather than a bunch of people rushing to defend the devs and potentially brushing aside game breaking bugs in the process.

And just LOL at the attitude comment, I posted a normal post the first time and...ignored. So this one is harder to ignore...hopefully the issue will get sorted this time despite some obvious fanboy tactics. Thanks for your help in this matter.

 

 

Reply #8 Top

Any limit per faction buildings should be destroyed on conquest. 

 

That would also be useful for any buildings you'd want destroyed on conquest, you could make a limit 1000 per faction to allow that to happen.

 

 

Reply #9 Top

Sorry to necro, but it's also worth mentioning that the tech trees do a very bad job of pointing out both prerequisites and barred terrains, meaning that you could end up being barred from constructing certain specialized buildings without ever knowing why.

For example, a Weaponsmith requires an Armorer be built first, which in turn requires that you research the "Armor" tech. It also can't be built on swamps or rivers. So, if you run out of non-swamp, non-river space, too bad so sad.

Moreover, what if your faction doesn't have the Armor tech? Surprise surprise, the Weaponsmith building still shows up as being theoretically available once you research the tech, and the game itself does not provide you with the information necessary for you to deduce that you can never build one, ever, unless perhaps you seize an enemy city with an armorer? Again, that's not clear.

The game is not sufficiently transparent. Even the in-game guide doesn't provide you with a lot of this information. I had to go digging into the .xml files to figure out why I couldn't build an Alchemist in one of my first few games - turns out a prerequisite building had an environmental prohibition that my conclave city couldn't build around, so that building never appeared as an option to build, and so I couldn't build any of the subsequent buildings either.

That's not something a player should have to go .xml-spelunking to figure out.

Reply #10 Top

@poot,

 

First of all, I absolutely agree that requirements aren't as transparent as they could be, and I find your post well stated and well reasoned.

 

However, I really wish you'd started a fresh post, instead of resurrecting that bit of infantile tantrum I had to wade through to get to your reply.

I read new posts too. I promise.

 

I think the real question is WHY you can't just build the building on a swamp land tile? The transparency is lacking, to be sure, but if you have land available that isn't too close to another city (another hidden limitation in the vanilla game), WHY wouldn't you be able to build whatever you wanted in the space available?

A similar issue is the minimum distance between two cities' new buildings. In my mods, I raised the minimum distance between cities such that two cities CAN'T lock each other out due to proximity.

That's the key point of this discussion. Either the limitations should be made known to the player through the game interface, or they should be resolved as limitations. 

The same should be true for any buildings requiring specific land types (such as logging camp and pier tooltips). In your example of the alchemist building, by making this building and all normal buildilngs use all normal land types as valid, e.g. desert, swamp, etc.

Another non-transparency issue brought up in this post is destroyed buildings not being able to be rebuilt. Very counter intuitive if that's still true. I haven't tested it in any recent version though. I try not to destroy my own buildings.

My modding plate is full, but I'm betting if you identified the buildings in a separate post that didn't have all land types flagged as valid, it might even get noticed and fixed. Stranger things have happened.