View Full Version : Conquest Bugs


Meateater
Nov 06, 2003, 03:39 AM
Note: When reporting a bug, use the following layout:

Bug: Write the description of the bug.

Steps to Reproduce: Write down how to reproduce the bug.

Observed Result: Write what you observed.

Expected Result: Write what you expected the outcome to be.

Sample (note - this bug is **not** real - it's made up. I can't give any real bugs from the beta.)

Bug: Conquests Scenario - The game will crash to the desktop when the player selects a "Dromon" in the Middle Ages Scenario.

Steps to Reproduce:
1. Load the Middle Ages Conquests Scenario.
2. Select Cordova.
3. Start the game.
4. Change the build queue of a coastal city and note that a dromon can be built.
5. Click on the dromon.

Observed Result:
The game will crash to the desktop.

Expected Result:
The player should be able to select the dromon without the game crashing.

Also, if possible, provide a save and/or screenshot.

Remember, savegames are important. ;)
-- Chieftess
----------------------------------------------

Playing the WW2 Pacific conquest. I had 2 carriers and I was loading planes on to them. It will ask if you want to put the plane on this carrier or that one. I decided I wanted it to go to a city instead so I clicked the X bottom to cancel, but then plane goes to the carriers location and be in the water not on the carrier.http://www.civfanatics.net/uploads5/Conquest_plane_bug.JPG

Masquerouge
Nov 06, 2003, 03:44 AM
Wow weird bug ! Could you retrieve your planes after that ? Did you restart ?
Btw, how's the WW2 scenario ? :)

Meateater
Nov 06, 2003, 03:53 AM
I had to wait a turn to move the plane to the carriers by Palau. The plane is by Guam and that is where my carriers were and now they are by Palau after moving them on this turn, then seeing my plane sitting there.

The Conquest is great but I only played on monarchy and thought Japan was kinda weak, we the allies did win. Subs are great fun, picking out a transport from a stack of ships.

Masquerouge
Nov 06, 2003, 04:01 AM
So it's not a serious bug... more a funny one... I guess by 1943 you would have hated starting the scenario all over again due to a bug, no ?

Arathorn
Nov 06, 2003, 09:04 AM
Hey, when do we get a forum for this?

Unconfirmed bug, playing last night, as a scientific civ. I purchased/traded for the last tech in the ancient era. I got no notification of entering a new age, nor of acquiring a new tech. Both actually DID occur, so it's a very minor bug, if it is indeed one (I'm pretty sure my options are set to show things like that, but I can't be 100% certain).

Arathorn

Civrules
Nov 06, 2003, 09:09 AM
This is probably not a bug. Go to the preferences and see if you checked the option "display fewer popups in MP" or something like that. I think that also goes for *some* SP popups. I had the same problem with PTW but when I played around with the preferences I got it fixed.

Chieftess
Nov 06, 2003, 09:09 AM
Did you have "View fewer MP popups" on in the preferences? That would do it.

BTW, I've merged this with the Conquests Bugs threads.

Arathorn
Nov 06, 2003, 09:16 AM
I like pop-ups, so I went in to preferences and I *think* I turned that option off. I wanted to, anyway. That certainly could be the reason...I'll try to check again tonight.

It certainly acted differently than the free tech I got from Philosophy, though, which actually asked me what tech I wanted to research after I got my free one (which, if anyone is curiuos, you DO get to pick).

I should probably verify before posting. Mea culpa. I'm just a bit over-caffinated this morning.

Arathorn

Civrules
Nov 06, 2003, 09:17 AM
Maybe we should sticky the thread? :)

Already done while you were posting this. :D

fitchn
Nov 06, 2003, 01:53 PM
Bug: Civlopedia - Items not properly displayed in 'allows' section of [tech] entries

Steps to Reproduce:
I will use one of the epic game examples to reproduce; note that I also noticed the problem in a couple of the scenearios as well
1. Start a new [Epic] game.
2. Open the Civlopedia.
3. View the Civlopedia entry for 'Rocketry' (in civilization advances).

Observed Result:
The unit icons in the 'allows' section wrap-around, covering up the aluminum resource icon (note the location of the TOW Infantry icon). When the scroll bar is scrolled, the TOW icon appears at the right of the 'units' row and the aluminum icon is scrolled off screen.

Expected Result:
The resource icon should be visible; the TOW Infantry icon should not be visible until the scrollbar is used.

aeldrik
Nov 06, 2003, 03:05 PM
One Minor Bug I am having, with the WW2 scenario:

I start the scenario, as Japan, on the first turn, my cities do not have the luxuries that should be available through airports or harbors, only after finishing the turn do they become available....
Meaning I can't build allmost any units on the first turn, and have to wait for the second one to set the production right...

1- start WW2 scenario
2- select Japan and start the game
3- go into any city on the main japanese Island, they is no rubber or Oil in the ressource box....
4-?????

DisplacedCajun
Nov 06, 2003, 05:09 PM
Bug: Rise of Rome "hangs" on startup

Steps to Reproduce
1)Select Romans in the Rise of Rome Conquest

Observed Result
The scenario will start to load and get to about 80% and then stop. The screen is black but you can hear the music start to play. This will last about 10 seconds and then the scenario starts. I have only seen this on the Rise of Rome scenario.

Expected Result
The scenario should should not "hang, pause, or delay".

Just to make sure this was not my machine or video card I tested on another machine and got the same result.

tigerden27
Nov 06, 2003, 05:15 PM
Bug: Unable to rush Sun Tzu's Art of War

Steps to Reproduce: In my capital, which I moved with a Leader quite a long time ago. I try to rush Sun Tzu's. It won't let me. I even try rushing a Spearman, then after that was produced changing to Sun Tzu's to try and rush. No good.

Observed Result: Can only produce an army with this Leader. The Leader was originally named "Rabbit Eighteen"

Expected Result: Expected to be able to rush Sun Tzu's.

warpstorm
Nov 06, 2003, 05:21 PM
Military Leaders can no longer rush Great Wonders, not a bug. This was an intentional change to reduce warmongering.

Faboba
Nov 06, 2003, 05:28 PM
Originally posted by warpstorm
Military Leaders can no longer rush Great Wonders, not a bug. This was an intentional change to reduce warmongering.

So... they build super-charged armies instead.

Doesn't this increase warmongering?

Can they do something else instead. I'd heard this hinted at before but never noticed it expressly stated one way or the other until now.

warpstorm
Nov 06, 2003, 05:36 PM
There are now scientific leaders that can rush wonders.

Faboba
Nov 06, 2003, 05:54 PM
Originally posted by warpstorm
There are now scientific leaders that can rush wonders.

Yes, yes. I realise that. But does this mean that Military Great Leaders can only ...

Wait. Who the hell worked out the names for the Mayan Scientific leaders?

... um... yes... does this mean that Military Great Leaders can only create armies and nothing else?

shirleyrocks
Nov 06, 2003, 06:09 PM
Military Great Leaders can still rush *any* production with the exception of Great Wonders (they can still rush Small Wonders, units, improvements, etc).

Bad Brett
Nov 06, 2003, 07:37 PM
Originally posted by Meateater
Playing the WW2 Pacific conquest. I had 2 carriers and I was loading planes on to them. It will ask if you want to put the plane on this carrier or that one. I decided I wanted it to go to a city instead so I clicked the X bottom to cancel, but then plane goes to the carriers location and be in the water not on the carrier.

That's actually an old bug. About the same thing happened to me in PTW some games ago. My bomber was somehow re-based on a mountain (no airbase!). A turn later, an infantry came and destroyed the plane!

I have a screenshot of this, which I can post later.

cgannon64
Nov 06, 2003, 07:44 PM
I don't think the hanging scenerio can really be called a bug. In my Civving experience, most scenerios stop at a certain point before 100% and then go to 100% after a while. I've even had the map appear but with no units on it, etc. This hasn't happened in Conquests yet, but I wouldn't call it a bug, just the way scenerios load.

Borealis
Nov 06, 2003, 08:13 PM
Possible Bug: Being able to have more than one scientific leader at a time. First lazy test game as Mayans produced about 5-6 scientific leaders, with two leaders appearing when I had old leaders kicking their heels waiting for wonder techs.

Edit: Steps to reproduce (reread beginning of thread) :blush:

Random Map game. Keep your old scientific leader around, and stay in the tech lead- another leader should pop up soon enough. (This will be easier with a scientific civilization, but happened with Maya.)


http://www.civfanatics.net/uploads5/MultipleSciLeaderBug.JPG

ComradeQ
Nov 06, 2003, 08:14 PM
I experienced an odd bug. It seemed completely random and I'm not sure you'll be able to replicate it.

I was playing the mesopotamia scenario and I was using a horseman to attack a barbarian settlement. Well, this one was loaded so it was gonna take more than one turn to clear out, but I had no idea just how loaded.

Before the next turn, a horsemen came out of that settlement to attack and my horsemen defeated it, no probelem. Then another one came out and it was fefeated as well. This happened again. And again, and again, and again. My horsemen went veteran and then elite but they still just kept coming. There had to have been 20 of them! At first it seemed like the game just got caught in a loop but the things started taking off health. I was afraid I was gonna lose that horsemen but they stopped before it died.

I have no idea whether that was a bug or if there really were just 20 horsemen in one settlement. At least I got an elite horsemen out of it.

Gobi Bear
Nov 06, 2003, 08:17 PM
That's not a bug. The barbarians are turned up HIGH in the Mesopotamia scenario (the "Restless" setting, I think). They typically get a few such massive uprisings per game.

ComradeQ
Nov 06, 2003, 08:21 PM
Yeah, that's probably what it was. Hell of an uprising, though.

MrEvolution
Nov 06, 2003, 08:38 PM
Bug: Statue of Zues doesn't show up in city display

Reproduce: Build Statue of Zues, go to city, click "big eye" to look at it. Scan city screen, not there.

Observed: Zues is listed in city improvements, but no actual Zues in city layout.

Expected: To see a big pretty statue in the town sqaure

DisplacedCajun
Nov 06, 2003, 08:41 PM
Originally posted by cgannon64
I don't think the hanging scenerio can really be called a bug. In my Civving experience, most scenerios stop at a certain point before 100% and then go to 100% after a while. I've even had the map appear but with no units on it, etc. This hasn't happened in Conquests yet, but I wouldn't call it a bug, just the way scenerios load.

Sorry I have to disagree to a point. I'll admit that is a minor bug but it is still a bug.(much like a typo) But then maybe I'm holding Firaxis to a different set of standards. When I test software for my day job if the experienced result is different than the intended one then it is a bug. Since I did not see this in the readme.txt file or any official comment from Firaxis I would presume that they (Firaxis) have not seen or heard of this. I would still expect this scenerio(espcially being from Firaxis) to load properly.

But again I admit that it is minor and that I am holding them to standards that I myself am held to.

P.S. where can we ask questions about the editor?

Civrules
Nov 06, 2003, 08:42 PM
@MrEvolution, not a bug. The Conquests wonders don't display when you click on the "big eye".

Cossack 14
Nov 06, 2003, 09:14 PM
I don't know if it is just me but i can no longer look inside my cities.:confused:

Warspite2
Nov 06, 2003, 09:57 PM
Not a bug, just a minor visual request :) I noticed anti-air all have the same animation, which is of a small missile launching. Since it runs on a single animation for all AA, I think it should be a more generic one, such as an explosion in the air. Its just strange to see ships in WW2 firing off missiles.

tonberry
Nov 06, 2003, 10:20 PM
Bug: Conquests Scenario - The game will crash to the desktop when the Napoleonic Wars Scenario start.

Steps to Reproduce:
1. Load the Napoleonic Wars Conquests Scenario.
2. Select France.
3. Start the game.

Observed Result:
The game will crash to the desktop.

Expected Result:
Should not happen (duh).

downwithgravity
Nov 06, 2003, 10:29 PM
playing as the mayans, i noticed that my friend's "new" cities didn't have the correct names. instead of saying "New Mayapan" (ex), it would just say "New " this was kind of irritating, i'm not sure if he did something wrong that caused this to happen or not, but i thought i should report it just in case, so maybe somebody can get it cleared up.

Merepatra
Nov 06, 2003, 10:43 PM
Originally posted by tonberry
Bug: Conquests Scenario - The game will crash to the desktop when the Napoleonic Wars Scenario start.

Steps to Reproduce:
1. Load the Napoleonic Wars Conquests Scenario.
2. Select France.
3. Start the game.

Observed Result:
The game will crash to the desktop.

Expected Result:
Should not happen (duh).

The Art/Units/Galleon/GalleonFidget.wav file is one of the original CivIII files, it doesn't install with Conquests but with CivIII. Have you made any modifications that might have removed or replaced this file with anything else?

tonberry
Nov 06, 2003, 10:48 PM
Is it normal that the Cedar of Lebanon look like this? I'm talking about the yellow rhombus

Merepatra
Nov 06, 2003, 10:58 PM
Originally posted by tonberry
Is it normal that the Cedar of Lebanon look like this? I'm talking about the yellow rhombus

Yes, if you have selected Show Food and Shields on Map in your Preferences then any Landmark Terrain, like the Cedars of Lebanon, will show up like this to help you identify them.

tonberry
Nov 07, 2003, 12:01 AM
Originally posted by Merepatra


The Art/Units/Galleon/GalleonFidget.wav file is one of the original CivIII files, it doesn't install with Conquests but with CivIII. Have you made any modifications that might have removed or replaced this file with anything else?

Actually yes. I'll check out.

edit:

Ok, I've uninstall all of my civilization files.

Now I install Civ3 and Conquest on the defaut folder (C:\Program Files\Infogrames Interactive)

The problem is still there.

The file "GalleonFidget.wav" is not in the "Art/Units/Galleon/" folder.

I'm pretty sure, I've done nothing wrong.

edit2:

Ok I patch the game and it work now. Still, people who don't have the net won't be able to play.

Bonaparte
Nov 07, 2003, 02:24 AM
Has anyone else noticed these two bugs in their game;

1)In the C3C manual it reads, regarding the Feudalism government type, "Maintenance costs for units is increased, but city improvements have no maintenence costs." But in game after switching to Feudalism I was paying 41 per turn to Maintenance for improvements. In the City Screen there were even red coins next to the improvement.

2)In the C3C manual it reads, regarding the Knights Templar Wonder, "The city that houses the Knights Templar produces a free Crusader unit every five turns." But in game after I completed the Wonder I was getting a free Ancient Cavalry unit every five turns.

Is it too early to expect the first patch:crazyeye:

Besides this the expansion is great.

:)

LouLong
Nov 07, 2003, 02:30 AM
Thanks for sharing the info.
Nevertheless there is already a sticky thread at the top for lisitng bugs which is mucc more convenient for users to check (and hopefully for Firaxis to use:) ).

Bonaparte
Nov 07, 2003, 02:34 AM
Thanks LouLong for the reply. Didn't see the Sticky, sorry its kinda late been playing all day:crazyeye: can a kind moderator please clean up my mess Thanks:D

warpstorm
Nov 07, 2003, 04:26 AM
1) The manual was written months before the game came out. This was changed since then.

2) Are you in a scenario or what? In my last epic game and checking the editor (the real rules), Knights Templar are set to produce Crusaders every 5 turns (and are doing it).

anarres
Nov 07, 2003, 05:29 AM
Originally posted by Arathorn
Hey, when do we get a forum for this?

Unconfirmed bug, playing last night, as a scientific civ. I purchased/traded for the last tech in the ancient era. I got no notification of entering a new age, nor of acquiring a new tech. Both actually DID occur, so it's a very minor bug, if it is indeed one (I'm pretty sure my options are set to show things like that, but I can't be 100% certain).

Arathorn I tried to answer this yesterday but the server ate my response when Chieftess moved this post. :(

This is how the game works - at least in PTW1.27. I have seen this several times in the last few weeks, mostly because I've been trading to get to the end of an era and sell my free tech back to the AI I just traded with.

Gogf
Nov 07, 2003, 08:16 AM
Originally posted by DisplacedCajun


Sorry I have to disagree to a point. I'll admit that is a minor bug but it is still a bug.(much like a typo) But then maybe I'm holding Firaxis to a different set of standards. When I test software for my day job if the experienced result is different than the intended one then it is a bug. Since I did not see this in the readme.txt file or any official comment from Firaxis I would presume that they (Firaxis) have not seen or heard of this. I would still expect this scenerio(espcially being from Firaxis) to load properly.

But again I admit that it is minor and that I am holding them to standards that I myself am held to.

P.S. where can we ask questions about the editor?

Uhhh.... It's not a bug!!! This happens to me (at 38%) all the time when loading in PTW. You can't expect everything to load superfast, can you? Think of it this way, 80% jsut probably has some pretty large art files in it. This is just slow loading.

Bonaparte
Nov 07, 2003, 09:18 AM
2) Are you in a scenario or what? In my last epic game and checking the editor (the real rules), Knights Templar are set to produce Crusaders every 5 turns (and are doing it).

By epic game I assume you mean a "regular" type game. Yes I am playing an epic game with a few personal modifications, but I didn't change any improvements. I have now gone into the editor and changed Knights Templar to produce Crusaders instead of Ancient Cavalry.

Thanks for the reply Warpstorm. If the Feudalism rules have been intentionally changed, I will leave them as is.

DisplacedCajun
Nov 07, 2003, 09:19 AM
Originally posted by Gogf


Uhhh.... It's not a bug!!! This happens to me (at 38%) all the time when loading in PTW. You can't expect everything to load superfast, can you? Think of it this way, 80% jsut probably has some pretty large art files in it. This is just slow loading.

Sorry but someone from Breakaway or Firaxis is going to have to explain to me why this occurs. Until then I still say it is a bug. I had two friends test this out for me one using a Athlon 1800 and a P4 1.7 and they had the same thing. Thats not hardway impairment that is software. The 38% was verfied by Firaxis and only started with the last patch. But, you do not hear game sound when pausing at 38%. I'm getting the picture here that most people just live with this and may just accept this, but the question remains, is this the intended result of the software code?

anarres
Nov 07, 2003, 09:46 AM
Wow. Complaining about load times!!!! That's got to be the sign of a good product, if you can only find that to complain about. ;)

Please can people stop calling everything they don't like a "bug" - it detracts from the real bugs which should be fixed!

On the specifics of "status bars" - anything that gives a "%'ge complete" message: A programmer can't actually make a status bar truely represent the state of something.

For example, there may be 5 steps in loading a save. Steps 1,2 and 4 take about 10% of the time each, steps 3 and 5 take 35% each. So, as a programmer you set the status bar to 0% and set step 1 going. When step 1 is finished you put the bar to 10% to represent this. Now do step 2 and put to 20% when that returns. When step 3 finishes you put the bar to 55% (20+35), after step 4 it goes to 65%, and after step 5 it goes to 100%.

The delays you see at 38% is where one of these 'big' steps is happening and the staus bar can not know exactly how far on it is. Now, in the case of Civ3 there are probably many more steps with much smaller intervals, but in essence this is why it is pointless complaining about the status bar being wrong....

waylander
Nov 07, 2003, 10:28 AM
Immediately after a new turn starts I cannot use Shift-D to bring up the diplomacy screen. After moving some (maybe all) of my units the Shift-D begins working again. This happens every turn.

playshogi
Nov 07, 2003, 10:56 AM
I attacked and destroyed an ironclad that was escorting a transport. Next turn the transport had not moved. Shouldn't it have tried to run away?

Tacit_Exit
Nov 07, 2003, 11:08 AM
Originally posted by waylander
Immediately after a new turn starts I cannot use Shift-D to bring up the diplomacy screen. After moving some (maybe all) of my units the Shift-D begins working again. This happens every turn.
Thats because Shift-D is now the shortcut for the Worker action Clear Wetlands. If you have an active unit, this shortcut will try to tell it to do the latter. Apparently it still works as in PTW if their are no active units. Just use F4 (or is it F5?) instead.

kring
Nov 07, 2003, 11:56 AM
Shift D can still be used, but if the active unit is a Worker, then it may not work because Shift D is also a Worker command.

tx138
Nov 07, 2003, 12:58 PM
When right clicking on a stack of units the asterick that usually identifies a unit that has produced a great leader is not there. But when selecting that specific unit, the asterick is there.


Also when conquering enemy cities, and then trying to build railroad directly to those cities, the original tile that the city was placed on does not get the railroad improvement. So, you have to build railroad all around the city, if you want to have your railroad go beyond that city.

Thunderfall
Nov 07, 2003, 07:36 PM
A C3C bug report forum has been created. Please use it to report any C3C bugs. Closing this thread...