Compiled list of bugs and non-bugs - not a dicussion thread -

Bamspeedy

CheeseBob
Joined
Dec 18, 2001
Messages
9,059
Location
Amish Country, Wisconsin, USA
Ok, so how buggy is C3C? If you look at this forum and see 200 threads, you may think it is.

BUT, many of the threads are duplicates, mistakes by the player, commentary, and very minor graphical bugs. So how many 'real' bugs does C3C have? Well, let's take a look:

I went through and re-read all of the threads. I did not try duplicating these bugs (that would have taken me weeks), and some I'm not really sure about because there was limited responses to them, so the 'categories' for these may be a little off (and it's subjective). I included some quotes for some of these when the quote did a much better job at explaining it than I could do.

*******SPECIAL NOTE!!***********
When you installed Conquests, Please make sure you had Civilization 3 intalled (the STANDARD install, NOT the 'minimum installation' option) AND the 1.29 patch installed to Civilization 3. Several of these bugs could have been from someone not having the 1.29 patch to Civ3, or only did the 'minimum installation' of Civ3 before installing Conquests.
You'd think that installing the patch and doing more than the minimal install of Civ3 shouldn't be necessary, but they are, otherwise you may get some bugs/crashes that other people are not getting.
*****************

I will try to keep this updated, and a mod can feel free to update/change this if I'm falling behind on updating it.

CRASHES

1. Hitting the F3 key with Windows XP. It is intermittent (doesn't always happen). Happened 3 out of 100 times for one person, and it may have been from hitting F3 and F4 simultaneously by accident.

2. When hitting the 'x' button to leave gamespy, the screen went blank and when you hit ctrl-alt-delete, C3C isn't responding."the game just didn't exit Gamespy correctly"

3. In the Age of Discovery conquest if you use Portugal and destroy Spain, the game crashes.

4. Problems with the Rise of Rome conquest by a few people.

5. Recent thread by Marzipan, I haven't looked at the save yet. So this may or may not be taken off the 'crash' list (or merged with another bug) if we find out the cause of the crash.

6. Some crashes with multiplayer and LAN. The one report (in this forum) about crashes with LAN doesn't give any information about computer specs. One report about crashes with mulitplayer says he is using Windows XP (has a saved game and is willing to offer more computer specs if needed). There is also one well documented OOS (out-of-synch) report, with saves from all 4 players in the game when it happened.

7. DataIO operation System Error: CTZN
One report on this. This happens at a certain point in the game. Has several screenshots, and some saves.

8. When trying to do the 'bombard anywhere' cheat (major bug #5), if you hit shift-B, instead of just B (for bombarding), the game enters an infinite loop and you have to kill the program.

MAJOR BUGS

1. Corruption---Building the Forbidden Palace (and Secret Police Headquarters) actually INCREASES corruption in many cases.

2. GPT bug. When receiving gold per turn from another civ, the amount received is automatically doubled.

3. "Sad but true, you have to manually install the Civ3 1.29F patch before installing C3C". (otherwise you get some errors with .wav files). Not every C3C buyer has internet access.

4. You can very easily use a 'reveal map' cheat in a PBEM game.

5. Bombard anywhere- "If you use a trebuchet, click "g" (for go), click "b" (bombard) and u can bombard anywhere...not sure if u can use this with cannons, artelliry (etc)". They fixed one way of doing the 'bombard anywhere', but then a new way is formed. I guess we will always have units with infinite bombard range. ;)

6. In Hot Seat mode, Player 1 does not get notifications on many (all?) events like his cities being captured, war being declared on him, etc.

7. Secret Police HQ, still works even when you are no longer a commie.

8. RCP penalty! In Civ3/PTW, you got a corruption benefit by building cities at the same distance from the palace because it gave those cities the best rank. They fixed this, but now give you a penalty by giving those cities the worst rank. It should be an average, or figure out how to break the 'ties', like the oldest cities get the better rank.

9. In 'capture the princess' mode, You can't move a captured princess back to your capital to score points. "The bug is that it allows you to capture an enemy princess, thereby making it yours (and it can no longer be moved)."

MODERATE BUGS

1. Music keeps playing even after exiting a game.

2. Wasn't sure to put this as 'major' or 'minor' bug. It has the potential to be 'major', but with some self-control by the human, it is 'minor'. In some of the conquests you can use diplomacy to get stuff you shouldn't (like cities!!) if you make trades on the very first turn (before the AI gets to move), by offering things like MPP's. The problem is that the AI has not moved yet, so hasn't evaluated the situation. I can't think of a way to fix this other than to A.) Disable diplomacy on the first turn, or B.) Make the AI assess the situation while the game is loading. A is not an option, IMO. B would make load times slower, but is the better option of the two if this problem has to be fixed.

3. In the first conquest, the worker action 'clear damage' is available before having the tech requirement for it.

4. In the Fall of Rome conquest, Rome had 34900 pts (needs 35000 to win), but was then killed off that turn. rome got credit for the win. Possible that the score is figured out ahead of time, and just not added into the scoring screen right away? I put this as moderate instead of major, because I think this is a very rare situation.

5. Age of Discovery-Javalin Throwers aren't given any 'AI strategy' flag, so the AI won't build them, and doesn't know what to do with the ones they start with. Some goes for the Missionary.

6. A 'friendly' unit (like a transport) accidently stumbles upon a submarine, and war is declared automatically.

7. You can see how far your opponents are in the space race by using the victory screen (instead of having to place spies).

8. When making a scenario and using locked alliances, war weariness is extremely bad on the very first turn. Only solution is to disable war weariness in all governments, but that isn't always the ideal situation.

9. In hotseat mode while playing the WWII conquests, America can move on the first turn (and prevent the Pearl Harbor bombing with ease).

10. When a city riots, the city doesn't seem to require any food so you won't suffer starvation (most of the time). This makes it possible to do alot of research during anarchy by turning many citizens into scientists, but leaving just enough unhappiness to have your cities riot on purpose.

11. The resistance + propoganda modifiers for any and all governments vs. Fascism and Fuedalism have not been set.
For example: If you look at Fascism and look at it's modifiers vs. other governments, there are numbers set and these are fine. But if you look at despotism (or democracy, or any other government) and look at it's modifiers vs. Fascism, it is always 0.

12. 'Stealth attack' for planes. Since you use them for 'bombarding', not 'attacking', the stealth attack feature doesn't work.
 
MINOR BUGS Several of these are very small graphical/animation bugs and bugs from very unusual circumstances/situations or trying to do weird things with editor.

1. Planes ending turn on water (not in a city or on a carrier). WWII conquest.

2. Resource/unit icons cover up other icons if there are several of them for a tech and you use the 'scrolling' when you are viewing the civlopedia.

3. On the first turn of the WWII conquest, the resources/luxuries aren't shown as being 'connected', even though they are. Problem is fixed on the 2nd turn, but you can't build some things on the first turn. This may be a problem if you tried to rush something on the first turn, but otherwise isn't a problem, because there isn't much you can build (finish building) in 1 turn.

4. No notification of entering a new age/era if you trade for the last required tech in an era. This may or may not be from what options were selected in the preferences screen.
This is actually how PTW was, so it isn't a 'new' bug.

5. Shift-D (for diplomacy), doesn't always work right away. (this is because shift-D is also a worker command). Another shortcut key should probably be used to fix this confusion. Just found out that Cntrl-Shift-D will always work for diplomacy, so that should be used.

6. When building a railroad right next to a city, the city doesn't always get automatically connected (by rails) to that railed tile.

7. Stack movement. Sometimes the game tries to tell you that all your units have moved (so you can end your turn), when there are still units (unfortified) that can still move. "Also, there was not an "activate all" or fortify all" option available during this anomally". There is also a problem with moving a stack of sea units.

8. When right-clicking on a stack of units, the asterick that indicates a unit that generated a leader doesn't always show up, until you select that unit individually.

9. If a volcano is on a chokepoint, that may prevent you from getting railroads to tiles on the other side of the chokepoint (like if you have no cities on the other side of the chokepoint). Unfortunately, this greatly confuses an automated worker and he ends up in a loop by keep trying to improve the tile that can't be improved (volcanos can't be roaded).

10. Cannon appears to 'float' because the shadow is screwed up in at least one person's view. This part of the cannon's graphic was introduced in PTW.

11. Scripting error in MesoAmerican conquest. "The Mayan people are far from beaten, but we desire to have peace with the Mayan people". The Mayans (AI) were talking to the Aztecs (human), so it should have said "...peace with the Aztec people".

12. The fourth Mayan Great Leader you get is named 'Leader'. Should have a minimum of 4 leader names?

13. Not getting messages like "Bombard had no effect" when using ships to bombard cities in the WWII conquest.

14. Minor graphical bug when you have a stack of units attacking another stack of units, the attacker's animation isn't always showing, just the defenders. This existed in PTW.

15. In the Rise of Rome conquest, silks are shown as ivory in the city view screen.

16. Inconsistency in leaderheads being used. "...but there is a mistake in the Civilopedia involving the Abbasids of the Middle Ages Conquests. The Entry and Victory screens show the leaderhead standin of Mursillis of the Hittittes but the Civilopedia uses the Arab leaderhead. For the record the game also uses the Arab king pieces as well. In the Civililopedia the Arab leaderhead is used twice as is the Mongol leaderhead."

17. The old bug where you get notification of getting techs you already had when you built TOE, now exists when you get techs from being the first to Philosophy.

18. Possible attack animation bug with Enkidu warrior. Don't know if it is a 'bug', but I guess it just looks pretty strange.

19. When making a scenario for the industrial age (for example), the fortresses are still shown as being ancient.

20. If you mod a wonder to produce great leaders, they have limited abilities (and there is no way to specify if it should be MGLs or SGLs).

21. Some people keep getting duplicate names for the SGLs (like 3 Hammarabis in a row, instead of getting different names until you cycled through the names and have to go back and get another Hammarabi)

22. If you adjust the corruption slider in the editor to anything other than 100% (many of the conquests have this slider adjusted), there may be a rounding/calculation error for corruption/waste.

23. Mozilla doesn't work well if using that while playing C3C for some people.

24. In 'capture the princess' mode, sometimes it seems you can't capture the princess. It's possible that capturing the princess is similar to making an attack, so you need a unit that still has movement points left, and hasn't already attacked that turn.

25. Inconsistency with slaves and their graphics. (sometimes use the normal worker graphic instead of the slave graphic). Apparently the wrong graphic is used when you build workers out of cities with 100% foreigners in it. The correct graphics appear if you re-load the save/game.

26. On extremely small maps (26 X 26 for example), the names of colonies and cities does not appear.

27. "Often when right-clicking on a stack to fortify all of them, units for which I pressed space before (mistake) are written as fortified but wake up automatically next turn. SO have to do Fortify again." It is possibly this way to prevent the appearance of a possible exploit, but they don't really get the fortification bonus anyways, so there is no exploit.

28. If you mod a specialist to produce various things (like happiness + beakers + reducing corruption), you get all the benefits, but the graphics for all those benefits doesn't show up underneath the specialist.

29. If you attach an alliance as part of a peace treaty, and then the 'common enemy' is eliminated, the peace treaty is broken (because you can no longer continue the alliance because the enemy is dead), so war is automatically declared. This is kind of screwy, because ultimately the whole purpose of the alliance is to destroy the enemy civ. Just don't include alliances as part of a peace treaty.

30. Age of Discovery civlopedia errors:
Magellans voyage-Civlopedia says +1 shield to water squares that already produce at least 1 shield (would be useless). Actual result is that all water tiles get +1 shields.
Police limit for Catholic Monarchy-Civlopedia says 3, actual is 2.

31. Should harbors be cheaper for seafaring civs in the Age of Discovery conquest?

32. Automated worker stuck in an endless loop. Problem is fixed if you manually take control of the drunken worker and have him do something else for a bit.

33. Civlopedia says that industrious civs get bonus shields in cities and metropolises. Industrious civs only gets 1 bonus shield in metropolises, not cities. It was like this in Civ3/PTW.

34. In epic games, sometimes knights make a high-pitched attacking sound instead of a more masculine one. It happens randomly.

35. When the AI builds cities on the very edge of the map in some of the conquests, you can't see the name of the city, see the city at all, the city view screen is only half visible, etc.

36. AI war weariness depends on turn order-"When an AI player attacks an earlier AI both gets war weariness, when he attacks a later AI nothing happens."

37. The governor does not seem to always work like it is supposed to. If you tell the governor to never build naval units in all cities, it will still sometimes build ships in some cities.

38. Escort paralysis- The rule that some ships 'must be escorted' causes some AI ships out in open waters to be a sitting duck when their escort got killed/lost.

39. Barbarian camps are immune to volcano eruptions. They should dissappear when hit by lava, just like cities do.

40. In the Sengoka conquest, the civlopedia does not mention the increased production from the geisha houses.

UNCONFIRMED BUGS

There is not enough information about what happens, a save, screenshot, or hasn't been duplicated yet (may be an isolated case based on exactly what set-up the player has for computer, hardware, or possible changes they did with the editor, etc).

1. When building cities for the Mayans (after cycling through the full list of cities), you get city names that are just 'New', instead of 'New Mayapan' (for example).

2. Bad graphics in city screens?

3. Playing as the Ostrogoths in the Fall of Rome conquest an AI demanded something (presumedly a city) for peace , but all that was shown was a comma (,).

4. While making a scenario, if you delete an unused civ from the rules, then some civs may dissappear off the map. At least I think that is what this person is trying to say. The post was pretty confusing.

5. Sistine Chapel not showing up in City View screen?

6. Built on a saltpeter tile, but in the trade screen it shows horses. Conquest multiplayer game, not a scenario.

7. A couple of crashes, but no saves, or any explaination about what they are doing that might cause it.

8. German version has Fuedalism still having Maintanence free improvements. In the report he said he saw this in 'another forum', so don't know if that counts as 'confirmation', because he himself didn't have the game yet.

9. Princess of the Byzantines after being captured by barbarians kept re-spawning and cloning herself. Screenshot shows 48 princesses. It was in multiplayer, and no idea how to duplicate it.

10. One old bug report (says it happened in PTW) claiming that when trying to add one of the last pieces to the palace, the game crashes.

11. Stealth Attack and Submarine Bug. Not sure about this. Haven't ever used stealth attack and haven't used submarines in nearly 2 years, so can't really decide on what to do with this one.

12. A city of size 5+, when captured by an AI, seems to instantly go to size 1.

13. Installing C3C screws up Air superiority in PTW?

14. In 1 mod, the AI won't build settlers. When someone messes with the editor and creates his own scenario, who knows what can happen.

15. When using the 'skip first turn' feature, the order of the civs and which civ is skipped isn't consistent (seems random?)

16. AI disbanding units in the Middle Ages conquest. This could be from running a defecit. Need to see a save.

17. One report from a multiplayer game of temples that were built before getting TOA were gone when TOA goes obsolete. You should only lose the 'free' ones, not the ones you built beforehand. This may or may not be just a case of someone misremembering if they built temples before getting TOA, or selling them off.

BUG?/FEATURE?
1. Having 2 scientific leaders available at the same time.

2. Extra attack animation and sound made by a unit when the opposing unit retreats. Some could argue that the unit shouldn't do anymore attacking since the other unit retreated. Some could argue that he tried to attack, but missed since the other unit ran away/got out of the way.

3. If you try to set up a scenario on too small of a map with too many civs, the game will crash unless you modify the 'distance between civs field' to handle this congestion.

4. An optional tech that's only purpose is to build a wonder (which now has already been built), is still valued way too high by the AI. Free Artistry is an example.

5. Weird barbarian behavior, like sometimes refusing to leave their camps.

6. Musketeers still have 'offense' flagged for AI strategies?

7. "In PTW, the map was set to remember if there was a bonus grassland underneath a forest or jungle so that if you removed it, the shield would show up. In C3C, it looks like that feature is either not working, or was removed. (That and it appears Marsh terrain always has a plain grassland underneath when you finally remove it." I believe this bug report is about custom made maps.
 
NOT BUGS!

1. When the Temple of Artemis is obsolete, you lose the 'free' temples you got. This is just like if you lost control of the wonder. TOA only gives you free temples while you OWN it, and the wonder isn't obsolete.

2. Can't rush a wonder with a military great leader. This is a new feature. Only Scientific great leaders can rush wonders. Military leaders can build armies, or rush small wonders and improvements.

3. Seemingly endless stream of barbarians in the Mesopotamia conquest. They are intentionally turned up HIGH in this conquest.

4. New wonders are not shown in the City view/arial view. This is not a bug, because they were never made in the first place. The city view is one of the least used features for people who have played the game more than a few times, so they did not spend anymore time and resources to this.

5. When you have 'Show Food and Shields on Map' in your Preferences then any Landmark Terrain, like the Cedars of Lebanon, will show a yellow diamond to help you identify them. These symbols look strange the first time you see them.

6. Discrepancies between what is printed in the manual and what happens in the game. The manual gets printed before the game is 'fully complete and tested', so don't trust the manual TOO much.

7. Map trading isn't available until navigation (NOT mapmaking like Civ3/PTW).

8. Communication trading isn't available until Printing Press (NOT Writing like Civ3/PTW).

9. Civs aren't starting where they are supposed to in a custom made scenario.
"You need to turn on the custom player rules to make this work" (it's a flag in the editor).
If you don't have 'custom player rules' marked, then you may also have the problem of seafaring civs not starting where you designated them to (seafaring civs normally start on coasts).

10. "I can't build the Forbidden Palace". Note that on some (all?) map sizes, the OCN (optimal city number) was increased, so you may need a couple more cities than what you had in Civ3/PTW before you can build the forbidden palace.

11. Not getting free food for Agriculture civs. Remember that in despotism, there is a tile penalty, so while you are in despotism, only the 'fresh water' cities will 'see' the food bonus.

12. Unusual happiness problem. City riots, but when looking at the city after the riot, there is enough happiness, although nothing is seen to increase the happiness in the city. The effects of 'whipping' had just worn off that turn. Apparantly, the game checks the happiness levels first, and THEN gets rid of the unhappiness penalty from whipping.

13. One report of losing a luxury (from another civ in a deal), but yet still having to send your own resource to that civ. This was a simple mistake of not realizing that there was two SEPERATE deals going on.

14. Lag-time on huge maps. The more features and calculations a game has to do, the longer it's going to take.

15. Misunderstanding about how the 'flat map' feature (x,y scrolling is disabled) in the conquests work. The conquests are designed this way, so that you can't go west of Portugal and immediately end up in Russia, for example. The conquests are intentially limited to certain areas (like Europe), and not the 'whole world' or 'earth' maps that you could sail around.

16. During a peace treaty, an AI will 'almost' give you a city, but if you try to give him any gold for it, the deal goes from almost being accepted, to totally unacceptable. This was to fix exploits and has been like this in patched Civ3 and PTW. The AI will not give up cities in exchange for gold/techs under any circumstances.

17. The civlopedia entries for Shogun 1-> Shogun 10 are all identical, and doesn't really explain their improved abilities, other than their improved A/D stats. So one doesn't really know about the improved abilities until he tries using the unit (or peeks in the editor). "Not a 'bug' persay, but sloppy documentation for sure!"

18. All civs had the same leadername. (Hitler of America, Hitler of Russia, etc.)
"ok, I found a way to correct it, to all, one has to leave the leader's name empty in the scenario porperties--> player , otherwise all civs get the leader name of player 1...."

19. Couldn't build a colony on Sugar and another one was cocao (in a conquest). Found out that sugar and cocao are bonus resources, not luxuries.

20. Religious civs now have up to 2 turns of anarchy.

21. Industrious civs have had their workers slowed a bit (but are still faster than other civs).

22. Units can see 2 squares away without radar. This can happen in conditions where a unit is on higher ground, or in open waters.

23. Problem when trying to add a unit. You need to manually enter a 'ANIMNAME_' entry for that unit in the pedialicons.txt file.

24. In the Age of Discovery conquest, you can not build cities on forest or jungle tiles.

25. One report of sound being screwed up (a few days after installing C3C), but now the sound works just fine. Not sure what was really the cause.

26. Confusion over the costs when changing things in editor. Units costs what is shown (15=15 shields). Buildings and wonders are multiplied by 10 (10=100 shields).

27. A concern about in what order the wonders should be listed in the F7 screen.

28. Simple confusion between a carrack and a curragh.

29. Getting free techs from the Great Library even after getting education. The wonder isn't obsolete until you get education AND all other techs (known by other civs you met) during that same turn. So it is possible to get many techs beyond education.

30. Looking at the wrong folder when sneeking a peek at the map of a conquest.

31. The cost of upgrades has been increased. So if you aren't used to this increase, you may think Leo's isn't working.

32. Disagreement in what units should be included in 'rally points' (some don't want workers and settlers going to that rally point for example).

33. All civs get 1 extra shield in cities and metropolises (industrious gets 1 more than other civs in metropolises). Also, there is some confusion when you hit size 7 because you sometimes 'see' the extra shield and sometimes not, depending on whether or not you built on a shield tile.

34. You not only need the required culture points for a given map (160,000 for huge maps), but you also need more than double the culture of anyone else.

35. 'Clear Jungle' was renamed to 'Clear wetlands', to avoid having the need for another button. (Clear wetlands is for both jungle and marsh).

36. "I can't upgrade a unit!". Make sure the city has a barracks, you have the resource needed connected to that city, and you have the MONEY.

37. When modding units, if an aircraft doesn't have the 'load' flag marked, it can still load onto/rebase to carriers and operate off of them. I think re-basing to a carrier is more like an airport function, then actually 'loading' into a carrier.

38. Shift-P no longer clears pollution. Now use either Shift-C to clear one tile of damage (pollution/craters, etc.), or the automated version of clear damage which is Shift-D.

39. You get no culture from wonders you capture.

40. when turning off 'animate battles', you now only get notification of the winner, you don't see every hit point being taken away like you did in Civ3/PTW. This is intended to speed up multiplayer games.

41. If you have 'rushed' any shields (cash rush, pop rush, chopping forests), you can't used those shields to switch them to a wonder.

42. The Swiss Mercenary upgrades to riflemen, not musketmen. Why would you want a 2/4/1 unit for 60 shields when you can build 1/4/1 unit for 30 shields? In most situations, you would not attack with defending units, so the 1 attack point isn't worth needing twice as much shields.

43. When you get a granary (or pyramids), the food box must be at least half full before the 'line' appears (showing you that the food required is halved). You have to first fill up your granary before it works.

44. If you like to use the 'smiley badges' (something you can download from this site to make it SO much easier to see which citizens are happy/content/unhappy), make sure it is for C3C, and not Civ3/PTW, otherwise the game will crash because the one for Civ3/PTW does not have the graphics for the new specialists which are in C3C.

45. A request for an option to disable the warnings you get when you change mines to irrigation and vise versa.

46. If you haven't fully explored an area (like to reveal a trade route), if someone else has, you could still trade with them.

47. the game checks the qualifications for a golden age everytime you build a wonder (any wonder). If you already control (by capture or culture flips) wonders you didn't build, but meets the criteria for your golden age, then the next wonder you build will trigger a golden age.

48. War elephants have +1 hp, so elites have 6 hp, vets 5 hp, regulars 4 hp, etc.

49. When loading a scenario/conquest, the '% loaded' message lags a bit at 80% complete.

50. Culture will not include ocean tiles (except on some custom maps where ocean is close enough for your citizens to work on them).

51. The game does not automatically prompt you to research something on Turn 1, so if you forget to, then you've lost 1 turn of research.

52. If you are at peace with another civ, you can use their harbors and airports, so long as your city(ies) is connected to their cities that have the harbor/airport.

----------------------------------------------

Just a reminder. If you know of a bug that isn't listed in this forum, then please make a bug report in this forum. Not everyone can browse through all the general discussion/Conquests threads to find all the bug reports. If it is all in one forum, it is more likely to get properly reported and fixed.

Also, if you have any additional information about these bugs that may cause them to change categories, or errors in this list, etc. you can PM me about it.
 
This isn't exactly a bug, but it is a problem. The AI will never build in marshland. I know that it cannot be settled, but they do not clear sites in the marshland to settle (unless it's already in their cultural borders).

Moderator Action: Write your bug reports (or game suggestions) in a new thread. Not an existing one, or start a new thread about AI actions in the C3C forum.
 
I find it unbelievable that the way Stratgic Resources are seeded ( or rather not Seeded ) on the large random Maps in C3 have not been brought up. This is a huge, huge Issue .

This issue, where on a large-huge Map only one Iron or 2 Coal, or 1 saltpeter turn up on each Continent results in a completely BROKEN Game.

It screws the research to build units, as well as to advance to next research , next unit. The CORE of the Game design and how the Game works in pure C3.

Any klugey player ploys around it results in you playing another Game then Sid`s classic design.

Why isn`t this a prioirty fix ?
 
There is a MAJOR graphics problem that prevents me from playing Conquests out of the box. The graphics overlap, except on the splash screens, making any play impossible. I have not had this problem with Civ III nor with PTW. I never downloaded any demo, which someone else said was the only source of the problem. It's not, as I bought the boxed version, as I did with Civ III and PTW. See the thread, "Major Graphics Problem."
 
From my posts on http://forums.civfanatics.com/showthread.php?s=&threadid=78952 :

Refresh rate set by game?

Note: this is not the same problem which is mentioned here: http://forums.civfanatics.com/showt...?threadid=71450

My problem seems to be that the game insists on setting the refresh rate at a setting which does not work for my monitor. I have an old monitor, but it works fine with every game I have. The correct refresh rate for my monitor is 60Hz, and gets messed up if I try to set it higher on any resolution, but works fine at 1024x768 ... that is, except when trying to run C3C. The way the graphics look when I run Conquests is very similar to a bad refresh rate. I wish I could hack the code, but I have no idea where the refresh rate would be set in the game aside from .ini files, and those don't seem to have anything related to graphics. I also cannot show this problem with a screenshot, as the shot is taken from the graphics card and so looks fine when pasted into a graphics program after shutting the game down, but the monitor still has a messed up display when trying to play. Urg!
--

SOLUTION!

I checked the ini files for CIV III and PTW, and found that there is a variable which seemed to indicate a refresh rate. It's called, obviously enough, "refresh." On my PTW and CIV III ini files, the line is "refresh=60" - So, if you're having a graphics problem like mine, that is if the monitor appears to be set to the wrong refresh rate when you play the game (the graphics will overlap to the point where you cannot recognize what's going on, sort of like a stereoscopic image without the special lens), then add this line to your conquests.ini file:

refresh=[refresh rate of your monitor at the resolution you play the game]

Make sure to put it on a line by itself - don't add this value to the end of another line. In my file it looks like this:

[Conquests]
Voice Quality=0
refresh=60
Prefs Format=1
.... (more values - do not add dots or periods like that, just here to show there are more below "Prefs Format=1")

... because that's about where it was in the CIV III and PTW ini files. I don't think it matters where you put it, as it usually doesn't matter in ini files, as long as it's on its own line like the others.

So, there ya go! I hope someone at Atari or Firaxis will read this and correct this issue in the next (beta, or first official) patch.

Now to FINALLY play the game!
 
Please do not post here (I know this is sort of hipocritical :rolleyes:), please post in a new thread. If you wish, PM a mod to ask if you can post all of the bugs here, as Bamspeedy seems to have stopped. I'm sorry if I sound mean or agressive, but it is really annoying if people post "I can't believe they got this wrong" or user error bugs here. Post in a new thread.
 
The science advisor describes some advances wrong. For example for the explanation of steam power,he tells me about integrated defence and for fission he tells me about computers.
 
so much to read, i dont know if this was mentioned, or if anyone has experienced this. But i was playing a game a couple weeks ago, and i clicked on an army, and dragged it down to another city, and when i looked in that city the army was gone. I pulled up my military advisor, saw the army on there and clicked on it, it took me to a worker, and the worker was named army. This has never happened to me more than once, but it was pretty frustrating, especially since it was that turn that i recieved the leader, and when i reloaded, i never could get him again.
 
This is a very rare event, it's only happened once to me. But it does cause a lock up. I entered another Civ's territory and was told to leave. My response was to accept the automatic troop movement (My Bad). I believe this transported my troops onto a Goody Hut (I think the computer made a cha-ching sound) at which point the program locked up. The original My Bad dialog remained. I gave up on the game at that point as it was my first demigod game, it wasn't going that well and that was the final straw.

Oh yeah, I have the current patch, version C3C 1.2x (not home now and I don't remember 3rd digit)
 
:confused:
Hello folks

Its been a while. Anyhow, just repurchased CIV3 via steam because I'm so putoff Civ4. Anyhow, I recall my favorite scenario / map being EARTH (HUGE)

I started the game, all went well. Then I noticed that if I attacked an enemy city and won, the entire Civ would collapse and I get congratulations for destroying the Civ when actually I only destroyed a tiny city. I thought it may be a glitch so I restarted and reloaded the game. Attached a different AI and voila, the same thing. Destroying 1 city caused the program to go destroying all that AI Civ's cities too.

I'm so bummed about this. Could you fix it? Bought the game only for this scenario.

Thanks in advance
Rob
 
I was playing civ 3 complete in hotseat and if you send all you gold to a human player multiple times it duplicates the gold. So say you had 2000g and sent 2000g twice to a human player they whould recieved 4000g and you whould only lose the 2000g. This has been tested on civ 3 complete disc version
 
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