1.17f Problems/Bug Reports

Originally posted by Zouave
Is this a bug - or just more AI extortion??

I offered a Polite civ, for a World Map, the following: my World Map, 155 gold, 3 gold per turn, Literature. No sale!!

Is the AI an extortionist - or just insane? Whatever it is, it sure makes for a lousy game.

It´s not a bug and thus, the question does not belong here. :rolleyes:
 
Originally posted by Zouave
Is this a bug - or just more AI extortion??

I offered a Polite civ, for a World Map, the following: my World Map, 155 gold, 3 gold per turn, Literature. No sale!!

Is the AI an extortionist - or just insane? Whatever it is, it sure makes for a lousy game.
Most likely cause is you didn't have 3 gp per turn income. As soon as you offer more gold per turn than you are currently making the AI response turns to "Never".
 
I've now had 2 culture flips of captured towns in 1.17 with large garrisons.

One case had 1 Russian citizen, resisting, and I had 5 garrisoned troops. The other time there were 3 Russian citizens, non-resisting, and I had 9 garrisoned troops. In both cases there was no sphere of influence involved, the Russian borders were not pushing against these towns, it was just Russian citizens involved. Russian total culture was about 25% higher than mine and the towns were a bit closer to their capital than mine. Still, this seems a far cry from what I thought was supposed to happen in 1.17. (I thought we were supposed to be fairly safe with twice as many troops in a town as citizens?)

In addition, in one case (the 5 garrison with 1 citizen) I reloaded, moved all my troops out, ended the turn, and then the city did NOT flip.
 
Originally posted by SirPleb
I've now had 2 culture flips of captured towns in 1.17 with large garrisons.

One case had 1 Russian citizen, resisting, and I had 5 garrisoned troops. The other time there were 3 Russian citizens, non-resisting, and I had 9 garrisoned troops. In both cases there was no sphere of influence involved, the Russian borders were not pushing against these towns, it was just Russian citizens involved. Russian total culture was about 25% higher than mine and the towns were a bit closer to their capital than mine. Still, this seems a far cry from what I thought was supposed to happen in 1.17. (I thought we were supposed to be fairly safe with twice as many troops in a town as citizens?)

In addition, in one case (the 5 garrison with 1 citizen) I reloaded, moved all my troops out, ended the turn, and then the city did NOT flip.

So I wasn`t dreaming......
 
I've noticed this in the previous patch. Havn't checked it for the 1.17f, but if you have captured an enemy city and don't garrison any troops there (i.e. there is no garrison but still resisting citizens) the city will not revert to the original civ... It'll keep resisting, sure, but not revert.

Anyone else verify this, and if you can leave a city permantly in a state of resistance?
 
Originally posted by Libertarian
"Ask for build orders after unit construction" option no longer works.

My mistake. Soren pointed out a conflict in options.

(Edited for follow up)

I've noticed this bug as well. How exactly did you fix this?
 
Suggestion -- not a bug


The unit pop-up menu can become extremely confusing :crazyeyes when you have lots of different types of units in the same square/city.

Is it possible to color code the unit by type? For example:

Naval units: blue
Land units: Black
Air units: red
Units loaded on transports: light blue
Artillery: green
Workers: (etc.)
Leaders: (etc.)

It would also be helpful in units within an army were all listed and indented directly under the army flag carrier. As it is now, the units in the army are indented, but not always listed as a group under the army.

Thanks!

-- -- --
Comment if you think this would be helpful.
 
SirPleb,

I'm not sure if cultural boundaries need to be touching for a city to flip. I've had enemy cities flip over to me and I wasn't anywhere near them. They were on an island at least 10 squares away from my main continent's cultural boundary, and that civ had I think 4 or 5 other cities on the island.

Andy
 
I don't now if this is a bug or not, but it has been the same throw all version of civ 3, and I really hoped that it had been corrected in 1.17f, but not this time eater. When I have got the navigation tech, my galley can travel the ocean. I think that should not have been possible before you have upgraded the galley to galleon first So I really hope they will correct it in the later patch.
And maybe that is the solution to stop the ai to travel with their galleys in ocean tiles too early.
 
Originally posted by AndyS
I'm not sure if cultural boundaries need to be touching for a city to flip. I've had enemy cities flip over to me and I wasn't anywhere near them. They were on an island at least 10 squares away from my main continent's cultural boundary, and that civ had I think 4 or 5 other cities on the island.
They don't need to touch for a flip to happen. I mentioned that because there appear to be two separate factors which can legitimately cause a flip: sphere of influence, or foreign citizens. I wanted to note that in my cases only one of those factors seems to have been involved.

In the island case you had, did those cities belong to you at some previous time? My understanding of things is that the island flip you got should only be possible if at least one citizen in those cities belonged to your tribe. If not then I think it shouldn't have happened (though it sounds like a happy event :) )
 
Originally posted by Alphamale
:o

Unfortuately I have a real life and I am not very intuitive when it comes to CivIII. But I have gotten to about 750 - 990ad using the Roman and French renamed the "Canine" and I get a error message approximately "CivIII has generated errors, program will shut down and you must restart" I have have reproduced this error from the last auto save file, if anyone else would try to duplicate it on a win2k system.

Well, back to reality.

Been having the same problem...apparently random times, but more frequently after re-starting the game. Running w2k, 1.7ghz 256meg DDR. Sorry you are having the problem too, but at least it lets me think its not my new machine!

Given that W2k is handling the error in an appropriate manner, (ie, not freezing up) it looks like a programming issue.
 
SirPleb,

Actually, no that city (in my most recent game which I finished) did not belong to me at any point. It was a Japanese city from the start. I had almost wiped out the Japanese civ and stopped about 75% through. I was very surprised to see the city flip, but I wasn't about to complain about it ;).

Andy
 
This may already be posted

I had two boarded cities With Jet fighters in each. Both On Air Superiority Missions. I activated one too attack an enemy unit that had penetrated my defenses. Now this is what’s funny. My AS Jet in the other city kicked in and shot down the fighter that was attacking the enemy with. Is friendly fire a part of the game. It defended the Enemies unit. The air superiority work well.

V1.17f
 
Originally posted by Pe_Teach_12
This may already be posted

I had two boarded cities With Jet fighters in each. Both On Air Superiority Missions. I activated one too attack an enemy unit that had penetrated my defenses. Now this is what?s funny. My AS Jet in the other city kicked in and shot down the fighter that was attacking the enemy with. Is friendly fire a part of the game. It defended the Enemies unit. The air superiority work well.

which patch are you using????
 
propably others mentioned that already if there is any solution about it inform me plz. screenshots and save available if u like:ninja:
 
Found an apparent intermittant crash bug. Longbowmen attacking anything!! This has shown up on 5 different mods, including the default one. Randomly, when a civ is in the early to middle ages, a single battle in which a longbowmen unit is the attacker the games crash to closeout. They have been replayed and repeated the crash AND also gone on successfully, as well. There is a possibility that the crash incident is the result of a sequence of activities ending in the longbow attack. This, I have not been able to (or maybe can't because of computer moves) duplicate. If anyone else has encountered this, please post an answer here. I may try a saved game sent to me if it would help.
 
Excuse me for not reading former posts, and excuse me if i repeat something that was said earlier.
A city of mine produced a marine (without my permisiion) and as I did not need the marine, I sent it via railroad to another city, for disbandment to help another production. in that city was a spearman (I only upgrade at times of war) and instead of the marine joining the spearman's spot in the city, the marine attacked (and killed) my spearman. Note that they were both my units.
This was extremely annoying so I hope it will not happen again after the next patch...
 
Originally posted by O_o
propably others mentioned that already if there is any solution about it inform me plz. screenshots and save available if u like:ninja:
Early in the game if enough empty land exists the wiped out civ will respawn, that is by design.

Late in the game the wiped out civ probably consists of a settler and spearman floating around the globe on a caravel. Sink 'em if you see 'em, but don't spend any time looking for 'em.
 
Hello everyone,

I have been playing CIV3 for months know with no problems, I upgraded to the version 1.16 with no problems. Then I did an upgrade to version 1.17f and know I am getting this error.

Windows 98 Version 4.10.1998
CIVILIZATION3.EXE caused fault #c0000005 in CIVILIZATION3.EXE at address 0257:004030c3

Registers:
EAX=0a486600 CS=0257 EIP=004030c3 EFLGS=00210246
EBX=005c8c64 SS=025f ESP=00abe9b0 EBP=005c89f0
ECX=00000000 DS=025f ESI=005cfe68 FS=129f
EDX=00000001 ES=025f EDI=00000026 GS=0000

Bytes at CS:EIP:
8b 79 78 8b 47 04 85 c0 75 06 8b 17 8b cf ff 12

Stack dump:
00000026 005cfe68 abffffc7 f38ff9f9 eded73f3 3be7e757 db1fe1e1 dad81ddb 17cbc91a ab14bcba 9e9c11ad
0b8f8d0e 6f08807e 6c6c0771 fcf9f9c2 d456fbfb

I can only think it has something to do with the latest patch. I am uninstalling now and will start a new gamewith 1.16 to see what happens. I see other people are haveing similar problems but there seems to be no answer except for the same thing I always here "Check the drivers" ect...


I hope someone has a fix for this soon!

Peace - Out
Viso Gero
 
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