1.17f Problems/Bug Reports

Originally posted by Bilas
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

......./ /.............

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!

[EndQuote]

I wrote to Firaxis tech support about this issue and was basically told "check with your computer manufacture/Vendor" etc.

I hope some more people write in with this same/similar problem
so firaxis stops passing the buck... My Vendor is looking into this but it would be helpful if Firaxis would begin to record, categorize, and give insights as to a solution as it would seem to have the best monetary motivation to do so. Corporate Taxes are due March 15, so it would be nice to spend a weekend playing civ III March 16 & 17. Hint, Hint, Firaxis

Vini Vidi Vici all except Firaxis tech support


:o
 
I hope some more people write in with this same/similar problem
so firaxis stops passing the buck... My Vendor is looking into this but it would be helpful if Firaxis would begin to record, categorize, and give insights as to a solution as it would seem to have the best monetary motivation to do so. Corporate Taxes are due March 15, so it would be nice to spend a weekend playing civ III March 16 & 17. Hint, Hint, Firaxis

Vini Vidi Vici all except Firaxis tech support


:o [/B][/QUOTE]

This is clearly an issue with 1.17f...I have encountered it on a completely fresh install of win2k, no other programs running at all.

Only suggestion I have is I have noticed this does not happen when I let the opening movie run its course...may be the system needs that time to stabilize prior to launching game play...

I hate it when tech folks deny the problem they created.
 
Has anyone else seen this. I scanned through this giant thread but didn't see it mentioned:

Take a stack of bombers. Have some of them go on bombard missions. Select one of the bombers that went on a mission. It will say that it has moved already. Then use the stack movement command, "j", with one of the bombers that didn't go on the mission. Now select a location to move the bombers. They all Rebase to the new position, even the ones that used their turn already bombarding. Very convenient, but I doubt it was intended this way.
 
When i play a deity game in 1.17f,i found there is something wrong with the function of the great lighthouse.
In previous version, when u build the great lighthouse,ur galley can travel in the sea safely.
but now every 2or3 times u travel in the sea u'll meet one shipwerck!
what's wrong??
 
Originally posted by PaulNAdhe
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.
Well,i retire and saw the replay to c where the heck were they..and they had 0 cities..can a civ survive with just units and no cities ?:mutant:
 
Originally posted by moneywood
When i play a deity game in 1.17f,i found there is something wrong with the function of the great lighthouse.
In previous version, when u build the great lighthouse,ur galley can travel in the sea safely.
but now every 2or3 times u travel in the sea u'll meet one shipwerck!
what's wrong??

I suppose you are referring to the fact that now there 3 different types of “sea” squares:
- Coastal
- Sea
- Ocean

Initially, Galleys can only traverse *Coastal* squares *safely*.

After you discover Astronomy, they can traverse *Sea* squares *safely*, but not yet Ocean squares. I think this is where your problem is.

Only after you discover Navigation, can you traverse *Ocean* squares *safely*.

However, you can always try to pass those sea and ocean squares, but it is most likely that you will loose your ship if it ends in those squares, when you are not allowed to pass them safely.

The trick is to pass them but *not finish* on them. Nevertheless, this is very difficult to achieve in many situations, because a galley as only 3 movements (4 with lighthouse), and it’s hard to find just one ocean square separating two big continents. So, if you want to expand really safely, your best bet is to find Navigation as soon as possible.

I hope that helps. ;)

Happy Civing.
 
Originally posted by O_o

Well,i retire and saw the replay to c where the heck were they..and they had 0 cities..can a civ survive with just units and no cities ?:mutant:

[EDITED: Already answered by Killer. Thanks]

How lucky you are being able to see the replay. Since I installed patch 1.17f, I never *ever* got to see the replay again. :(

I don't know if there is some extra configuration to do, because I already tried that, and nothing changed. When I retire, my play buttons do nothing at all, and this is getting very frustrating.

I don't know if anyone experimented this problem already... If you know how to solve it, please let me know.
 
Originally posted by Silvagem


How lucky you are being able to see the replay. Since I installed patch 1.17f, I never *ever* got to see the replay again. :(

I don't know if there is some extra configuration to do, because I already tried that, and nothing changed. When I retire, my play buttons do nothing at all, and this is getting very frustrating.

I don't know if anyone experimented this problem already... If you know how to solve it, please let me know.

Try it out with a game that is only o few turns old! maybe you didn`t wait long enough - with 1.17 calculating the replay takes awfully long so be sure to wait at least 5 min after you press the start button!

Hope this helps!
 
Originally posted by O_o

Well,i retire and saw the replay to c where the heck were they..and they had 0 cities..can a civ survive with just units and no cities ?:mutant:
Yes, most definitely a civ can survive with no cities. I had Elizabeth out and about from around 400 BC til game end in late 1900's. She even offered peace around 1500 AD, after I had taken all her cities.:cool:
 
Reported on other threads by a couple people. Players are getting blacklisted for breaking Right of Passage agreements that never happened. This includes being told in negotiations that this or that deal wouldn't happen because the player broke a nonexistent ROP and having to pay outrageous amounts for ROP even with a perfectly clean slate.

In the British Isles succession game, an AI civ was paying 6 g/t for a ROP. When that expired they wanted almost 400 gold for a new one. That's a huge swing. There are no broken treaties and our civ is the biggest on the planet (and was when the original ROP was negotiated).
 
Originally posted by Killer


Try it out with a game that is only o few turns old! maybe you didn`t wait long enough - with 1.17 calculating the replay takes awfully long so be sure to wait at least 5 min after you press the start button!

Hope this helps!

Yes, you are completely right! Thank you very much! :)

I tried that on a new game with just a few turns and it was almost immediate. However, when I tried that on my last previous game, just one turn before it ended (1705AD), it took more than 5 minutes to start to play...

I’ve got an AMD Athlon 500 MHz processor with 512MB of RAM.

This is a very bad piece of code from Firaxis. And worst, is the fact that they didn’t even care to doing a simple progress bar to show up while the PC is doing all that processing, so that we knew what was happening. Shame on Firaxis for doing such a lousy job.

There are just *so many* little things like this one that could have perfectly and easily been avoided before the game was launched...

No wonder “Rise of Nations” is rising to become a better Civ game than Civilization itself. It was done by the team who programmed the original Civ series (I and II), and they seem to be testing their product. Firaxis is just getting easy money. This is starting to be too much for me...

I’m sorry if this seems just another “moaning session”, but I’ve been holding myself since I bought the game. I like to be constructive, but it’s very difficult not to become frustrated with someone (Firaxis) who doesn’t even care with the very basic and simple things like this one...

Where is their control of quality? :(
 
Originally posted by Shaitan
Reported on other threads by a couple people. Players are getting blacklisted for breaking Right of Passage agreements that never happened. This includes being told in negotiations that this or that deal wouldn't happen because the player broke a nonexistent ROP and having to pay outrageous amounts for ROP even with a perfectly clean slate.

In the British Isles succession game, an AI civ was paying 6 g/t for a ROP. When that expired they wanted almost 400 gold for a new one. That's a huge swing. There are no broken treaties and our civ is the biggest on the planet (and was when the original ROP was negotiated).

I had a game where I traded a luxury for a tech from Japan. The next turn I couldn't trade with Japan anymore (probably because I was at war with Russia and they blocked my sea route). This caused me to not be able to trade luxuries for tech the rest of the game. It's not like I chose to do it.
 
I'm getting a crash with Marla's World Map (downloaded from www.civ3.com) that I can't work around. With the attached auto-save, just press Shift-Enter to end the current turn. You'll get a pop-up box, showing a city has just completed production. Pressing OK in that box results in a crash in civilization.exe.

This with the 1.17f patch, on Windows ME.

- rev
 
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.

Both ;)
 
This might be reported allready but I haven't got time to read all these post;

Using patch 1.17f. In the city view: Activate a fortified unit, Disband it = Civ3 locks up. This happned twice to me yesterday, playing Germans, the unit was Spearman.
 
Originally posted by PaulNAdhe
Yes, most definitely a civ can survive with no cities. I had Elizabeth out and about from around 400 BC til game end in late 1900's. She even offered peace around 1500 AD, after I had taken all her cities.:cool:

Wha's the meaning of playing without cities?:mad: Having war with an ~invisible~ enemy prevemts u form going republic/democracy:hammer: ,too bad that happens
 
quote:
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Originally posted by PaulNAdhe
Yes, most definitely a civ can survive with no cities. I had Elizabeth out and about from around 400 BC til game end in late 1900's. She even offered peace around 1500 AD, after I had taken all her cities.
--------------------------------------------------------------------------------
Originally posted by O_o


Wha's the meaning of playing without cities?:mad: Having war with an ~invisible~ enemy prevemts u form going republic/democracy:hammer: ,too bad that happens
And it happens with an irritating regularity to me. I've found one solution though. Buy, beg or force alliances from the other AI civs against the "invisible" one. The AI can find the hidey hole much better than the player can. Generally within a few turns of getting the world against the ghost civ they will be taken out.
 
Originally posted by Shaitan
And it happens with an irritating regularity to me. I've found one solution though. Buy, beg or force alliances from the other AI civs against the "invisible" one. The AI can find the hidey hole much better than the player can. Generally within a few turns of getting the world against the ghost civ they will be taken out.
That's a good idea, I'll try it next time I have a ghost running around the world.

But, as far as being at war with the ghost causing war weariness, I haven't experienced that. Course I usually have a very happy population, Temple, Cathedral & Collisseum at a minimum in every city. I can be at war a long time in Democracy before I have to even think about Peace.
 
Has anyone else noticed that v1.17f is slower than 1.16f? Currently I am waiting for the AI to move for 2 HOURS !!!! :mad: :mad:

Never had turns last THAT long in 1.16f! This is on a huge map, 16 civs, 80% water! In 1.16f I played games on huge map, 16 civs, pangaea, 60% water well into the modern age, and the AI turns never took more than 1 hour! Taking into account that in 1.16f, the AI kept trying to build cities hundreds of times a turn, when the city limit is reached. However in this v1.17v game I'm still in late industrial age and there only about 350 cities in the game and it is SO slow! :mad:

Has anyone else experienced such a slow-down?

I hope this is something which is indeed a 'bug' in v1.17 and will be fixed in v1.18! :)

Note: I'm always playing with friend/enemy animations off, and I always have MP3 playing in the background, I have a Celeron 600 laptop with 128 Meg RAM - (don't laugh please!)
 
Here it is with the description and the game.

It happened in the last GOTM. What is left of my civ is a gallion with a settler in it. After a greek submarine sink it, a message tells me that the russian and japanesse trade embargo against me as come to an end (duuhhh!!!). After that, the game crash to windows.

I know that there was that kind of bug but it was the human that was trying to kill the AI settler... that was suppose to be fixed... maybe the inverse was not fix and I am the only one not good enough so that kind of thing happen only to me :lol:
 
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