1.17f Problems/Bug Reports

Originally posted by BBarl
Same problem as Delar. With the new patch, when I tell a city to produce wealth, it forgets after every turn. Very tiresome after a while.

Am I missing something obvious about how to avoid this problem?

I have been playing a game, which started on the previous version (1.16f) and I haven't noticed that, at least until now.

Did you start that game with the new patch?
Are you using Governors to optimize on something different (ex: Growth)?
 
I went to Diplomats and Spies in the Editor to lower the ABSURDLY high rates for all the Espionage functions. They are so high, and of such limited effectiveness, I wouldn't bother with Espionage even if I though I can lower the costs for the advance and Small Wonder.

But. . . lo and behold, I was unable to edit various mods' espionage costs!! Very bad deal.

This has convinced me to go back to 1.16.

No sale, Firaxis.
 
Originally posted by rockhpi
When a city goes into unrest, the shield production is suspended until you quiet down the rioters. Since the patch, I've noticed food does this too! No matter what the food production was before the rioting, when I open a rioting city's screen, it shows zero population growth (no extra food production). It makes it impossible to tell if I'll be starving people out by making an entertainer.

RockHPI
Yes, I have noticed that too. This is annoying at least.

loki
 
This is just too much to go through so I hope this isn't repetition...

OS: Win2K pro
I had ICQ running as usual after applying the patch, then tried the CTRL+SHIFT+'i' (improve... etc)in CivIII. Then the ICQ-application poped up inside CivIII... tried it a couple of times, the same result. After closing ICQ the CTRL+SHIFT+'i'-combo works but it's a nuisance eventhough.
 
Originally posted by BBarl
Same problem as Delar. With the new patch, when I tell a city to produce wealth, it forgets after every turn. Very tiresome after a while.

Am I missing something obvious about how to avoid this problem?
If the city governors are set to manage production they will always try to build something. Open up the governor for a city and make sure that "Manage Production" is turned off.
 
The only bug I found was with stuck movement of the army.


P.S:

If you can don't play CIV3 on w2k. It is clear that the game was designed for win98.
 
Originally posted by Hellpig
This is just too much to go through so I hope this isn't repetition...
While it may be a pain to go through it all, it is best because if the question already has been answered you will aggrevate the people that would have tried to help you. Not only that but you end up looking lazy. ;)
Originally posted by Hellpig
OS: Win2K pro
I had ICQ running as usual after applying the patch, then tried the CTRL+SHIFT+'i' (improve... etc)in CivIII. Then the ICQ-application poped up inside CivIII... tried it a couple of times, the same result. After closing ICQ the CTRL+SHIFT+'i'-combo works but it's a nuisance eventhough.
I have a similar problem. When I am running Trillian (an instant Messenger like ICQ, but better) it will popup the messenger. When I disbale the messenger, or even start the computer without the messenger running Ctrl-Shift-I just doesn't work at all in the game for me. I posted a few pages back about my problem. I haven't seen an answer yet.

Added: I am running XP Beta RC2 build 2526 and havent had any major problems before this, besides misplacing my CD. ;)
 
Hello, I had no problem downloading (and installing) 1.16 on this same XP machine but am completely stymied for 1.17. I know the problem isn't with the patch itself, but with something I'm doing or not doing in trying to download it and I would appreciate any help.

From the CivIII.com site, I consistently get an error message that the server "returned extended information" shortly after clicking the link to download the patch.

From either of the mirror sites provided here, the download begins but "finishes up" (says it's completed) at arbitrary spots before the full 7.5 is downloaded. In some cases, the 1.17 exe is created but returns an error message when I try to open it and it's never the full size that is indicated--the max I've seen is 6.4 or something around that.

I know I'm "paying" for having the slow, dial-up connectivity, but I've tried two different ISPs and the results are the same.

many thanks
 
I was building the Hoover Dam and was beaten to it with 3 turn. Instead of lose all of the production I switched to Palace and dropped my city back to only producing about 3 shields so I could get to the next wonder and change back to it. The next turn the city was back to full production and I had to cut it back again. Did this for about 10 turn. Has anyone else experienced this? Would this be considered a bug?
 
Originally posted by Pe_Teach_12
I was building the Hoover Dam and was beaten to it with 3 turn. Instead of lose all of the production I switched to Palace and dropped my city back to only producing about 3 shields so I could get to the next wonder and change back to it. The next turn the city was back to full production and I had to cut it back again. Did this for about 10 turn. Has anyone else experienced this? Would this be considered a bug?
Was the city starving? If so, the governor will distribute citizens to feed the city even if you're set to not use governors.
 
I discovered yesterday that the group movement command will screw around with armies.

I used "j" to move a bunch of tanks, including an army. The tanks moved (and I even managed to upgrade all of them), but the "army" unit stayed in one place. Later, when trying to use the army, it wouldn't work.
 
Originally posted by ABX
P.S:

If you can don't play CIV3 on w2k. It is clear that the game was designed for win98.

Not sure where this is coming from. Been running Civ3 on Win 2k since the day Civ 3 came out. Never crashed once and it's rock solid. I run Winamp for music and Civ 3 at the same time and I can alt-tab between the two without causing any crashes. Might want to check your setup.
 
"fresh" 1.17 game

minor... but I have noticed that the "tags" on captured workers have slightly changed.

For example: (I'm playing the Germans) The graphic on the captured worker used to say "Worker (Roman)".... or whatever nationality they are. Now the captured worker graphic says "Worker (Germany)". Non-captured workers (or my own citizens) still just say "Worker" as usual.

The pop-up menu still lists them correctly with their nationality in parethesis.

Unfortunately, I've only captured workers from one other nation in my first 1.17 game... so I can't say if this is happening with all captured workers.

The original way was very helpful in order to sort out my "detainees."
 
With the new patch I have no control over my science. What's going on? How to speed up science? The sliders seems to have absolutely no effects on turns count (see the picture).

Keeping funding science at 50% rate takes about 30-40 golds from my treasure, that's too high (my treasure will be empty after 4-5 turns with these rates)! To keep my treasure from devastation, I have to lower science tax rate to 10-20%, and after few turns my civilization 'is not technically advanced', as DA says. What I have to do???? I cannot keep science taxes at 100% -- that's too much! And there's no difference between 10% and 80%, almost every invention takes 40 turns to complete.

PLEASE HELP!
Sincerely, Andrew.
 
No difference between two tax rates, except expences. How to speed up science? And keep my treasure?
 
Originally posted by Fanny Brice
"fresh" 1.17 game

minor... but I have noticed that the "tags" on captured workers have slightly changed.

For example: (I'm playing the Germans) The graphic on the captured worker used to say "Worker (Roman)".... or whatever nationality they are. Now the captured worker graphic says "Worker (Germany)".

It happened to me the same way... weird.
 
abcpp, in looking at your three screen posts I don't think there is any problem. In the first one (the one with 40 turns), at 100% sience you were still only spending 1 gold on sience (this I assume is at the start of the game). For those first few dozen turns or so you are not going to make any sig progress in science.

For the 2nd post (the other two images where you get the advance in three turns), what is happening here is that you are running up against the min. Every tech advance will always take at least 4 turns (and no more than 40 as in above).
 
bonscott:
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Originally posted by ABX
P.S:

If you can don't play CIV3 on w2k. It is clear that the game was designed for win98.
--------------------------------------------------------------------------------



Not sure where this is coming from. Been running Civ3 on Win 2k since the day Civ 3 came out. Never crashed once and it's rock solid. I run Winamp for music and Civ 3 at the same time and I can alt-tab between the two without causing any crashes. Might want to check your setup.


The first time i played CIV3 I was in w2k (dual boot system). I didn't have a single problem but the game speed was way too slow. When I switched to win9x the game speed was normal.
I think the problem was GF+W2k and it was solved in the v1.16 patch.
 
there are 7 pages dedicated to 1.17f bugs. so i assume that installing this patch is not advisable?

and would i be right to say most bugs happen on win2k not win9x? i'm still pondering whether to install the patch...
 
Originally posted by etj4Eagle
For the 2nd post (the other two images where you get the advance in three turns), what is happening here is that you are running up against the min. Every tech advance will always take at least 4 turns (and no more than 40 as in above).

Agree, but I'm talking not about the minimal amount of turn required for any tech advance but about possibility to change spendings. This advance already been discovered for ~10 turns (defore installing the patch) but after installation, I can do nothing to speed up science -- it always tooks 3 turns no matter how much money I spend on it. So the question remains: how to influence on science speed? Do you know any methods, that's workable in new patch?
 
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