1.17f Problems/Bug Reports

Originally posted by €ønqui$tadør
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...
If you read all those 7 pages you'd find that most of the posts are BS between buddies. I've installed both patches the day they came out and have no problems. The 'bugs' probably stem from Firaxis plugging holes that some have exploited to their advantage, i.e. Despot Rush, etc. As far as I'm concerned each patch has been an improvement despite the rough delivery.

Re: Win2k, I've been running CivIII on W2K since release and have no problems. Even on the dreaded large map late game I can still play quickly, and I often forget to shut down Seti@Home and SQL Server before starting. Maybe if you've got a dual boot system it would make sense to experiment with which runs CivIII the best, but if you've only got W2K then go for it. :cool:
 
Originally posted by Sid Amazing



What I mean by this is that it takes 40 turns to complete this first TECH no matter what % is assigned to science. So if you start a new game and then select a TECH and the increase your % on science (F1 screen)to 100% it still took 40 turns. For example I had 3 citys producing a total of 15 science units, but it was still took 40 turns to complete that first tech. After that it when back to normal say every 10-15 turns (for a new tech)... So I checked with v1.16f and its different you can reduce the number of turns to obtain that first tech, but not in v1.17f...

As anybody else seen this with v1.17f, with the first tech only...

I have NOT seen this with the new patch. After I get a few roads built and in use as city squares, I am able to lower the first tech research rate. I carefully monitor the rate and adjust it almost every turn if I can reduce the research time (especially after I get money from a goodie hut). I am not certain, however, whether the change in rate is due to my adjustments or to whether someone else has discovered the tech via goody huts or trading.
Playing at Regent.
 
Originally posted by Sparrowhawk
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.

That's no bug, it's the way it's supposed to be if you read the release notes for 1.17f, just units of the same type.
 
Originally posted by Sparrowhawk
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 Hellpig


That's no bug, it's the way it's supposed to be if you read the release notes for 1.17f, just units of the same type.

Yes, movement of the same type is the goal. The problem is that in this instance it "breaks" the army. Units inside an army need to be excluded from the "J" stack movement.
 
Originally posted by Shaitan
Yes, movement of the same type is the goal. The problem is that in this instance it "breaks" the army. Units inside an army need to be excluded from the "J" stack movement.


Yes, yes, exactly. The tanks in my army went with the other tanks, leaving the poor flag carrier with nothing. After that, they wouldn't join up again.
 
What's the consensus? Is it worth installing the patch?

Also, that army in a goody hut sounds VERY nice. Could ya imagine, an army of Jaguar Warriors right off the bat?

And finally, how the heck does one install the patch? I presumed that double-clicking on it would automatically run the install; however, I get a message that says it "is not a valid Win32 application." It's on my desktop right now.

Good to see another Hoya around here.
 
Originally posted by hoyatables
What's the consensus? Is it worth installing the patch?

Also, that army in a goody hut sounds VERY nice. Could ya imagine, an army of Jaguar Warriors right off the bat?

And finally, how the heck does one install the patch? I presumed that double-clicking on it would automatically run the install; however, I get a message that says it "is not a valid Win32 application." It's on my desktop right now.

Good to see another Hoya around here.

If you are getting that error then most likely you file got corrupted on download. Just redownloading it should fix that issue. While I have not yet installed the patch that is only because I have been traveling since before it was released, but as soon as I get back I will be installing the patch. (On a side note of coincidence, both times I have headed up to my Alma Matar since getting the game, a patch has been released).
 
Originally posted by bonscott


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.
: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.
 
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.

He are the last few lines of the jackalerror log file

"#CAVIAR_INVALIDCPU
#xs 320
#caption CPU NOT SUPPORTED
#button PLAY ANYWAY
Your cpu is not supported. You may attempt to play the game anyway; however, crashes are possible.

# ; This line must remain at end of file"
 
Originally posted by Alphamale


He are the last few lines of the jackalerror log file

"#CAVIAR_INVALIDCPU
#xs 320
#caption CPU NOT SUPPORTED
#button PLAY ANYWAY
Your cpu is not supported. You may attempt to play the game anyway; however, crashes are possible.

# ; This line must remain at end of file"
You don't say anything about your system besides W2K; cpu, memory, speed, video??? I've been running CivIII on a W2K Compaq since release, only a few problems pre v1.16f, none since.

Those lines from the file look like what the game uses to display messages. I've altered several of those files to change the text of popups. Those lines don't look like an error log.
 
Originally posted by PaulNAdhe
You don't say anything about your system besides W2K; cpu, memory, speed, video??? I've been running CivIII on a W2K Compaq since release, only a few problems pre v1.16f, none since.

Those lines from the file look like what the game uses to display messages. I've altered several of those files to change the text of popups. Those lines don't look like an error log.

Intel P4 1.7gig 262k Ram 40gig harddrive Video MSI MS-Starforce with 2gig vid memory

As this thing closes the program, it says it is writing an error log file, this is the closest new file created to that crash event...
 
if this has already been addressed, please direct me to the post...

ever since i loaded the 1.17 patch, Ive been able to irrigate anywhere and my cities grow past size 6 w/o river or aqueduct...
OH YEA... I CANT BUILD THE COLOSSUS... no one can... it still exists but it doesn't appear int he build queue...

at first I thought it couldve been cause of my hasitly done mod, but I tried a normal game, same thing. Anyone else experiencing these problems?
 
The Civ3Edit help says that a value of 160 for appearance ratio on a resource would average to 2 per civ on an 8 civ map.

I edited the value to be 200 on a 16 civ large map and look what I got (notice the 17 silks, there's 1 not shown!). I think that Firaxis did some diddling with the appearance ratio formula without telling us. When I first began to edit the appearance ratio it was set to 0.
 

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Originally posted by Alphamale


He are the last few lines of the jackalerror log file

"#CAVIAR_INVALIDCPU
#xs 320
#caption CPU NOT SUPPORTED
#button PLAY ANYWAY
Your cpu is not supported. You may attempt to play the game anyway; however, crashes are possible.

# ; This line must remain at end of file"

Please find attached the drwatson error log file. This latest crash shows that the error come within Civlization. Any thoughts.

" You messed up, you trusted me" Brother Bluto (Belushi)
Animal House
 
Alphamale -

I'm getting the exact same error. Tell me if you find out how to fix it!

Athlon XP 1900, 512MB RAM, ATI Radeon 32MB DDR/Voodoo3 2000, Soundblaster PCI, Windows 2000
 
OK, it sort of works for me. I had a custom building (Regional Bureau, which acted like the forbidden palace) and it would freeze whenever the building would finish. Sort of annoying, and I sure hope that the AI doesn't try to build it!

So as long as I never build my custom building, it doesn't freeze (yet). It's not a very nice workaround...it'd be nice if we could add extra buildings, but whatever.
 
Originally posted by qslack
OK, it sort of works for me. I had a custom building (Regional Bureau, which acted like the forbidden palace) and it would freeze whenever the building would finish. Sort of annoying, and I sure hope that the AI doesn't try to build it!

So as long as I never build my custom building, it doesn't freeze (yet). It's not a very nice workaround...it'd be nice if we could add extra buildings, but whatever.
Make sure this building exists in buildingsmall.pcx, buildinglarge.pcx and has a splash graphic if it is a wonder.
 
Oh, thanks. It still seems sort of annoying that you have to make graphics for it (or at least make a blank one), but whatever.

Thanks again...if only you could edit the rules in the middle of a game! :)
 
Iv'e laoded 1.17f and tried to change the american/aztec boarder colors arround (I hate that wussy bluish color). I then tried to play and the game seizes up on the main screen. Is there a fix for this? Please help. I had to go back to 1.16.:vomit:
 
Originally posted by Fr8monkey
Iv'e laoded 1.17f and tried to change the american/aztec boarder colors arround (I hate that wussy bluish color). I then tried to play and the game seizes up on the main screen. Is there a fix for this? Please help. I had to go back to 1.16.:vomit:
Changing the colors leads to all sorts of headache. Just change the colors back and you'll be fine.
 
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