Bug / Feature List

Ok, after reading the whole thread to make sure this wasn't already mentioned:

When I want an automated worker back under my control, but I want them to finish their current task (for example, they're on the last turn of a jungle-clearing), if I don't want to interrupt them I have to wait for them to move away during their next turn (unless I get lucky and a non-automated unit moves before them), then give them their new orders.

Ideally, the screen that pops up wen you click on an automated worker should have an additional option, like this:
  • Stop current task
  • No, carry on
  • Finish current task, then wait for new orders

An alternative fix would be to have all the automated moves queued after the manual move units.. but I guess this would only work assuming you had manual move units.
 
Originally posted by runaway


I think they cut the "planting diseases" bit at the last minute because of all the Anthrax scares going on in the US. It made it into the readme, anyways.

I wondered the same thing about the absence of Fundamentalism, especially because of this terse sentence in the manual (p. 45): "Government based on religious fanaticism is no longer an option."
All the other what's-gone-in-Civ3 entries give you some sort of explanation.
 
Added some more.. good idea, runaway, on the automated worker options! :)

Also hit the 10k character limit! woo :jump: Thats a lot of characters.
:scan:
 
Just a couple more things:

1. Enable the Page Up/Page Down keys for the scrolled lists in the Advisor screens.

2. Ditto to other requests to add display of strategic resources the the mini-map. Perhaps a third view, in addition to the terrain and territory view, could be added.

One could use the first letter of the resources to deliniate different resources in the mini-map. (I doubt the existing symbols on a map that small would be workable.) Different colored dots might be another option, but I'd just as soon see letters rather than decipher colored dots. As long as the letters were in the approximate position of the resource, it would be good enough.

Cheers,

Stilicho
 
In the begining stages of the game (maybe the latter also, never tested) if you have a warrior who is fortified in a city and build a spearman, then activate the warrior and fortify the spearman while in the city view via right-clicking the game will lock up. This happened once so I loaded the auto save, tried again and it locked again. I then tried it in a different city and it locked up again. It's definately a bug.

I also agree with some of the things you mentioned, especially the fact that I can't access the civlopedia from the city view while deciding what to build.

Also, when in negotiations if you don't offer the computer a deal and select nevermind, the computer acts dumb by saying things like "huh?", "what are you talking about?", etc.

On a side note...If this is the same people that made Alpha Centari, which it is, why is the landscapes not 3D? Why are the diplomacy options so limited?

I have more to mention but I'll organize it all and post it later.

Endureth
 
The AI knows enough to escort his Aircraft Carriers and Transports now, which is great. He could be a little more intelligent about it though!
By observation, it seems that the screening unit moves to the support unit, then they take turns moving one tile at a time. That's inefficient, both in the time it takes the computer to shuffle units around the screen, and sometimes in the distance the combined pair can move. I observed a battleship backtrack three tiles to a carrier, and then turn around and follow the carrier back to the square the battleship started from. The AI knew enough to decide that these two ships should form an escort convoy. It should have taken it a step further, and chosen a spot they could both reach - then the carrier moves its full movement, and the battleship follows and parks on the same tile. That would save some downtime between turns watching those guys move around, and also would have allowed the "carrier battle group" to get 2 tiles further than it did!

More important - the AI knows enough to build artillery and defend his cities with it, but I've still never seen him use it on the offensive. I just turned back a massive French offensive which involved some modern armour and lots of cavalry, but with no artillery backing him he predictably had an awful time trying to root me out of my cities! I haven't seen him bomb a city yet either, which is probably just as well until they fix Air Superiority. I find the only way to conduct an offensive against modern units in cities is mass bombardment, and if the AI can't do that he's got problems! :(

Also noticed - you can only airlift 1 unit per turn out of a city with airport, but you can lift as many as you want in. Doesn't seem really logical, but could be a feature. It can be awfully handy at those beachhead airports!
 
Well I know for a fact the computer can Irrigate from OCEAN SQUARES! Babylon was on my border, and I saw the below. And I checked with the map view, no rivers.
 
ok, one more.

Add an automated worker option (keyboard shortcut would do) to put a worker on a permanent Plant Forest/Chop Down Forest cycle:

If the square is not the correct type to plant forest, ignore. Otherwise:

1. If there's no forest in the current square, plant one.

2. If there is a forest, chop it down.

3. Repeat.



Since each worker's turn is processed individually, this cycle should work ok for multiple workers in the square. When their turn begins, they will either see a forest or they won't.


With the new corruption model, this option would be very useful, as workers cycling forests is the cheapest way to pump shields into cities.

(This idea has already been posted in another thread, but I don't think it's beed added to this one yet.)


Well, I think we have enough for two or three patches, now. But hey, SMAC and SMACX had multiple patches, too.

Cheers,

Stilicho
 
i noticed this while playing tonight... if you click on the shields button at the top of the columns of the domestic advisor screen (maybe others, forgot to try 'em) it lists the cities in order of production... but if you move the mouse off the shield to try to click on one of the cities, the list reverts back to its unorganized state...
 
I think I have another:

After you've retired, if you initially have the "show event location" turned on in the replay box, and press play, then change your mind and click stop, the display doesn't stop. Infact, it goes through the entire turn (every civ's starting city in 4000 BC) once for each time you click stop.

I had stupidly clicked stop about ten times while it was going through the first iteration, and ended up sitting there a while watching it cycle through the locations. I tried turning off "show location", and after it stopped, I pressed rewind at which point the process froze. I used Ctrl-Alt-Del (under win2k) to kill the process. This is the only serious stability issue I have seen in the game so far... I think for now I'll just skip the replay screen unless I have a specific reason to sit through them. :(
 
This one is already on the list but just wanted to reiterate what a pain it is.

As Egypt was isolated on a good size island (enough for 11 decent cities) So rather than explore, I built the great library, and proceeded to research advance things in the ancient age. I was might surprised when I got 0 advanced from it.

Around 450 AD my galley meets a French Galley sure enough the French had researched education thus obsoleting the GL.

The game was pretty much over at the point since the French had more way more troops, tech, cities and land....
 
I don't think I have seen this on here but apologies if it is. Probably not a bug just a bit I don't understand.

After building my first subs last night and popping them inside some Zulu territory, I very quickly got the 'move your forces' dialogue from Shaka.

Is it only enemy ships that can't see them? I was way ahead in tech than them and they certainly had no subs.

Surely they shouldn't be able to see my subs at all, regardless of where they are on the map if the game is trying to be realistic - if their main attribute doesn't function it makes building them rather pointless!

Cheers

Matt
 
Originally posted by lkendter
Well I know for a fact the computer can Irrigate from OCEAN SQUARES! Babylon was on my border, and I saw the below. And I checked with the map view, no rivers.

Everyone can irrigate from "ocean" squares! But only if it's a freshwater sea! right click on the sea square on the map to make the info window pop up. If the water square produces 2 food it's freshwater and you can irrigate with it, does it only produce 1 food then it's salt water and you can't irrigate with it.
 
Well I loaded up that game. All of the water squares nearby produced ONE food. Definitely stays on the bug list.
 
I don't know if this has been mentioned, but it is repeatable.

moving a carrier toward a land square brings up a menu to unload your bombers. if you choose to unload them, the game crashes.

It isn't that critical since most people wouldn't attempt this, but it is in that it crashes the game and you have to quit and reload a hopefully current saved game.

jt
 
Ok, guys, I updated this list and its sent to Firaxis!

Thanks for all the great posts. :goodjob:

(BTW, ended with the post being exactly 10k characters. Neat.)
 
The manual/docs say you can build a nuke plant in any city near water -- it specifically says "fresh or salt water" but it refuses to allow me to build an ocean proximate plant.
 
Another bug for you.

If you acquire a hydro plant by building Hoover Dam, you'll lose it as soon as you build a Nuclear Plant. If you, for any reason, want to switch back, you'll have to build the Hydro Plant from scratch. This happened to me a few times, once even in a city that built Hoover Dam previously.
 
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