Bug / Feature List

A few issues i found, some are most likely allready in the list but for reference i include them.

1. The AI seem to move his offensive units around all the time even if he has no way to go( A isolated town) The units move around all the time. And if its alot of units its annoying to watch.
(This must have some affect on game performance) The game
is really slow when going into the year 1900+ when there are alot of units. Maybe not move them around all the time if your
at peace just put them into a town a fortify.

2. Artillery: The AI can use it but do it produce it. It captured some of mine and used them succesfully but i did not see any coming from the AI.

3. Costal fortress do not seem to work.

4. Popups when producing units and when city is in corruption.

5. The mass momement of settlers through your territory. This
doesn't seem that smart why send all at once and not by ship.

6. AI do not Build forts, haven't seen a single fort built by the AI
Maybe not build them everywere but it would be nice if the used
forts and build defensive perimiters along the borders at the late stages of the game 1900+. Not to many though.
 
I have seen the AI build artillery (at least Catapults and Cannons), although I haven't seen him use them very effectively (they've just stayed in core cities.)

I've also seen him build some forts, but hey, maybe he realises that forts don't work as advertised, so why bother!

Oh, and in response to a couple of recent posts:
I think it's intentional that attacking a city uses up two (or more) moves. It's the same for an individual tank as with an army. It also uses two moves to attack a defender on a hill, because you have to move into the hill tile to make your attack.

And "Get out of my territory, or declare war!" works, as far as I have seen. When the AI calls you on, you aren't kicked out until he whines a second time either. You can say "Rest assured, my troops are just passing through" just like the AI can - or you can bang the drums of aggression!
 
Originally posted by Pggar
Once again, i still don't have the game so correct me if I'm wrong.

1) Units are not available on the trade table.

2) The "Get out of my territory option" (or whatever it's called) only works properly for the AI. Your units can be expelled from their territory, but their units wander around your territory till you ask them to leave, when you do so they are not expelled, and can get to the oder side of your border for the purpose of expansion for instance.

3) Stacked movement, I don't mean armies, I mean less micromanagement of units. This is a request made by a lot of civers.

1. You can trade workers when the workers are in your capital I think.

2. The get out of territory does work for the AI, first time the same as for humans, they just have to move them out the next turn, after that they are moved to the nearest border instantly. The problem is that even though you can ask them to leave ten times in a row they immediately come back in your territory. And when the PC goes barbarian hunting with 30+ units and the barbarians are behind your territory turns take a lot of time.

3. That would certainly help when a lot of units are being moved, it could at least be used for the AI moves.
 
Ah.. I really havent attacked the core cities. Good that they have them atleast if they just could use them offensive.

Ah... they build forts hmm cool haven't seen them much. But as your saying they arent that useful. But i think they look great and if the workers have nothing to do i think they could build forts.

/Mathias
 
I was a little relieved to see these suggestions, all of which I heartily agree with. Here's my contribution.
Upgrade all - The 'update all' function doesn't work ( at least for me). It only upgrades a few units, then the remainder seem to be un-upgradeable.
Auto-Goto - A dream feature for me would be the ability to designate a city's units to automatically go to a different city. This feature is in MOO2. Because of the size of this game I find I use a strategically located city ( or cities) to gather my forces before deploying them, and manually moving all the units is tedious.
Governors - Sorry, but I hate them. There should be an option to turn them off. A compromise solution would be to keep the city producing the same kind of unit until otherwise notified.
On a general note the game is not providing enough information - on anything. A scientific advance should show what units, improvements etc... are now possible. Wonders should tell what they do and when they're obsolete. Unit statistics should be listed along with the unit in the pulldowns. I find I'm always clicking around hunting for information - and seldom finding it. I know there's a mod that addresses some of these, but it should be included in an official patch.
It's a good game, that can be even better.
 
Has anyone tried the old bugs yet? Earning more than 32k goes negative, gaining more than 32k sci goes negative, too many future techs etc., naming 2 cities with the same name makes them both operate at zero cost, making too many cities causes the game to recycle names instead of taking them from a third civ, etc. etc.

I don't own civ 3 yet so I can't test. Still deciding if it's worthwhile.

Oh, and don't get your hopes up about bug fixes. After my friends wrote up a huge list of bugs about Civ 2, the patch they released added French support. Not one bug fix!
 
City Radii along with levels of culture radii displayed on map and Settler

Need a Patrol and Sentry

Would like to see the units in a stack and what their doing/going similar to the transported units window possibly by just passing the mouse over the stack.

Auto-Mine, Auto-Irrigate and the Auto workers should work in a Spiral starting at original position working outward. "Ever tried to clear a continent of Jungles" 20 workers move to one side the map then back to the other side.

Stack-Goto or Multiple Unit Goto command
Goto - Select City Option

Need Civilopedia in City Screen for Units and Buildings


Repeat Build in the City Queue


My first Post...Love the game just need some tweaks.
 
1 - Not sure how it happened, but the Aztecs are missing from the diplomacy screen. I can get Iroquis from **TWO** circles. I think it has something to do with the fact that my first contact was a LEAVE MY TERRITORY

2 - I want **city radius back** Much harder to build cities. I want to see the culture border and the city border.
 
I noticed the same problem with the Forbidden Palace - in most cities I was unable to select it from the list...

Until I discovered that I could QUEUE it (that is add it to the list of improvements to build). So, for example, if you select a Marketplace and queue the F.P. in the 2nd slot, you can then "hurry" the building of the marketplace (or whatever). The next turn after that, the game will tell you that the marketplace was built and then suggest the next item in the queue (the Forbidden Palace).

Obviously, there's one of two bugs:

1) Either Firaxis REALLY did want the Forbidden Palace to have a Cathedral as a pre-req. (unlikely, as it doesn't make mention of that anywhere in any doc I've read). Also, if that were the case, you'd think it wouldn't be available in the improvemnts window of a city that didn't have a cathedral. [Just like you can't build a bank w/out a marketplace].

- or -

2) There's no pre-req for a Forbidden Palace and the bug lies strictly in the clicking of the Forbidden Palace. [Keep in mind that clicking the F.P. isn't the same as "Shift-Clicking" the F.P. to queue it.]

One other note regarding the F.P.... and I've seen this in a couple of posts so I won't go on a tangent too much: When disbanding units AND clearing forests, they had no effect of the city that was building the Forbidden Palace.

I believe this is the first time someone's noticed that shields from clearing a forest AREN'T going to build a Wonder - and I know that others here have said that it would. I'd like to know if its the case with just the F.P., all minor wonders, or if someone was able to build the F.P. solely using forest clearing.
 
Wow, great posts guys! Added 9 more today! Keep it up!

FatCat, nice name :) And I believe Minor Wonders, including the FP, have the same build restrictions as the Great Wonders. (No Wood/Disbanding) This takes effect after 100 shields, I believe someone said.

Thanks guys, keep it up! Still waiting to hear from the kitten OF chaos! :jump:
 
In my current game, standard size world, I just became the first civ to discover Steam Power which exposes coal on the map.

The problem is, only 1 (ONE, you read it correctly!) on the entire map has it. And the kicker... it's on an island with two squares, and as luck would have it, there's a foreign civ in the other square without a harbor (so I can't even trade for it :eek: ). No joke.

Anyone else seen abnormal resource problems (and I'm not complaining where it placed the resource - that SHOULD be random); it's the quantity I have an issue with.
 
I think this might be a bug, but I'm not sure, perhaps others can tell me their experiences with the same situation.

I traded for the research Military Tradition, but I can't seem to be able to make the Military Academy small wonder. None of my cities has the option to make it.

The problem I think is because I have the Sun Tzu Art of War wonder, and that basically enables all the benefits of barracks in all my cities (without having to actually make the barracks in each individual city myself). Perhaps,this doesn't register as the 5 required barracks to make the Military Academy.

Anybody else able to make Sun Tzu Art of War and also have a Military Academy?
 
Hey All, some real good post....Hope Firaxis is willing to look at what people are saying.

I've got a couple of things that I wanted to bring up, not so much bugs as Game play tweaks that I think need looking at.

Bombading Ships should have the ability to sink them. It makes perfect sense that artillery can't kill land based units, but it doesn't follow suit for ships. A run of 10 bombers had better damn well sink that destroyer or I'm going to have somebody's head, hehe.

Ship movement rates must be doubled at the least, probably with further adjustment as well. If it takes my destoyer 40 years to sail around the continent, I have issues.

Tactical Nukes......I have not used one yet, but I have heard a bit about them and I am very dissapointed by what I hear. I heard they don't even kill every unit in a stack. Hello! Tactical Nuke, need I say more. But I will give a few suggestions as to what I think a Tactical nuke should do. I think that it should be common sense that the tile a Tactical Nuke hits, should kill every unit on that square. Period. I think it is also common sense that any city, land improvments, etc.. are bye bye also. So long city. <sigh....SMAC had the ultimate in Nuke warfare> Further, I think fallout just makes perfect sense. All squares within a certain radius of the Tactical Nuke attack should be covered instanly with pollution. Probably a 2 square radius is ok, but maybe even a 3 square radius would be good.

Just to recap on some things mentioned earlier, Coastal Fortress is broke, so isn't Air Sup. They need fixing.

Oh yah, and combat needs to be addressed.....just a touch. There is no way in hell that a spearman should be taking out my infantry....not just once.....but several times I have lost battles that just don't make sense. I was thinking that maybe they could but in a modifier for battle between units from different ages. For every age difference, reduce the attack and defense of the lower unit by 20%. That means that if my infantry attack a spear man, because there is a two age difference, the spear man has his attack and defense skilled reduced by 40%. Thus assuring a very rare event when the spear man actually takes out a far superior unit.
 
I hate that when I am pressing for a peace treaty and want a city, and I can't remember the name of it (those aztec cities all look the same) There is no way of finding the name of said city without coming out of the negotiation. Then they don't want to talk to you again !
 
I just wanted to say thanks for the authoritative list of bugs, I recognized a few of those in there from my own experiences, namely ZOC, the annoying spending sliderule thing and and losing huge masses of troops because my city changed due to overwhelming culture in 1 turn then a few later it comes back with NOTHING, not even Temples or anything else like that.

But without a doubt the most annoying bug is the slide-show speed scrolling... dear god at least put in a slide so people can choose the scroll speed! :)

Adam
 
think planes not being able to sink ships and ships not being able to damage bombing planes has already been touched on.

I am wondering about defending resources/roads/rails from bombers when they lie outside 2 squares (intercept range) of a city. Say a road goes from city a to city b and is 5 squares long, is there any way to defend the middle (3rd) square?

Resources/roads not within 2 squares of city have no defense. But it seems to be VERY important to defend resource squares, only you cannot build airfields.

I gather only option is to put a new city within 2 squares of every resource or they cannot be defended, at all. Does this not seem a little awkward?

Perhaps if units had an air defense value? system be the same for units without it, but units with it could get destroyed or damage fighters/bombers? Guess that might be too complicated tho.

Very interesting thread, btw.

miro
 
This isn't so much a bug as it is a feature request -

Expand the role of the UN

The Civ developers spent so much time developing diplomacy, they skipped over the UN which is opportune for diplomatic/peacekeeping type events. Wouldn't it be cool to vote on sending a peacekeeping force to England and France to tone it a little. Or Repeal or Allow certain technical advances. Personally, I think they missed out on something which could have been great.

Also -

What happened to planting diseases and nuclear weapons in cities? My favorite part of Civ and SMAC was planting weapons, and blaming it on a neighbor.
 
Here's another suggestion.

A transparent scrollable message list in the top left corner would be very much more useful than pop-ups. (similar to AOE) Clicking would take you to cities for civil disorder or builds etc...
 
I have a feature to add:

I just bought the game last night and a few hours into my first serious game, I clicked on an advisor and Civ 3 crashed.

So, I'm thinking autosave after every turn would be nice. Actually, it might already be in there, I was a little too pissed to check, though.

Civ 3 doesn't crash all the time, does it?
 
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