Bug / Feature List

Great posts, now only if Firaxis can get thier hands on this and actually do something about it. :cry:
 
You can't build Military Academy until you research Military Tradition AND your army wins a battle.

I captured 2 wonders from the AI, but they don't generate any culture points for me. (Bug or feature?)

I captured SunTzu, but I had barracks in most cities already.
They no longer show upkeep cost, although I can still sell them for 10 gold. If they don't cost anything to upkeep why sell? (I might lose SunTzu back to the AI). :confused:

Theory of Evolution seems to give you the two cheapest techs you don't have. I got Free Artistry and Communism, 2 optional techs I had bypassed. :cry: You shouldn't get optional techs when building TOE. I reloaded and traded the AI for these two techs and then I got Steel and Refining. ;)
 
A couple of bugs, maybe.

First, you can continue to build non-war improvements when you mobilize, you just can't select them to build if you finish or change. I don't think this is a bug, because the civpedia says that it adds shields in cities 'where a military unit or improvement is being built', so it sounds like they anticipated that.

How the HELL do you cancel mobilization? Are you forced to go to war? I mobilized to get my army back into shape, and then go after a coal resource. I ended up being able to trade for it, so I tried to change my mobilization back, and it wouldn't work. Now I've started a world war because I needed to build regular improvements again.

Workers are my biggest beef, though. They should have some minimal scripting ability; it'd handle almost all the micromanagement concerns if they would just automate efficiently. Allowing for things like 'connect all cities by road/rail has priority' would also be nice.
 
Control-Shift-G gives you a go to town list.

However, you **CAN'T** leave without selecting a city?
 
Here's a non importand issue that has been bugging me for a bit....

There are 6 Civ Qualities, and every Civ has 2. Well, incase you were wondering, that leaves only 15 combinations. The game came with 16 civs so when I figured that out, I checked, and sure enough Japan and the Aztecs have the same Qualities. This bugs me. I think (and I am sure that matters to everyone) that they should have made every CIV have 3 Qualities to actually allow different combinations. I haven't actually figured it out yet, but the number of possible combinations is a hell of a lot larger, allowing for a termendous number of custom civs that are, completely different. I mean come on, the Game shipped with two civs that are damn near to identical, only the custom unit is different. I think that is a little weak.

Don't get me wrong, I'm playing the game every possible minute (much to the dread of my loving and supportive wife) and I am loving every moment. I just think that If I were devoloping such a hot game, little things like that would cross my mind during development....

Still, game is great, hope those guys at Firaxis are reading some of the great suggestions I've read in this forum.

----:nuke: ---- The Tatical Nuke needs a work over damn it. It's a god damn Nuke! It should act like one.

Thanks
 
Thanks, xoque, for your great work in coordinating everyone's inputs.

Just a few more:

1. Ships should "wake up" when units are loaded into them. (Both from the existing fortify command, and the already-requested sentry command.)

2. Enable access to Civpedia during negotiations (similar to SMAC's "Pardon me while I consult the Datalinks.")

3. Ditto to other's requests for bringing back the display of "F" or "S" beside units is in Fortify or Sentry mode.

4. The tiny little white bars displayed in squares with multiple units are often hard to see. I always liked SMAC's display of all units in a sqauare at the bottom of the screen, but if that is not practicable with the current design, how about either:

a. Display an easier-to-see number indicating the number of units in the square, or

b. Bring back CIV2's display of "n other units" somewhere on the bottom of the screen.


Cheers,

Stilicho
 
Ditto on the nice job coordinating a million different posts. Hopefully it means Firaxis takes a closer look.

A couple that may not have been posted:

-- The palace upgrades never showed up in my last game. They did before. No great loss, but strange.

-- I had one of the other civs disappear from the diplomacy screen. Hadn't been conquered or anything.

Other stuff:

-- Only three tiles with rubber on a large map in last game. Harsh, man; no Mass Transit, never mind the tanks etc.

-- Gotta disagree about auto-activating ships when they're boarded. That drove me nuts in Civ2 because usually I'm boarding 2 or more units from the same tile.

-- A new Soren Johnson chat transcript on Apolyton says "they won't increase corruption" in the patch, with a smiley at the end. I *think* that means they'll reduce it, as they should.

-- One more vote for better tile info when a unit's active! I.e., terrain improvements, and especially other units in same square -- I hate having to open the city display because I can't remember if I had 2 riflemen there yet, or whatever.

-- Also a good idea someone posted to add Civilopedia links to diplomacy dialogues.
 
Thanks for coordinating all the replies. In adddition to adressing the bugs/issues identified by others, I suggest two changes:
1. Include a que for the workers that would allow you to assign one worker a number of tasks at one time, e.g., build forest then move to this square then build a mine etc. If the next step in the que already has been completed by another worker, the assigned worker could just move to the next step. This simple change would alleviate much of the repeated point and click worker moverment, particularly in the later game.
2. Allow for stack movement, so that you do not have to seperately move all the units in a particular square. In the alternative, create a follow command, as is often used in the RTS genre.
 
Just a clarification on the ship-loading request...

By "waking up" ships when units are loaded onto them, I meant that any fortify or sentry state they are in is canceled, not that the next unit focus necessarily goes to them. (Although personally, that never bothered me in Civ 2, I just hit "w" for wait, and the focus would usually zap to another nearby land unit I could load.)

Currently in Civ 3, a ship parked off shore in fortify mode remains sleeping after you load units in it, which generally means that once any nearby land units are loaded, the unit focus goes to some other part of the map, leaving you to hunt for that ship you just loaded. If you forget, that ship and all units loaded on it just remains sitting there.

I know it's just a little thing, but in an average busy turn of Civ, the little things add up. I can adapt to the new corruption model (if it IS the new model, and not a bug), and playing for the new resources is quite interesting. However, in a game involving the time-commitment of Civ, I do miss many of the player aids that worked just fine before.

So, let's keep up the suggestions. If we're lucky, maybe some of them will be implemented.

Cheers,

Stilicho
 
Even if you turn *OFF* the govenor for production, it STILL decides production for you. Very annoying went in all military unit mode (Just got 20 turns of SaltPeter), and the frelling thing decides to produce city improvements :mad:
 
I think it was mentioned earlier but I will remention it because of last nights frustration with it. I think you really need to be able to view the World Map when dealing with diplomacy. It is such a pain in the @$$ to try and remember the name of that city you want in trade for peace or what have you...... If I could just quickly view the world map it would take care of it.
 
Added several more entries. Sorry for the couple days I missed. I've been too busy!

Thanks, xoque, for your great work in coordinating everyone's inputs
No problem. Thanks for the great input! I just want to see a patch to make Civ3 the best game ever. And hopefully, Firaxis will see this the same way and work towards that in their patch.

Speaking of that, I'm thinking we should finish up our list here. I'm setting a deadline of Monday for everyone to finish submitting bugs, possible bugs, and reasonable requested features. Then, I'll finish updating the list and try and send out the list to Firaxis on Tuesday or Wednesday.

So all of you that haven't, make sure you add your input!

Thanks. BTW, Happy Friday!! :jump: :) :cool:
 
Originally posted by lkendter
Even if you turn *OFF* the govenor for production, it STILL decides production for you. ... frelling thing :mad:
Hey no cursing allowed in here. Even if it is a curse word from Farscape :D(which happens to be my fav show, Civ3 stops where Farscape comes on).

I have turned everything off for the govenor and mad it applicable to all cities the nchecked each city individually to make sure they were changed. I then choose a city to begin producing warriors. The city should have kept producing warriors or asked me what to produce next right? Nope. It started to produce my stongest troop, the immortals. :( On a good note, it didn't try to produce my weakest troop, which I have seen it try to prduce swordsmen when the city could produce modern tanks (why oh why???) and it didn't try to produce any type of improvement what so ever when I set the city to produce units.
 
That is where a lot fo the verifiable bugs are being listed. Just in case Firaxis actually takes a look at this list, I want to make sure that mine gets on there. The thread is at

http://forums.civfanatics.com/showthread.php?s=&threadid=8614

I spent all of that time getting that thing built and when it's completed, I just start waiting for the message that my current advance has been finished and the selection for my next... finished, and then the selection for my next. Just like Civ 2 right? Only I never get any advance! WTH? I was researching Corporation at the time. I was really looking forward to getting refining (Coal becomes visible. Tanks! Buwahahaha...) and the whatever comes after. But nothing ever came. I played several turns on through and nothing. Hmmmmmm....

I have a theory as to why this happened although I can't confirm it without starting an entirely new game. When I chose Corporation, it was my ONLY option. I think that this confused the TOE wonder as it didn't see anything else to give me in advance. This perhaps doesn't explain why it didn't atleast give me my current advance. Anyway, I can post a save file just before I finish if requested. Is there any other reason why this wonder wouldn't work? ...
 
Originally posted by xoque
Speaking of that, I'm thinking we should finish up our list here. I'm setting a deadline of Monday for everyone to finish submitting bugs, possible bugs, and reasonable requested features. Then, I'll finish updating the list and try and send out the list to Firaxis on Tuesday or Wednesday.

I was almost suggesting you did so. For this deadline to work greatly, I think it could be better if the most up to date list be posted in an new "official CFC bug/feature list to be send to firaxis" thread, and that thunderfall make this thread a sticky. Let me know what you think (both TF and xoque).
 
a request... let units in cities who have been sieged (by bombers, fighters, and ships) only heal 1 hp if they have a barracks, and none if they don't.. this to prevent a very very very long siege where units heal till you hit their barracks, and if they have a lot of units, they will heal fully without barracks on average hits.. also, to prevent the one with sun tzu's AOW to have the ability to nearly negate siege weapons, since you have a barrack there you can't destro with the seige weapons or precicision bombing, thus your units will always heal. some cities (like 12+ size on a mountain with about 4 defensive units and a barracks or AOWwill be nearly untakeable(sp?)
 
Apologies to stilicho re: the ship-loading issue. After I posted I realized what you meant.

Here's a few more things to throw into the mix before the Monday deadline, pending some kind of confirmation, I may be missing something.

* Auto-governor: it seems I get the "recommendation" pop-up after a city improvement is built (good), but after a military unit the city barges ahead on its own (bad).

* I think someone else mentioned this one: my cavalry's sound effects disappeared during battle.

* A longshot, but what the hell: is there any way to streamline the programming to speed up the CPU civs in the late game? Probably near-impossible without compromising the game's AI (which is excellent compared to most games, incl. Civ2), and I wouldn't advocate doing that. But who knows. It can get tedious.

BTW, yes, shutting off "animate enemy moves" was one of the first pref. changes I made.

* War weariness: almost as harsh as corruption. I have Universal Suffrage, two happiness wonders, beacoup de police stations cathedrals luxuries etc., and still get clobbered by it.
It would seem about right at one of the higher difficulty levels, but so far I'm only playing at Warlord.

Having said that, if they tone down corruption a little, that might make up for some of these other "no fair!" types of issues.

* Another humble retraction from my previous post: I believe the total rubber tile count on my current large map is four. That's challenging, but maybe in a good way.
 
Has anyone else experienced the inability to airlift from time to time? City A has airport and airlifts unit to City B. Next turn, City A cannot airlift anymore. Turn #3 Still can't airlift. Turn #4, ability to airlift is regranted.
 
Originally posted by Tsar Chasm
Next turn, City A cannot airlift anymore. Turn #3 Still can't airlift.

On the second turn, maybe the planes are being refuelled? or returning?
On the third turn, the pilots are out getting drunk. :D

Hanoi, you also turned of "animate friendly moves" too, I hope?
 
Originally posted by Jezner
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.

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.
 
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