Conquest Bugs

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Originally posted by DisplacedCajun


Sorry I have to disagree to a point. I'll admit that is a minor bug but it is still a bug.(much like a typo) But then maybe I'm holding Firaxis to a different set of standards. When I test software for my day job if the experienced result is different than the intended one then it is a bug. Since I did not see this in the readme.txt file or any official comment from Firaxis I would presume that they (Firaxis) have not seen or heard of this. I would still expect this scenerio(espcially being from Firaxis) to load properly.

But again I admit that it is minor and that I am holding them to standards that I myself am held to.

P.S. where can we ask questions about the editor?

Uhhh.... It's not a bug!!! This happens to me (at 38%) all the time when loading in PTW. You can't expect everything to load superfast, can you? Think of it this way, 80% jsut probably has some pretty large art files in it. This is just slow loading.
 
2) Are you in a scenario or what? In my last epic game and checking the editor (the real rules), Knights Templar are set to produce Crusaders every 5 turns (and are doing it).

By epic game I assume you mean a "regular" type game. Yes I am playing an epic game with a few personal modifications, but I didn't change any improvements. I have now gone into the editor and changed Knights Templar to produce Crusaders instead of Ancient Cavalry.

Thanks for the reply Warpstorm. If the Feudalism rules have been intentionally changed, I will leave them as is.
 
Originally posted by Gogf


Uhhh.... It's not a bug!!! This happens to me (at 38%) all the time when loading in PTW. You can't expect everything to load superfast, can you? Think of it this way, 80% jsut probably has some pretty large art files in it. This is just slow loading.

Sorry but someone from Breakaway or Firaxis is going to have to explain to me why this occurs. Until then I still say it is a bug. I had two friends test this out for me one using a Athlon 1800 and a P4 1.7 and they had the same thing. Thats not hardway impairment that is software. The 38% was verfied by Firaxis and only started with the last patch. But, you do not hear game sound when pausing at 38%. I'm getting the picture here that most people just live with this and may just accept this, but the question remains, is this the intended result of the software code?
 
Wow. Complaining about load times!!!! That's got to be the sign of a good product, if you can only find that to complain about. ;)

Please can people stop calling everything they don't like a "bug" - it detracts from the real bugs which should be fixed!

On the specifics of "status bars" - anything that gives a "%'ge complete" message: A programmer can't actually make a status bar truely represent the state of something.

For example, there may be 5 steps in loading a save. Steps 1,2 and 4 take about 10% of the time each, steps 3 and 5 take 35% each. So, as a programmer you set the status bar to 0% and set step 1 going. When step 1 is finished you put the bar to 10% to represent this. Now do step 2 and put to 20% when that returns. When step 3 finishes you put the bar to 55% (20+35), after step 4 it goes to 65%, and after step 5 it goes to 100%.

The delays you see at 38% is where one of these 'big' steps is happening and the staus bar can not know exactly how far on it is. Now, in the case of Civ3 there are probably many more steps with much smaller intervals, but in essence this is why it is pointless complaining about the status bar being wrong....
 
Immediately after a new turn starts I cannot use Shift-D to bring up the diplomacy screen. After moving some (maybe all) of my units the Shift-D begins working again. This happens every turn.
 
I attacked and destroyed an ironclad that was escorting a transport. Next turn the transport had not moved. Shouldn't it have tried to run away?
 
Originally posted by waylander
Immediately after a new turn starts I cannot use Shift-D to bring up the diplomacy screen. After moving some (maybe all) of my units the Shift-D begins working again. This happens every turn.
Thats because Shift-D is now the shortcut for the Worker action Clear Wetlands. If you have an active unit, this shortcut will try to tell it to do the latter. Apparently it still works as in PTW if their are no active units. Just use F4 (or is it F5?) instead.
 
Shift D can still be used, but if the active unit is a Worker, then it may not work because Shift D is also a Worker command.
 
When right clicking on a stack of units the asterick that usually identifies a unit that has produced a great leader is not there. But when selecting that specific unit, the asterick is there.


Also when conquering enemy cities, and then trying to build railroad directly to those cities, the original tile that the city was placed on does not get the railroad improvement. So, you have to build railroad all around the city, if you want to have your railroad go beyond that city.
 
A C3C bug report forum has been created. Please use it to report any C3C bugs. Closing this thread...
 
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