Conquest Bugs

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Possible Bug: Being able to have more than one scientific leader at a time. First lazy test game as Mayans produced about 5-6 scientific leaders, with two leaders appearing when I had old leaders kicking their heels waiting for wonder techs.

Edit: Steps to reproduce (reread beginning of thread) :blush:

Random Map game. Keep your old scientific leader around, and stay in the tech lead- another leader should pop up soon enough. (This will be easier with a scientific civilization, but happened with Maya.)


MultipleSciLeaderBug.JPG
 
I experienced an odd bug. It seemed completely random and I'm not sure you'll be able to replicate it.

I was playing the mesopotamia scenario and I was using a horseman to attack a barbarian settlement. Well, this one was loaded so it was gonna take more than one turn to clear out, but I had no idea just how loaded.

Before the next turn, a horsemen came out of that settlement to attack and my horsemen defeated it, no probelem. Then another one came out and it was fefeated as well. This happened again. And again, and again, and again. My horsemen went veteran and then elite but they still just kept coming. There had to have been 20 of them! At first it seemed like the game just got caught in a loop but the things started taking off health. I was afraid I was gonna lose that horsemen but they stopped before it died.

I have no idea whether that was a bug or if there really were just 20 horsemen in one settlement. At least I got an elite horsemen out of it.
 
That's not a bug. The barbarians are turned up HIGH in the Mesopotamia scenario (the "Restless" setting, I think). They typically get a few such massive uprisings per game.
 
Bug: Statue of Zues doesn't show up in city display

Reproduce: Build Statue of Zues, go to city, click "big eye" to look at it. Scan city screen, not there.

Observed: Zues is listed in city improvements, but no actual Zues in city layout.

Expected: To see a big pretty statue in the town sqaure
 
Originally posted by cgannon64
I don't think the hanging scenerio can really be called a bug. In my Civving experience, most scenerios stop at a certain point before 100% and then go to 100% after a while. I've even had the map appear but with no units on it, etc. This hasn't happened in Conquests yet, but I wouldn't call it a bug, just the way scenerios load.

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?
 
Not a bug, just a minor visual request :) I noticed anti-air all have the same animation, which is of a small missile launching. Since it runs on a single animation for all AA, I think it should be a more generic one, such as an explosion in the air. Its just strange to see ships in WW2 firing off missiles.
 
Bug: Conquests Scenario - The game will crash to the desktop when the Napoleonic Wars Scenario start.

Steps to Reproduce:
1. Load the Napoleonic Wars Conquests Scenario.
2. Select France.
3. Start the game.

Observed Result:
The game will crash to the desktop.

Expected Result:
Should not happen (duh).
 
playing as the mayans, i noticed that my friend's "new" cities didn't have the correct names. instead of saying "New Mayapan" (ex), it would just say "New " this was kind of irritating, i'm not sure if he did something wrong that caused this to happen or not, but i thought i should report it just in case, so maybe somebody can get it cleared up.
 
Originally posted by tonberry
Bug: Conquests Scenario - The game will crash to the desktop when the Napoleonic Wars Scenario start.

Steps to Reproduce:
1. Load the Napoleonic Wars Conquests Scenario.
2. Select France.
3. Start the game.

Observed Result:
The game will crash to the desktop.

Expected Result:
Should not happen (duh).

The Art/Units/Galleon/GalleonFidget.wav file is one of the original CivIII files, it doesn't install with Conquests but with CivIII. Have you made any modifications that might have removed or replaced this file with anything else?
 
Is it normal that the Cedar of Lebanon look like this? I'm talking about the yellow rhombus
 
Originally posted by tonberry
Is it normal that the Cedar of Lebanon look like this? I'm talking about the yellow rhombus

Yes, if you have selected Show Food and Shields on Map in your Preferences then any Landmark Terrain, like the Cedars of Lebanon, will show up like this to help you identify them.
 
Originally posted by Merepatra


The Art/Units/Galleon/GalleonFidget.wav file is one of the original CivIII files, it doesn't install with Conquests but with CivIII. Have you made any modifications that might have removed or replaced this file with anything else?

Actually yes. I'll check out.

edit:

Ok, I've uninstall all of my civilization files.

Now I install Civ3 and Conquest on the defaut folder (C:\Program Files\Infogrames Interactive)

The problem is still there.

The file "GalleonFidget.wav" is not in the "Art/Units/Galleon/" folder.

I'm pretty sure, I've done nothing wrong.

edit2:

Ok I patch the game and it work now. Still, people who don't have the net won't be able to play.
 
Has anyone else noticed these two bugs in their game;

1)In the C3C manual it reads, regarding the Feudalism government type, "Maintenance costs for units is increased, but city improvements have no maintenence costs." But in game after switching to Feudalism I was paying 41 per turn to Maintenance for improvements. In the City Screen there were even red coins next to the improvement.

2)In the C3C manual it reads, regarding the Knights Templar Wonder, "The city that houses the Knights Templar produces a free Crusader unit every five turns." But in game after I completed the Wonder I was getting a free Ancient Cavalry unit every five turns.

Is it too early to expect the first patch:crazyeye:

Besides this the expansion is great.

:)
 
Thanks for sharing the info.
Nevertheless there is already a sticky thread at the top for lisitng bugs which is mucc more convenient for users to check (and hopefully for Firaxis to use:) ).
 
Thanks LouLong for the reply. Didn't see the Sticky, sorry its kinda late been playing all day:crazyeye: can a kind moderator please clean up my mess Thanks:D
 
1) The manual was written months before the game came out. This was changed since then.

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).
 
Originally posted by Arathorn
Hey, when do we get a forum for this?

Unconfirmed bug, playing last night, as a scientific civ. I purchased/traded for the last tech in the ancient era. I got no notification of entering a new age, nor of acquiring a new tech. Both actually DID occur, so it's a very minor bug, if it is indeed one (I'm pretty sure my options are set to show things like that, but I can't be 100% certain).

Arathorn
I tried to answer this yesterday but the server ate my response when Chieftess moved this post. :(

This is how the game works - at least in PTW1.27. I have seen this several times in the last few weeks, mostly because I've been trading to get to the end of an era and sell my free tech back to the AI I just traded with.
 
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