Patch 1.21 bugs & problems.

so if i understand some German, spanish and French users of Civ3 US (UK for me but it's certainly the same) have crash with Properties TAB in the new 1.21f Civ3Edit !!!

:mad: :mad: :mad: :mad: :mad:
 
Originally posted by Mike B. FIRAXIS


Well, you weren't supposed to be able to add new units before... The rename/cancel/'a' method was a bug that's been fixed. Adding new units is not yet supported.

This little post seems to be the most contentious one that modders are getting very angry about. I agree that IF they are never going to allow the editor to do this then there is very justifiable cause for anger. However the post merely says Adding new units is not YET supported.

So, it's obviously still an issue that hasn't been resolved at Firaxis/Infogrames for one reason or another. Lets start giving reasons why it should be supported for them, rather than just angry outbursts. Modders do your stuff. I suggest things along the lines of 'fully moddable games are probably the most succesful games', or 'if you don't someone else will make a Civ that can' etc.

Beeb

p.s. I also have a save game from 1.16 (? i think - its 256 x 256 been playing forever) and can't scroll down past equator when I'm in the upper left quadrant)
 
Oh yeah - I think that adding EVERYTHING (resources, buildings etc) in the editor is just as important. Firaxis should be looking at creating a strategy game engine not just a game for us to play. Civ may be succesful but not as succesful as Quake/Doom etc.
 

CAN NOT UPGRADE SPEARMAN TO PIKEMAN!

Ok, I can upgrade all my spearmen to musketmen, but in the cities not connected to saltpeter, I don't have the option to upgrade to pikemen. I have Tzu Sun wonder, which put a barracks in all my cities. And the cities are on the same continent.

and if i keep starting next to the same civs everytime, i am going back to 1.17...its just stupid and boring to have to start next to the same civs all the time...the option was fine before...why'd you have to go and break it???


[EDIT] Thanks switch625, I did know about that, but apparently my road was pillaged in the forest where it was hard to see. So the upgrade is NOT a bug....SORRY!

Thanks Kundor, I kept reading it was in the editor, but I could not find it. I finally found it where you said, in the startup. What an odd place for those options, which used to be all the victory rules. Not very intuitive interface change (although, it would have not been an issue if it was there from 1.07, but to put stuff there now, is just confusing)
 
Originally posted by Nemo
CAN NOT UPGRADE SPEARMAN TO PIKEMAN!

Ok, I can upgrade all my spearmen to musketmen, but in the cities not connected to saltpeter, I don't have the option to upgrade to pikemen. I have Tzu Sun wonder, which put a barracks in all my cities. And the cities are on the same continent.

and if i keep starting next to the same civs everytime, i am going back to 1.17...its just stupid and boring to have to start next to the same civs all the time...the option was fine before...why'd you have to go and break it???

A city with a barracks that isn't connected to the capital (by harbor or road) cannot upgrade units. As long as I've played the game (got it in December), that's always been the case.
 
Hm I also am experiencing the strange phenomenon of the scrolling down block line moving. I've had Civ on in the background while writing these posts, go back to my game and now its about 20 tiles up from the South. Very strange. Having a teeny bit of programming experience I cant see any reason for this behaviour.... but with complex object architecture who knows what can happen :crazyeye:
 
quote:
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* Fixed building prerequisites to allow buildings to require buildings that are bestowed by other buildings but only if 1 is required. If more than 1 or required, they must actually be built.
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"To repeat a number of other posters spread across at least 3 different fan sites: HUH????"

I love this one! Reminds me of "Speak, friend and enter" :p

I'm afraid I skipped classes in the "Cryptic English" course but I will still give it a shot.
Perhaps they mean that if you want to build for example a research lab in a city it's not enough to have the university there, you would also need to have a library.

Or perhaps if you want to build a new improvement, "The Soldier Factory", which requires granary and barracks, you can not rely on your Pyramids and Sun Tzu's, you will need to actually build the granary and barracks in that city!:jump:
 
Originally posted by Eyn
Civ3Edit 1.12f = BUGS - CRASHS !!

Menus
Edit Player Properties
Scenario-scenario properties

please note that i've the UK version, and from the beginning, the UK Civ3Edit version had French Menus (french W98)
but this 1.21f added or modified options are in english !!
and it crash the editor !

"an unsupported operation was attempted" !!!
then Crash

OK I've looked into this problem. Apparently Civ3Edit has some issues with non-English OS versions. Try this one. It should give you English menus and non-crashing scenario properties.

Edit: The fix is uploaded to the file server:

http://www.civfanatics.net/downloads/civ3/patch/temp/civ3edit.zip

~TF
 
Originally posted by Beeblbrox


This little post seems to be the most contentious one that modders are getting very angry about. I agree that IF they are never going to allow the editor to do this then there is very justifiable cause for anger. However the post merely says Adding new units is not YET supported.

So, it's obviously still an issue that hasn't been resolved at Firaxis/Infogrames for one reason or another. Lets start giving reasons why it should be supported for them, rather than just angry outbursts. Modders do your stuff. I suggest things along the lines of 'fully moddable games are probably the most succesful games', or 'if you don't someone else will make a Civ that can' etc.

Beeb


In my previous post on the subject of the add/delete buttons in the editor, I tried to be as positive as possible. The point, for me anyways, is that the function was there before, then Firaxis took it away--without even really telling us they were going to remove it. I don't see a good reason why they couldn't have just left it in for the people who wanted to use it.

If this is just a prelude to a fully functional scenario editor that will be released soon, then I don't have that big a problem about it. But if we have to wait 6 or more months for Firaxis to get around to officially supporting adding new units and resources (and builidngs and civ advances), then that does really suck.

Frankly I don't care if Firaxis ever wants to "officially" support modders adding new content, as long as they aren't trying to hamper our ability to work with what was already available. Removing the add/delete function from the 1.21 editor seems to be doing just that.

Again, I'm not trying to go on a Firaxis flame-fest here. I just want to add new units without having to wait 6 months for an official editor. Heck, I'd even pay for a real scenario editor, as long as it was going to be released relatively soon.

Whew. Thought I got this all worked out of me last night, but I guess not. :)
 
I am using Malas Map with changes if I install the new patch 1.121f will the changes still be there. Someone on another thread said that the Mod they created in the Civ3mod.bic file were changed to the new patch and when he tried to change the values back the new patch would NOT allow any changes to the .bic file.
Since Marlas map resides in different folder then the Civ3mod.bic file will the above happen,(change marlas map etc) if I install the patch?
 
Originally posted by Ed O'War


In my previous post on the subject of the add/delete buttons in the editor, I tried to be as positive as possible. The point, for me anyways, is that the function was there before, then Firaxis took it away--without even really telling us they were going to remove it. I don't see a good reason why they couldn't have just left it in for the people who wanted to use it.

If this is just a prelude to a fully functional scenario editor that will be released soon, then I don't have that big a problem about it. But if we have to wait 6 or more months for Firaxis to get around to officially supporting adding new units and resources (and builidngs and civ advances), then that does really suck.

Frankly I don't care if Firaxis ever wants to "officially" support modders adding new content, as long as they aren't trying to hamper our ability to work with what was already available. Removing the add/delete function from the 1.21 editor seems to be doing just that.

Again, I'm not trying to go on a Firaxis flame-fest here. I just want to add new units without having to wait 6 months for an official editor. Heck, I'd even pay for a real scenario editor, as long as it was going to be released relatively soon.

Whew. Thought I got this all worked out of me last night, but I guess not. :)

Took the words right out of my mouth.
 
Mike, is there any plans to impliment a dialog for giving your units their own individual names so you can better the little buggers?

Lon Flickinger
Chiselbrain Software
 
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* Fixed building prerequisites to allow buildings to require buildings that are bestowed by other buildings but only if 1 is required. If more than 1 or required, they must actually be built.
--------------------------------------------------------------------------------
Or perhaps if you want to build a new improvement, "The Soldier Factory", which requires granary and barracks, you can not rely on your Pyramids and Sun Tzu's, you will need to actually build the granary and barracks in that city!

That's what they mean.
 
Originally posted by Nemo
and if i keep starting next to the same civs everytime, i am going back to 1.17...its just stupid and boring to have to start next to the same civs all the time...the option was fine before...why'd you have to go and break it??? [/B]
This is still an option, it's just not a pref. I believe it's in the game setup screen, which makes more sense than the prefs which you have to remember to modify seperately.
 
Yes, the Editor, as always, remains inadequate, and Firaxis DOES try to hamper our ability to mod the game. Why else would they have spitefully killed the 'multi.sav' cheat?? I want Cheat Mode back. Scenario-building too. And I don't want to pay for it with some new disk, either.

We also want more units and more techs. There are fewer techs in Civ 3 than in Civ 2!!

But just remember, in Civ 3 privateers, F-15, submarines, and helicopters are USELESS. Without a Response to a nuclear First Strike I refuse to use tactical nukes and ICBM's either. So that at least gives us six units we can change. Or will the game just CRASH??
 
1. During regular play pressing F3 at end of turn causes the program to crash. No data, game screen just disappears and desktop icons are restored. I run a very standard configuration with Win XP home on 1.7 GHz P4/512MB mem/1024-786pix 32 bit color. I installed 1.21 on top of all other patches preceeding it.

2. CDR problem (on initiation) still there.

3. Could Firaxis post an corrected/updated version of the manual? Perhaps as a PFD document. The manual shipped with the game was/is useless.

4. This is not a bug but a suggestion: being an infrequent contributor I thought I post it here. Trade problems may be fixed by instituting a spot-market solution. The scarcity of a commodity, or the willigness of a civ to produce or sell it determines the price.
In other words money has no color. Note that I propose this as an addition to the existing trade system.

cordially

qazxc
 
Originally posted by Zouave
Why else would they have spitefully killed the 'multi.sav' cheat?? I want Cheat Mode back.

Can the cheat mode just be enabled at the beginning of the game in the preferences? Then the whole game would be "open-hand" for testing and playing around, but it couldn't be exploited mid-game. (I have no idea how the civ2 cheat mode worked.)
 
Originally posted by Combat Ingrid
quote:
--------------------------------------------------------------------------------
* Fixed building prerequisites to allow buildings to require buildings that are bestowed by other buildings but only if 1 is required. If more than 1 or required, they must actually be built.
--------------------------------------------------------------------------------

"To repeat a number of other posters spread across at least 3 different fan sites: HUH????"

I love this one! Reminds me of "Speak, friend and enter" :p

I'm afraid I skipped classes in the "Cryptic English" course but I will still give it a shot.
Perhaps they mean that if you want to build for example a research lab in a city it's not enough to have the university there, you would also need to have a library.

Or perhaps if you want to build a new improvement, "The Soldier Factory", which requires granary and barracks, you can not rely on your Pyramids and Sun Tzu's, you will need to actually build the granary and barracks in that city!:jump:

No, this means that that if you get granaries from the Pyramids, and you create an improvement, wonder, or SW, call it "Building X", that requires a granary in the city, then you will now be able to build "Building X" even if the granary in your city is given by the Pyramids. However, if this is an SW like SDI or Wall Street, etc., that requires more than one of a certain improvement, and that improvement has been given by a wonder effect, then you will not be able to build the SDI etc.
 
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