Some Bugs and Suggestions after patch v1.17f

MindRunner

Faithful to CIV since 1991. :)
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Some Bugs and Suggestions after patch v1.17f

These are just some things I detected from my game playing, after the last patch.
Some of these things have been boring me since the beginning, but only now I found some time to let the world now some of my frustrations in Civ 3. :)


MAJOR BUGS
1. When a square is polluted, and you have citizens working there, those citizens immediately stop working there until pollution is cleared. That sounds reasonable.

The problem is that, even after you clear pollution those same citizens won’t go back to work where they previously were. That is, unless you have the city with the governor managing your citizens. This is a major problem to me, because I don’t rely much on the governors for that task, and usually don’t use them.
So I think those citizens should be put to work were they were immediately after pollution is cleared.

2. The CD Drive problem persists. I have two drives, which are named T:, and S:.
I installed the game from the T: drive. When I put the CD in the S: drive and try to start the game, I always get the same “Drive Read Error” message, and the game won’t start, unless I put it on the drive from which I installed it. This is really annoying! I've tried this twice. (Image included.)

3. I’m afraid that specialist citizens are being accounted for. I don’t like the fact of only seeing what is going to happen with a change in specialists in the next turn, because then it will be too late to correct a possible problem. It should be like in Civ 2: happen immediately so that you can see what you are doing.

But the bug seems to happen with Scientists. I experimented with transforming 4 Taxmen into 4 Scientists, and see the results. I did absolutely nothing else from one turn to the other, and I reloaded my game again, from a base turn to do the changes, and compare them in the same exact turn, under the same exact conditions.

I did this in my Capital city in 1910 AD, with all the city improvements I could have by that time regarding Science and Taxes (Library, University, Marketplace and Bank). I also had the Wall Street Small Wonder and the Smith’s Trading Company Wonder.

Interesting enough is to see that in the Domestic Advisor screen, I saw an increment in the City Line (bottom) from 40 to 44 in Science, corresponding for the change in 4 Taxman into 4 Scientists. But in the Global Treasury part of the screen (above). Nothing Happened in science, however I lost my taxes which would come from the taxmen.

This is a major problem, and it is difficult to see, because (wrongly) you can’t see the changes to your specialist citizens immediately. This should be corrected as soon as possible.


Other Bugs
1. Civilopedia for "Victory Conditions" mentions 100.000 culture points are needed to victory. Isn't it just 80.000 needed to win by culture? (Image included.)

In the FAQ of the official Civ3.com Web site, it says: "A new cultural victory can occur if one of your cities amasses 20,000 culture points, or if your entire empire amasses at least 80,000 culture points and no rival civ has more than half of your cultural value." So, who is right after all?

2. In city view, when I right click to sell an improvement and then press any Function key (F1, F2, etc.), the box will still appear in the new window, without being possible to close it, not even clicking inside of it, to choose an option. It must a problem with the focus on the active window, because after I press Esc on the info windows (e.g. F1) everything goes back to normality. (Image included.)

3. [ UPDATED: This seems to happen only on games started with previous versions. Please check that out for yourself.]

Ctrl + G, has no effect in Civ. (At least with all the versions I tested!) My grid lines are always on, and I don't know of any way to take them out. I know about Ctrl+Shift+M, but that is just a "view" mode, not a "play" mode", which is different.

4. Besides this last problem, there is no city radius white line around a city in the map, which is something that existed in Civ 2, and was very useful, especially when you want to create new cities and don't want them to overlap.

I think a different option should be made possible to activate, temporarily, this white lines, especially when we are about to create a new city or rearranging citizens in nearby cities.


Suggestions for Improvements in Future Patches
1. In the city view, when you open up the change production pop-up box, you can create a queue with the shift key. However, you cannot *insert* into the middle of the queue, or change the order of the items in the queue, which is very annoying.

Suppose you have a town of size 3. You build up a queue to Temple, Marketplace, and Granary. Then, a few turns later, you go there to find a town of size 6, still building the temple (it has grown too fast, or produced too slow). What do you want to do? Build an Aqueduct immediately!
But what happens to your queue? It has to be changed. The Temple, should be *inserted* as the first item. Everything should stay the same. Otherwise, if you included the Aqueduct as a fourth option, you should only be able to change it to first option. Other items should be rearranged automatically. It would sure *help* a lot when it comes to changing production!

2. Why not add the possibility of a right click on the Production Box (in city view), in order to see the Civilopedia for that item? It existed in Civ 2 and was regrettably removed in Civ 3... I need it a lot, specially know, that I'm learning to play with a completely new set of units and improvements.

3. Two things I hate about how saving games is done:
a) It does not "remember" where I last saved or loaded my latest game. So, when I want to save again, it always starts in the same place: [civ_folder]\Saves. This is irritating; especially considering that the loading component does that. What's more, Civ 2 did that too!
b) Why does the default name for the save game always includes the extensive name of the leader? I guess everybody knows which civ he (or she) is playing with, so you could just start by the date, again like in Civ 2.

Leave the space for other more useful reminders, as, for example: "1940 AD - French destroyed". That way I can someday go back to the game and learn from how I did things and achieved goals, as well as doing statistics, just by seeing the name of the files, and that without having to see the name of the file name in two or three lines, in the file open dialog box.

4. In the info Window F11 (Top cities and general Info), I can see the Land Area I have, but in order to know if I'm getting close to the 66% (needed to win by Domination) I also need to know one of two things:
a) The percentage that it represents, in the global world
b) Or at least, the total land mass of the world, in order to do my calculations.
I think that information should be given in that Window.

5. It should be stated, in the Game Keys entry in the Civilopedia, a very important HotKey: Ctrl + C, to open the Civilopedia!

I’ve spent countless times using the mouse for that, until I found out, (while doing this same list!) that this very useful HotKey existed.

6. It should be able to move (using the mouse cursor) a unit directly aboard a ship, but it isn't. You can only put that unit on the closest tile of land to the ship. That would also help a lot, because if you have your hands on the mouse, why have to leave it to use the keyboard? That's why people get tendonitis in their wrists.

7. The domestic advisor should tell us what year we are in.

8. Corruption is almost impossible to deal with. Although I understand that in Civ 2, it was too easy to deal with, I guess we went from 8 to 80! Now it’s too much.
What are the criteria for this?
a) A city of size 9
b) With 1 Veteran Infantry
c) With Temple, Library, Marketplace, Courthouse and Police Station
d) In a constant “We Love The King Day”
e) Growing by 2 per turn
f) With no pollution
g) Just 18 squares away from Forbidden Palace
h) 28 Squares away from Capital
i) In a Democracy government
j) In a Civ with 46 cities (but this problems lasts since it was about 20 cities)
k) My Civ has 90% Approval rate
l) My Civ has 3 times much more Culture points that the second Civ
m) I’m playing the easiest level: Chieftain

Makes me have only:
a) 2 out of 6 possible shields
b) 10 Commerce out of 36 possible

How can this be explained? This is absolutely unrealistic!

9. It should be possible to change all the governors place option (ex. “Only this City”) to, for instance, “Continent” all at once, without having to do it one by one, which is very laborious. A check box like “Select all” should be enough to correct this situation, in both the City Governor boxes. (Image included.)

I have included a few images in this zip file, so that you can see for yourself some of the things I'm speaking about.


I'm affraid I will find more problems :-(, so will try to post them here...

I'm looking forward to your comments.
 
Originally posted by Silvagem
Civilopedia for "Victory Conditions" mentions 100.000 culture points are needed to victory. Isn't it just 80.000 needed to win by culture? (Image included.)

In the FAQ of the official Civ3.com Web site, it says: "A new cultural victory can occur if one of your cities amasses 20,000 culture points, or if your entire empire amasses at least 80,000 culture points and no rival civ has more than half of your cultural value." So, who is right after all?
I think thay changed that for v1.16f, the FAQ has not been updated for a while
 
Originally posted by Gramphos

I think thay changed that for v1.16f, the FAQ has not been updated for a while

ok, but changed to what? :)

80.000 or 100.000?

Note: I saw this text on the Civilipedia of v1.17f.
 
I agree with improvement #8, corruption. It seems Sid simplifed the Home City mechanism (which was not really much of a Civ2 problem), but added an insurmountable corruption problem. I play Single Player, and like to build up a big Civ, (Civ II), and Civ 3 seems to cripple that. One Forbidden Palace, but where?

Civ3 has many interesting new features, such as the little silks, dyes and irons, fighting over them, and much more. But the corruption seems like a central problem to me. I'm on this forum because I hope Sid hears me, us, and reduces the corruption back to Civ II style.

I got patch 1.17f yesterday morning, hoping it would let me continue my Prince/Regent game, but having tried replaying from an old save file, it still crashes during end-of-turn in the same place. I'm going to submit all of the Register Crashes and save files to help@us.infogrames.com, as advised by the help line. It is interesting that I had to listen to basic suggestions, such as building a CourtHouse, before I was ever given the option to speak with a human.

They know most people are having trouble with the corruption (it's on their voice mail), they mention it is reduced in each of the two recent read-me files (1.16f and 1.17f), yet the corruption remains...

Why?
 
From what I understand, your "studies" show that the four taxmen to scientists raised your science output in the city from 40 to 44, but the turns left until a discovery is made stayed the same. This is not a bug. Scientific advancements need so many "points" to complete research. The extra four science output is simply not enough to alter the time until the discovery is made. Maybe if you changed every citizen in your civ to scientists...
 
Corruption?

I am not alone in long ago making temples, cathedrals. and banks corruption reducers. The level of corruption in the original game mod was absurd. I suggest you too go into the Editor and make the needed improvements.
 
Originally posted by Reddneckrebel
From what I understand, your "studies" show that the four taxmen to scientists raised your science output in the city from 40 to 44, but the turns left until a discovery is made stayed the same. This is not a bug. Scientific advancements need so many "points" to complete research. The extra four science output is simply not enough to alter the time until the discovery is made. Maybe if you changed every citizen in your civ to scientists...

No, no, no. I guess I didn’t explain myself correctly. Sorry. The text was already too long. :)

I’m attaching an image which explains better what I meant by
“Bottom” and “Above” values.

The number of turns needed for discovery wasn’t changed in any of the cases, and I understand that any discovery needs at least 4 turns to complete. But that was not my problem. My problem was that the overall value for science spending (Above Value) was not altered at all!

That’s what is worrying me… :(
 

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Originally posted by Zouave
Corruption?

I am not alone in long ago making temples, cathedrals. and banks corruption reducers. The level of corruption in the original game mod was absurd. I suggest you too go into the Editor and make the needed improvements.

I appreciate your advice, and that is a solution, if your only concern is to make the game more enjoyable. But I’m afraid that it is an unfair one.

I always like to play with standard rules, so that when I compare my results with others, they are correctly compared. Take GOTM, for instance.

If I alter those values and then submit my savegame to GOTM it won’t be fair to other players who played it harder using the standard rules. That’s my problem: conscience! :)
I’m being honest, really. I don’t like to win in unfair ways. That’s not fun. It would be too easy to cheat with more money and so on…
Besides, altering standard rules, sometimes, raises lots of problems when it comes to updating with new patches.

It doesn’t mean that I don’t cheat! Off course I do, sometimes!
But I do that manly to learn how the game works! ;)

Like now, I’ve been doing my first complete game of all, and I’ve doing some saving and reloading in order to test things, like the one I mention above, but that’s it. I guess this is the best way to learn the mechanics of the game.

For instance, I already experimented in conquering a city, to see how many resistants were there, and then reloaded to raze it and compare how things would go from there.
That way you can learn things from facts, not just for “supposing”…
 
Originally posted by Silvagem


No, no, no. I guess I didn’t explain myself correctly. Sorry. The text was already too long. :)

I’m attaching an image which explains better what I meant by
“Bottom” and “Above” values.

The number of turns needed for discovery wasn’t changed in any of the cases, and I understand that any discovery needs at least 4 turns to complete. But that was not my problem. My problem was that the overall value for science spending (Above Value) was not altered at all!

That’s what is worrying me… :(
ok thats not wrong thats how much in Money your paying for science
science collected from scientist don't use money to add science, they use people ;)
that is if I still understand it right :lol:
 
Originally posted by Kefka

ok thats not wrong thats how much in Money your paying for science
science collected from scientist don't use money to add science, they use people ;)
that is if I still understand it right :lol:

ehhmmm…
I’m afraid I can tell if what you say is correct. :(
If it is, then how do I control how much science (in total) to spend or collect?

In Civ 2, you had F5, to see I much science you were producing. I thought the “Above” value was the equivalent to that. If it isn’t, than what is?

How do you see your total spending using specialist Scientists in all your cities then?
Someone can explain me that?

I’m a bit confused now. :crazyeyes
 
Originally posted by Silvagem


ehhmmm…
I’m afraid I can tell if what you say is correct. :(
If it is, then how do I control how much science (in total) to spend or collect?
I think thats the 30% slider next to it ;)


In Civ 2, you had F5, to see I much science you were producing. I thought the “Above” value was the equivalent to that. If it isn’t, than what is?
I would say its just the money your spending on science and it should be pretty close as one gold=one science (I think :crazyeyes )

How do you see your total spending using specialist Scientists in all your cities then?
Someone can explain me that?

I’m a bit confused now. :crazyeyes
I'll get back to you on that one after I scan my current game and try and figure it out?
but again scientist don't cost money so they should'nt change the above as it is just expenses.
I would say that it should be in the science advisor or somewere else on that page ;)

[EDIT:BUT ITS NOT I JUST CHECKED! The FULL amount of science your gaining with out specialists is not anywere to be found. so I guess the only way to figure that out would be to count the number of scientists you have and add that number to the above number :(
wait wait if you do that you must also take into acount other things that Increace science without making you pay more money for science like two certain wonders.
or mabey libraries :crazyeyes
thats a lot to do on your own just to figure out your real amout of science acumulating each turn. :lol:
 
Are manuals that come with newer games being printed with patch 1.17 info ? If newer, more up to date manuals are being made, I would like to request you (Firaxis) let us download them as an Acrobat file. These changes are tough to keep up with.
 
Originally posted by Kefka

1. I think thats the 30% slider next to it ;)
[..]

2. [EDIT:BUT ITS NOT I JUST CHECKED! The FULL amount of science your gaining with out specialists is not anywere to be found. so I guess the only way to figure that out would be to count the number of scientists you have and add that number to the above number :(
wait wait if you do that you must also take into acount other things that Increace science without making you pay more money for science like two certain wonders.
or mabey libraries :crazyeyes
thats a lot to do on your own just to figure out your real amout of science acumulating each turn. :lol:


1. Sorry, but I now what the science slider does!:)
That is not my problem.

2. Now you’re getting there.

If (as I think) the science slider controls how much money you spend on science, and the specialist scientists are not accounted on that number, than where are they being accounted for, if they are at all? :crazyeyes

If this is a bug, then it is really a *big* one. And I’m afraid it is. :(
I wonder if someone from Firaxis could answer us about this.
 
<b>3.</b> Ctrl + G, has no effect in Civ. (At least with all the versions I tested!) My grid lines are always on, and I don't know of any way to take them out. I know about Ctrl+Shift+M, but that is just a "view" mode, not a "play" mode", which is different.



Just go into the Game menu, map, grid controls.
You can toggle on or off the grid.:nuke:
 
Originally posted by BabylImmortal
<b>3.</b> Ctrl + G, has no effect in Civ. (At least with all the versions I tested!) My grid lines are always on, and I don't know of any way to take them out. I know about Ctrl+Shift+M, but that is just a "view" mode, not a "play" mode", which is different.

Just go into the Game menu, map, grid controls.
You can toggle on or off the grid.:nuke:

Thanks for the advice. In fact, I had already done that without any good results.
But now that made me think of savegame version problems, and I guess that is my case.

The problem happens with a game that I started in the previous version 1.16f, although it was already saved many times in the new version 1.17f.

But then I started a new game and tried the Ctrl+G, and the problem didn’t seem to exist anymore. So, I think this only happens when you have savegames from previous versions. At least, I hope so. :)

I’m going to edit my original message to include this.
 
Originally posted by Silvagem



1. Sorry, but I now what the science slider does!:)
That is not my problem.

2. Now you’re getting there.

If (as I think) the science slider controls how much money you spend on science, and the specialist scientists are not accounted on that number, than where are they being accounted for, if they are at all? :crazyeyes

If this is a bug, then it is really a *big* one. And I’m afraid it is. :(
I wonder if someone from Firaxis could answer us about this.
1. I was being sarcastic

2.I don't see any reason why their not being accounted I think they are being accounted just civ3 has not put in any way to Inform you of it :eek:
but really all I am saying is that logicly there is no reason for the specialist to be on that above number or the efects of some wonders and librarys as they cost you no money (for science) and that above stuff is only concerned with money.
 
Originally posted by Silvagem
If (as I think) the science slider controls how much money you spend on science, and the specialist scientists are not accounted on that number, than where are they being accounted for, if they are at all? :crazyeyes

If this is a bug, then it is really a *big* one. And I’m afraid it is. :(
I wonder if someone from Firaxis could answer us about this.
The effect of scientists is not included in the science expense number on the domestic advisor screen (either before or after the patch). If there are enough scientists, they do reduce the number of turns to the next advance, but the only way to verify this is to count the number of scientists shown for each city. I don't think you can call this a bug, since the effect of the scientists is applied correctly, but it would certainly be more helpful if the domestic advisor would list the total science beakers somewhere.
 
This is concerning:

6. It should be able to move (using the mouse cursor) a unit directly aboard a ship, but it isn't. You can only put that unit on the closest tile of land to the ship. That would also help a lot, because if you have your hands on the mouse, why have to leave it to use the keyboard? That's why people get tendonitis in their wrists.

You cannot move a unit (using the mouse or the goto function) onto a ship from more than 1 space away from a ship. You can, however, have it board the ship from the square next to the ship using the mouse. So you need to use the mouse to tell the unit to move to the square next to the ship, then again use the mouse to make it board the ship. A minor thing but I wanted to clarify that you do not need to use the keyboard in the situation you mentioned.
 
Regarding the use if science specialists in cities - yes for sure their impact is not shown in your overall expenses (as already stated, they don't cost as such). But if anyone's in doubt as to whether they are having an effect on your discovery rate - create a few scientists (preferably in larger cities where they'll have most impact) and set your science rate down to zero - notice that your 'turns to next discovery' does not go to '--' (implying no progress). The use of scientists is very useful for keeping your sciences discoveries moving along, even when you're forced to set your science rate low.

One question - has anyone proved that the effects of Libraries and Universities still applies in the above case (i.e. to the local science specialists)?
 
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