Two bugs I've discovered

Scop

Chieftain
Joined
Apr 25, 2003
Messages
74
I hope this is the right forum for this sort of thing. I haven't seen any information on any of these on the fora here, so I thought I'd post them. All of these were tested against Vanilla 1.29f, PTW 1.27f, and C3C 1.12 Beta, and all versions have these bugs:

1) Minor Exploit - You can upgrade units and use them the turn they're upgraded.

It's a pretty simple task. Suppose you have a bunch of Warriors lying around in a border town, waiting for that town to build Barracks and thus be able to upgrade them. On the turn you build the Barracks, you would select "Zoom to City", upgrade them all into Swordsmen (or whatever), and then go about your business. You will be able to move them that turn.

I believe the problem is that the game resets movement points AFTER it does city upkeep stuff, so the reset occurs after you do the upgrade.

Here is a proof of concept scenario I made. In this case, build something small (like a marketplace), then upgrade your Archer to a Longbowman next turn when you zoom to city and you should be able to move it.

Possible Fix: Change when the unit upkeep is done.

2) Bug: Goto movement is slightly broken when you're trying to move to adjacent squares. The game ALWAYS takes the direct path, even if it's not the most efficient.

This one I'm sure people have run into before, but wasn't sure what was going on. Say you've got a situation like this:

move_bug_start.jpg


Now, you're a good modern era warmonger, and you'd like to protect your Aluminum so that you can build your Modern Armor. Just to be safe, you'd also like to get to that square ASAP, and be fortified. If you did a goto, it would show the correct path:

move_bug_path.jpg


But when you let go, it moves directly Northeast:

move_bug_end.jpg


If the path was followed, it would have only taken one movement point to get to the hills, and you could have fortified there. This comes up occasionally. It's not so bad, but it should be fixed. Here is the proof of concept scenario.

Possible Fix: Make it always take the goto path when you do goto :) .
 
For the first one: There are, unfortunately, as lot of things you can do "between turns". You can actually get weatlh and produciton from all your cities if you so desire. :(

For the second one - you can still fortify by right-clicking and selecting "Fortify" IIRC. I guess the goto figures that you just want to get there in one turn, not that you want to get there with minimum move expenditure.
 
Is this in vanilla Civ3? PTW? C3C? Also, what version of Civ3 are you using? (just to make sure it's the latest version).
 
Originally posted by ainwood
For the second one - you can still fortify by right-clicking and selecting "Fortify" IIRC. I guess the goto figures that you just want to get there in one turn, not that you want to get there with minimum move expenditure.

While at it, does anyone know whether this is a feature or a bug?
 
Originally posted by Chieftess
Is this in vanilla Civ3? PTW? C3C? Also, what version of Civ3 are you using? (just to make sure it's the latest version).

As I said in my first post, I tested these against Vanilla 1.29f, PTW 1.27f, and C3C 1.12 Beta, and found they both existed in all 3 versions.

Originally posted by The Last Conformist
While at it, does anyone know whether [fortifying units with no movement points] is a feature or a bug?

Hmm... good question, I do sometimes also and I'd like to know if I've been doing what wasn't intended.
 
you can't fortify 'em: it says that they are active even if you press fortify all, but the next turn press and you'l see wake
 
Yeah, it only fortifies those in the stack that still have movement left, regardless of the graphics displayed. I beleive what it says on the right click menu is the actual state of the units.
 
I confirm that. Though there appears to be some difference in the way Vanilla and C3C handle this situation. In Vanilla, your units will fortify on the next turn (though they won't go into the fortify pose), but on C3C, they don't fortify at all, and remain active the next turn. Weird. I didn't test PTW, but I remember it being the former way.
 
As for the second, I've noticed that it appears to not take the calculated path. However, have you actually looked at the turns remaining? I haven't but it appears to be a shortcut to save on graphics. Although why it would be programmed that way, I don't know.
 
Back
Top Bottom