v1.16f: Issues? Bugs? This is the thread

Originally posted by Zouave
WARNING:

While in the Editor, I noticed that Horsemen and Mounted Warriors have NO ZoC. That after applying the Patch.

You may want to add them by clicking on the appropriate box.


BTW, you may also want to REMOVE airlift capabilities for all units with horses, elephants (!), and armor. Too heavy, too impractical; too silly. I would give airlift capabilities to cannon and artillery.
Click or unclick the correct box.



P.S. Yes, the AI cheats on the Regent level. :( :mad: :( :mad:

What is silly is you saying that certain units shouldn't be airlifted? There is not one single unit that the military in real life can't airlift so why should there be any limit on air lifting any unit? I am pissed that I can not air lift a settler or worker, I think this fact is silly. :lol:
It seems that people with your views helped design this "buggy" game!
I will agree the AI always cheats in all games I have found. It seems the programmer uses cheating rather then good programming to make them smart. :rolleyes:

Please no more dumb suggestions that would make this "buggy" game much worse! :(

Desert Fox :p
 
Since i updated to the 1.16f patch ( second ) automating pollution controll doesnt work right.
I can count the number of times on my right foot i managed to get a Shift-P worker to actually clean pollution, 99 of 100 times it just runs to a corner of my map where there is no pollution and just stands there, everytime the same place, or it just doesnt respond to me trying to Shift-P him, he does nothing, even though there are alot of pollution to be cleaned up.

Also, Shift-A a worker sometimes goes to work on enemy terr. building roads and whatnot, i mean i love my neighbours, but thats is ludicrous.

System:
WinXP ( with all patches )
GeoForce 2 gts( latest nvidia driver )
Soundblaster Live
 
I noticed that too.
My workers suddenly start building improvements for my neighbor.
That's nonsense.

However, I must say I been seeing this before the patch too.

Anyway I think the patch should have fixed it.
 
I want to add that the only bigger joke than Naval Warfare in Civ III is Espionage.

Even after I lowered by more than half the cost of the civ advance, the Small Wonder, planting a spy, and all functions, it STILL is not worth the effort.:mad:

Spy missions fail most of the time. Even the CIA isn't THAT inept. And that was at "safe" level. I once tried twelve times to expose an enemy mole on different turns in different game. . . and every time it failed and caused an incident (three times it caused a war).

Espionage?? :vomit:

FIX it, Firaxis.
 
Originally posted by blomma
Since i updated to the 1.16f patch ( second ) automating pollution controll doesnt work right.
I can count the number of times on my right foot i managed to get a Shift-P worker to actually clean pollution, 99 of 100 times it just runs to a corner of my map where there is no pollution and just stands there, everytime the same place, or it just doesnt respond to me trying to Shift-P him, he does nothing, even though there are alot of pollution to be cleaned up.

Also, Shift-A a worker sometimes goes to work on enemy terr. building roads and whatnot, i mean i love my neighbours, but thats is ludicrous.

System:
WinXP ( with all patches )
GeoForce 2 gts( latest nvidia driver )
Soundblaster Live

I would hardly call these a bug. First, when your work has less things to do they will try to connect all your cities with road/rails. So if your cities are on both side of another Civ's empire, your worker WILL build road across that Civ's country to connect YOUR cities.

Now, Shift-P and Shift-A works almost the same way. Except of course Shift-P only target pollution. To this I must say the path finding feature in Civ3 is not the best in the world (then again I have yet to see any game that has a perfect path finding feature ;) Check out The Sims where the shortest path just means less doors to open! :lol: ). Units in Civ3 always look for the shortest path and it won't go through any uncleared area. So if the shortest path is blocked by another unit from another Civ, the unit on auto will stop one step from the point it might get blocked. Also, sometime if a unit just has to step out of the railroad on a road and circle around the blocking unit it might also stop. I guess the pathfinding routine can get some improvement here :king:
 
This has now happened three games in a row so I consider it an OFFICIAL BUG.

I am successfully invading a civ in the ancient period.

If he had several more good units he might be able to get me to agree to peace.

But I get a message he is building such and such Great Wonder!! :crazyeyes That instead of desperately needed troops.

Most recently he started building the Hanging Gardens with only five cities left! :lol:

Yes, I checked over several turns - he continued to build it.

This is STUPID of the AI, and it reflects a poorly playtested game.

PATCH IT, Firaxis.
:mad:
 
amazing, 40 minutes between turns, and he's still playing this thing. We all should demand refunds for this bugfest.
 
Electronic Boutique and many others operate a 10 day return policy for any reason...play it and decide whether you want to own it or not., if you chose poor retail outlets then expect to keep games you don't like. Personnally I think civ3 is a massive step forwad from civ2...however there are issues that hopefully will be addressed. My annoyance stems mainly from the lack of work done to give us modders a editor from which scenarios can be made.

The 40 min a turn issue is very much due to people playing vast maps with 16 civs...
 
Originally posted by Dark Sheer


I would hardly call these a bug. First, when your work has less things to do they will try to connect all your cities with road/rails. So if your cities are on both side of another Civ's empire, your worker WILL build road across that Civ's country to connect YOUR cities.

Yes ive seen that, and that is okay, but this isnt the case sometimes, ive seen my wokers go into anothers terr. and start building improvments there, not roads or railroads, but irrigate and such, now don't tell me theyre doing that to connect one of my cities to one that doesnt exist on the other side :)



Now, Shift-P and Shift-A works almost the same way. Except of course Shift-P only target pollution. To this I must say the path finding feature in Civ3 is not the best in the world (then again I have yet to see any game that has a perfect path finding feature ;) Check out The Sims where the shortest path just means less doors to open! :lol: ). Units in Civ3 always look for the shortest path and it won't go through any uncleared area. So if the shortest path is blocked by another unit from another Civ, the unit on auto will stop one step from the point it might get blocked. Also, sometime if a unit just has to step out of the railroad on a road and circle around the blocking unit it might also stop. I guess the pathfinding routine can get some improvement here :king:

Well i consider it a big fat bug when i have a worker standing one square from pollution with nothing obstruction it's path, and it does nothing when i shift-P it, and this used to work fine before the patch, so im guessing somthing got screwed up in there.
Im seeing a very different behavior after the patch with regards to SHIFT-P a worker and SHIFT-A a worker, and this is clearly a bug and hopefully it will be fixed in the next patch, in the meantime, i have to manually controll my 30+ workers, with regards to pollution and improvmenets. which when it comes to pollution is a real pain in the ass.

I which they would have a small history window showing the last 5 events that occured, that would make it easier to find all pollution you have.
 
I am not inept on computers, but what I have found to be extremely annoying is what it takes to install a mod and get it to work right. I have had problems with this in Civ3, but never in Civ2. Maybe I just need more exact directions to get it right for using custom starting locations or new units. Also, why are we limited on unit numbers, having to substitute one for another, is that a programming limitation or something?
 
:mad: :mad: Ok I was playing Civ III last night and all of a sudden my Logitech Cordless Mouseman Wheel stops working. Something apparently got clobbered by something. This has never happened running other games or programs. I can't get it to work again. I have it and the keyboard hooked up to my USB ports. Does anyone have any suggestions? I'm going to try seeing if I can get it to work on the PS/2 connection. Having a mouse crap out on you has got to be one of the most annoying problems there is, since you need the mouse to click around and find out what the problem is! :mad: :mad:
 
I also posted part of this in suggestions but these are actual significant bugs.

game bugs:
All as roads ability doesn't always apply to rails explorer will always go 6 tiles regardless of terrain and tile improvements)(probably not tested since they generaly aren't usuful when railroads are buildable, so they weren't used on rails) (would make alpine troops (though not present, if added) virtually useless).
When city is razed (not captured) city-radius borders still exist preventing rail from being built, this doesn't apply to city radius OUTSIDE of border before attack. It's as though razed city automatically extends it's border to 2(even if 1 before) to match full city radius and then when razed the "borders" still exist allowing all tile improvements EXCEPT railroad within "old city radius". Addendum - if cultural border are larger than "21 square city radius" then railroad building is stopped there also.

scenario bugs:
Bombard bonus and defence bonus doesn't seem to work (if non-zero building is unmakable)(except for walls).
The "level 2 size" and "level 3 size" together might make building unmakable (I want a castle to allow growth to metro size but if those 2 boxes are checked then it won't let me built it) If 2 buildings have, for example, "double city growth"
selected only 1 can be built even if the other has better capabilities (aquaduct2 with reduce corruption cant be built when aquaduct is present or city next to river, even though it is better.) This could also be though of as a suggestion as well as a bug.
 
Jesus. I hadn't looked at this thread in awhile. There are more bugs in Civ III than flies on a giant cesspool.

Looks like this game was never playtested.
 
Originally posted by Zouave
Jesus. I hadn't looked at this thread in awhile. There are more bugs in Civ III than flies on a giant cesspool.

Looks like this game was never playtested.

Of course it was playtested. That's an outrageous oversimplification. If you actually read through this thread you would see that there are a few bugs reported many, many times.

Incidentally, I don't think Jesus had anything to do with it. Although my pastor loves the game. ;)
 
Something wrong with transports -- sitting ducks

Playing with the 1.16 patch, fresh game.

The AI will generally escort a transport-capable ship (galley, galleon, transport) with some type of warship. When the warship is sunk... the transport ship will just sit there for several turns.

I'f I'm attacking the tranport/warship stack with one on my own warships and successfully sink his warship. The AI will not try to run... will not even move his ship. I know he will be there in the same place the next turn. I've even gone back to port, healed my ship, and gone back 2-3 turns later to sink the transport which is still sitting there.
 
Originally posted by Fanny Brice
Something wrong with transports -- sitting ducks

Playing with the 1.16 patch, fresh game.

The AI will generally escort a transport-capable ship (galley, galleon, transport) with some type of warship. When the warship is sunk... the transport ship will just sit there for several turns.

I'f I'm attacking the tranport/warship stack with one on my own warships and successfully sink his warship. The AI will not try to run... will not even move his ship. I know he will be there in the same place the next turn. I've even gone back to port, healed my ship, and gone back 2-3 turns later to sink the transport which is still sitting there.

I was noticing this quite often last night. It seems they will sit there until another escort shows up. This makes it too easy. I bet the AI could be programmed to at least take the transport back to port, the way it does when a ship is damaged.
 
Something odd with "trade" CONNECTIONS --

Not necessarily specifically related to trade... but more to connections.

1.16 patch, fresh games.

* City remains connected when it shouldn't be.
* Occures in cities that have been captured from the AI
* EXAMPLE -- I bombarded a French city and destroyed it's harbor. I caputured the city later and found I had access to all of my resources and luxuries. Later... the enemy severed road connections to my city (I'm sure ALL of them were cut). I had not built a harbor... yet, I still had all access to resources, etc. and applicable build options.
* have noticed this on multiple occasions in different games.


SECOND EXAMPLE:

This is harder to quantify than the above example, but I think still related.

* citizens in cities from long extinct civs are suddenly complaining about "cruel oppression."
* What I think is happening is that cities are being built on top of the locations where their old cities existed. (This is occuring in a particularly intensely fought over section of a large map. The tides of war have swept back and forth and cities have be razed, new ones started and subsiquently razed.)
* I think this somehow relates to the order in which cities appear on your domestic advisor list. For instance, If I'm the Greeks and I have 20 cities and I take over American's city of Washington (the first city that the American Civ would build), my updated roster of cities will show Athens and Washington at the top (either first of second depending on who build which city first). NOW -- if instead of capturing Washington, I raze it and build a city on the same spot -- or maybe even in within a few squares of the original spot -- and name the city "Exampleville", Exampleville will still appear at the top of my list instead of at the bottom where a city built on "virgin" territory would be.
* I think that the coordinate on the map is linked to the American civilization, and even if I destroy a city recently built on the same square by another civ, I'm pissing off the still living American laborers in other cities.
* To add to this, the American civilization was wiped out (roughly) around 1800. In game time, it is 1980. I don't know how many turns have passed since (lots). They were happy -- at least content -- when I took over the cities where they reside.

Q: is it possible to piss off members of an extinct civ? Or are they now forever neutral?
 
Count of resources is wrong

1.16/fresh game

Resource box is showing I have less coal and oil then I actually have. All cities are connected. (Not crossing anyone's zone of influence).

I should have one more of each coal and oil.

I glimpsed a quick message about one of my oil resources go by. (It went by so quickly I can't be positive if it said the sources was depleted or not... what else would it say though?)

I have noticed this problem in other games.


edited
---> Maybe it's off because the resource is being traded? Dunno.
 
Map Visibility

1.16/fresh game

I have visibility on parts of the map I shouldn't. I can see units moving though a row of three squares in the middle of an enemy civ's territory. My units have not been in this are before and are no where near it. Never did a "recon" mission in these areas. This is happening in other random locations across the map (about 8 civs, huge map).

Also, I noticed some inconsistant affects with the air recon mission. Sometimes the block of area (or parts of it) remain "visible" for several turns. I'm not sure if I actually have visibility in this area or not after the original turn. (For instance, using the recon missing over and ocean area, the block of ocean remains light blue instead of "grayed out").

This has occured with 1.07 and 1.16.


(This bug gave me an idea -- with the discovery of "Satellites" -- perhaps you can have this affect by made standard. The advance could randomly open parts of the map to the player's visibility for one turn. Maybe patches of 3 to 9 squares. This would be a great help to ocean battles and could allow you to see possible build up of troops moving toward your borders. Spy satellites. )
 
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