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

I have tried to adjust my science spending under Despotism to decrease the number of turns needed to aquire the next tech, but this doesn't seem to work. The manual says that government type no longer affects the slider limits (spending limits for science/lux..) but it hardly matters if the government type does limit the amount it will use. When you have 1 science going into a tech and it will take 20 turns, increasing the spending in science to, say, 10, should at least reduce the number of turns (maybe not to 2 turns, but there is a huge difference between 20 beakers to a tech and 200). Under Despotism, changing the science spending never changed the turns to get next tech.. as soon as I aquired Republic, changing the amount of science spending changed the turns to complete the tech. I could understand more 'waste' under certian govs, but like I pointed out, 20 to 200 and no change to turns seems more like a bug than anything else..

If having the tech times tied to the gov is what is intended, the documents should not say they are not tied together.. I for one was very happy to learn I could adjust my science at will despite gov (compared to Civ II), but it matters little if the changes only work under certian govs..

This is also the case without the patch (so this might not be exacting to this thread, but I havn't found this addressed anywhere else on this board).
 
Explorers -- movement doesn't benefit from Railroads

Explorers moving through their own territory on RR tracks don't get the movement bonus. Still one movements point per square.

Not such a big deal, because these guys are pretty much worthless anyway.:crazyeyes In general, these need to appear earlier in the game... or have some other purpose.

Sorry if any of my posts have been covered already... no way I can sift through this string to verify.
 
Modest Tweaks (?)

Don't see a thread other than this to post. Some tweaks that may be basic enough to include on a patch:


* Warning of impending ANARCHY. What good is my domestic advisor if she can't tell me I'm on the brink of anarchy? 7 turns of anarchy is brutal.

* Lift restictions on CRUISE MISSILES. As they work now, they can kill ships or land units. However, they can not deliver the coup de grace on a unit with only 1 hit point left. (Unable to bombard unit).

* Would like to be able to transport or airlift cruise missiles. (workers/settlers too).

* COASTAL FORTRESSES seem to offer no defense. The AI makes a habit of "scrapping the coast" and destroying everything in its path. Coastal Fortresses seem to be only one more city improvement to be destroyed. Perhaps, Coastal Fortresses could be strenthened by stationing artilley units in the city... this may increase the likelyhood of a successful "pot shot"... and maybe increase the range out to two squares. Also, it would be nice if Fortresses increased the overall city's defense (including city improvements) against naval bombardment.

* For DOMESTIC ADVISOR -- would like to be able to look at list of cities and see which ones are in revolt. Civ 2 showed the city name in red. Extremely hard to manage.

* For MILITARY ADVISOR -- again, like in CIV 2, would like to see a list of units and how many of a certain type I am contructing.

* MILITARY ADVISOR -- I loved the tally of "kills" from Civ 2.

* For DIPLOMATIC ADVISOR -- would be helpful to be able to see a "read out" of the attitudes of the various civs instead of the current rotating text box in the top right.

* In PEACE NEGOTIATIONS, would be helpful to be able to look at the map without interupting the open negatiation. I'm often in a position to be able to demand cities... but I can't get to the map to take a look.

* DEPOSED CITIES -- suggestion that garrisons be "booted" out of the city... perhaps X% is destroyed... others are knocked down to 1 hit point. Prevents you from immediately attacking city with booted garrison (unless you take big risk).

* Some sort of consequances for losing your own or taking an enemy CAPITAL. I loved the "civil war" affect in Civ 1. Could be good or bad... such as major lose of gold... civ rallies and a leader materializes... some cities depose to you... some cities depose to some other civ. Lots of possibilities.


Sorry -- didn't mean to make this a long post!!!

Overall, great game and much improved with 1.16 :goodjob:
 
I had previously posted about the fact that Civs won't die until their last settler on a boat is sunk. I finally found the last Persian settler on a galley! But as soon as I sink that galley, Civ3 crashes and I have to restart the game. It looks like I'm doomed to keep this settler around forever. I'll post a zip of the game if anyone is interested in trying to debug it.
 
Originally posted by gebanks
I had previously posted about the fact that Civs won't die until their last settler on a boat is sunk. I finally found the last Persian settler on a galley! But as soon as I sink that galley, Civ3 crashes and I have to restart the game. It looks like I'm doomed to keep this settler around forever. I'll post a zip of the game if anyone is interested in trying to debug it.
Use a save game editor to move the settler to a land square and capture him there.
 
Jeff & all

Waiting for readme on 1.17f tomorrow.

As a new user who loves the game AND the ongoing support by firaxis,

I don't use sound at all and love that the game works with no sound and more inportantly with no sound card.

I sure hope you have patched my biggest game play problems:

<b> unintential trades</b>
My computer is not the fastest, 333 Mhz, and too often I am trying to review the trade screen and unintentially end up agreeing to a trade I don't want.<br>
Please add a confirmation loop to all trade agreements. Are you sure, yes, no.

<b> pollution doesn't seem to do much</b>
Why not have have each pollution ton reduce score by 1? This would make it an important problem to solve.

<b> too hard to get rid of cities </b>
We can disband units, why not disband cities with shields,gold going into civ treasury?

<b> toggle city boundary lines </b>
It takes too long to double click on a city just to see where it's boundaries are. This is important to ID border violations. A keyboard command to toggle white lines would be great, or even right click, show city boarders, whatever is easiest to program.

<b> historical culture </b>
When a city loses its lib and does not rebuild it, the historical memory of that library should start decreasing to 0.

<b> F8 screen </b>
Power and culture grids don't show numbers on right side, they just show the score. This was not fixed in 1.16f.



Again, thanks for an interesting game, <b>AND the continual support</b>
 
Hi,

I don't have time to check all 243 posts on this thread, so shoot me if it's already been raised.

I know that people abused the sale of cities prepatch and this was fixed, however I don't seem to be able to sell cities to anyone in any situation, they always say 'no chance' even if the city has none of my troops near it.

Any ideas?

Cheers for reading
 
Originally posted by JoeM
Hi,

I don't have time to check all 243 posts on this thread, so shoot me if it's already been raised.

I know that people abused the sale of cities prepatch and this was fixed, however I don't seem to be able to sell cities to anyone in any situation, they always say 'no chance' even if the city has none of my troops near it.

Any ideas?

Cheers for reading
If a city is on the table there can be nothing except Peace Treaty on the other side.
 
<b>rebuilt improvements not visible</b>
Just started war phase and noticed a bug. I am using a stealth bomber to bomb tile with RR and roads. They disappear nicely. Preferences are set to show actions. I don't see any activity. The next turn there are no visible roads or RR in the tile. But when bomb adjacent tile, suddenly can see roads that were added by AI during it's last turn. This is after 1.16f. It happens in many different tiles. I have not checked to see if right mouse also does not see the road.
 
Originally posted by planetfall
<b>rebuilt improvements not visible</b>
Just started war phase and noticed a bug. I am using a stealth bomber to bomb tile with RR and roads. They disappear nicely. Preferences are set to show actions. I don't see any activity. The next turn there are no visible roads or RR in the tile. But when bomb adjacent tile, suddenly can see roads that were added by AI during it's last turn. This is after 1.16f. It happens in many different tiles. I have not checked to see if right mouse also does not see the road.

That's because you don't get an update of the enemy's Territory map without buying his map or as you did, bomb the area. Or doing a recon mission.
 
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