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

In ver 1.07f you had cultural victory for achievemnt in a single city at 20 000 cultural points. I was playing with patch 1.16f second update, on Warlord. And suddenly to my disappointment I couldn't win the game because of the enormous raise in demand in cultural points... Who the heck changed that figure from 20 000 to 100 000?:mad:
 

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Aryx - the number you are pointing at is the amount of culture needed to expand your borders again, not for cultural victory.

My big bug de jour (possibly mentioned before?) is unlimited bombardment range. Holding down the (b)omb key allows your planes to bomb targets on the other side of the world!

Others have commented that this works for artillery bombardment and scouting, as well as allowing you to rebase to a non-city tile! (Land in the jungle or on a mountaintop.) Ooops!
 
Jeff,

I have a verified and occasional problem with foreign civs trading 'out of turn'. For example, if during my turn I note that civs A and B both need Electronics, if I sell Electronics to A, there is a chance B will suddenly acquire the technology.

I have a save file if you wish to look at it, however, it is too big to post in the forum. Email vale@tranquility.net

Here are my exact steps. This is what you need to do to see the bug (I tried this three times):

1. Go to the diplomacy screen and check out what you have that the Russians don't. You'll see Radio, Combustion.

2. Go check out what Germany needs. You'll see Radio, Combusion. Ask what Germany will give you for combustion, and take it.

3. Go back to Russia. What's this, she only needs Radio now!? But I wanted 100 gold/turn from her too...
 
Culture point bonuses for 1000-yr old improvements are lost during Wartime footing. Could be intentional, but I can't find it documented anywhere. In the attached saved game, I'm at wartime and my culture production is in the toilet. First time I've noticed it, but I may just not have checked pre-patch. When I ended my war with the Zulus, the culture penalty disappeared!

What else has an effect on the cuture produced by improvements? Investigate the Zulu's city of Isandlwana in the attached saved game, and you should see their Cathedral and University each producing only 2 culture. What's up with that?

I can't build rails in neutral territory on the Zulu island in this save. I can't imagine why - the neutral section is directly connected to my city, where I can build rails. A couple of turns later I declared peace with the Zulus, which incidentaly cancelled my wartime footing, and suddenly I could build rails in the neutral territory. And no, there was no Zulu territory blockading me. Could wartime footing prevent one from building rails in neutral territory?

One turn after the point of the attached save I offered a peace treaty to the Zulu. I demanded the city of Isipezi, which I thought was only fair after the pounding I'd been giving him! My advisor said "I doubt they will accept this deal". So I sweetened the pot with Electricity. Surprise - the advisor said he thought they would be insulted! (i.e. sweetening the pot made them view the deal less favourably. So I threw in half of the cities of my empire, and he still "was insulted by the deal." Weird, eh?

Perpetually visible distant area - again referring to the same save, look at the area around Swazi on the yellow continent. Why can I see it? Hmm? I had an explorer captured in that general area 100 years or so ago - it would be funny if that had something to do with it! Anyway, it never reverts to fog of war.

A couple of points that are probably already well-known, but are annoying enough to mention again:
- The military advisor's power comparisons don't take the value of a Modern Armour unit compared to a primitive unit into account;
- Auto-pollution control would be awesome if only it worked properly! Only two workers will be autodeployed to each grassland pollution square. It seems like sometimes more will go to a forest square, as if the game is calculating how many will be needed based on the assumption that you are Industrious and using only native workers, uder Democracy, after Machine Tools (i.e. ideal circumstances.) So the balance of the cleanup crew still have to be deployed manually. When one is experiencing several polluted tiles per turn, this takes a lot of that hated micromanagment!

I'm playing with v 1.16f, datestamped Dec 9, 5pm, BTW.
 
A few minor issues i've noticed:

1.) When a deal has expired, and you go to renew it, it has the (correct) "They Offered / "We Offered" headings. When you then change these to make a new deal, the headings don't revert to the "We Offer / They Offer".

2.) When you push 'b' to bombard, the red grid comes up. If you've misjudged the range to the target square, and move the artillery / ship, the red grid stays where it was.

3.) The unsinkable AI galley! I escorted one half way round the world with may galleon. It was in ocean "terrain" and I had the great lighthouse.

4.) I think that I got a message saying that "Washington had completed the Colosus" when Washington was land-locked. I later captured it in New York however, which is coastal. I'll see If I've got an old autosave of it.... I may have been mistaken.

5.) Not a bug - a question: Is there the 'nuclear deterrent' that can be used in bargaining? Related to this, if you capture an AI city, will he nuke it to get it back (like they did in civ 2)? This is effectively killing its own people.


Andrew
 
Crashes during the 1st AI turn.. I'm guessing that it's probably a settler in transport thing... I don't know of any way to view the entire map so I cannot be certain.

I've come this far... giving up now due to this crash is unthinkable
mecry.gif
 
Hi Jeff

I have encountered a bug in the strategic resource window of the city view. As is cleary shown in this image I DO have horses, but they do NOT show up in the resource window. I can, however, build units that require horses.

Hope it helps.

Bruno Trancas

UPDATE: I MAY have been exporting it. I have no way of confirming it. However, I WAS able to build horsemen...
 

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While we're whining let me get mine in here.

In a recent game there was only 3 instances of Uranium. I logged out to check the civ3mod.bic and found the Uranium was set at 100. Accordng to the Civilopedia that should result in 2 instances per player in a 5 player game.

I searched and searched and there was only 3 Uranium in the game.

I took some from the filthy frogs and went on to win.

But, the .bic file doesn't really work correctly.
 
Originally posted by Sparrowhawk
I just noticed that I can't airlift my settlers from one base to another. Also, I can't airlift either great leaders or 'empty' armies. I don't know about the last two, but shouldn't a settler be able to be airlifted? I was under the impression that any ground unit could be.

I ran into the same problem with Great Leaders and Settlers. Also, I could not airlift workers or artillery. However, I could airlift infantry and tanks. The airlift button doesn't show up and the (T) command doesn't work for mentioned units. I can understand that some units can't be airlifted, but these are weird combinations and appear to be a bug. Note: This is using the December 7 version of the 1.16f patch.
 
Originally posted by Klem


I ran into the same problem with Great Leaders and Settlers. Also, I could not airlift workers or artillery. However, I could airlift infantry and tanks.

You can change this with the Civ3 Editor. Airlift is a unit ability that was denied to the units mentioned. I'm not sure what the rationale was but I'm sure it had something to do with game balance.
 
Originally posted by Shaitan


You can change this with the Civ3 Editor. Airlift is a unit ability that was denied to the units mentioned. I'm not sure what the rationale was but I'm sure it had something to do with game balance.
Thanks. I should have looked at the editor to save a post. However, I run "stock" for the various tournament games, so I can't really change. I do think the settings ought to make sense, though. If I can airlift a tank, surely artillery ought to be the same. The GL and settlers could go either way, but workers should be mobile, too. This will be for Firaxis to ponder.
 
Originally posted by SGX
Crashes during the 1st AI turn.. I'm guessing that it's probably a settler in transport thing... I don't know of any way to view the entire map so I cannot be certain.

SGX: Did you alter any of the civ colors in the editor by chance?
 
The game crashes with a division by zero error (exception unhandled in sglmid7b.dll). The debugger stated that there were timers late. :confused:

Now, im talking about really huge modern forces. I had like 140 battleships alone, maybe 150 modern armor, etc.
 
Dunno if this one has been mentioned yet, but I got a goody hut with an army. The army appeared to "split up". But not really. The guy holding the flag was seperated from the units in the army. And when I moved the units away from the flag it let me. Then I moved the flag guy...Bam, my knights from 6 squares away ran to join it. No roads, no tracks. Teleportation like.
 
i have found a bug that i dont think has been mentioned. if i have a ship,and it is that ships turn,and i drag the "movement line" out to an area far away (20 spaces or so) that is un explored it locks up my game. im running XP and have not had any other lock ups since installing it. this has happend twice, the same game, different ships(both caravel, ihave light house). it totally locks up my computer so i have to shut down and restart where ever i saved last. i hope you can fix it in the next patch.:shotgun:
 
This is ridiculous.... :mad: How can you release a patch with more errors than before? I didn't had any problems before the new patch but now i allways get empty city info boxes all around the map when i've visited the advisors screens.
 
The random buttons on the game set up where you pick the civs are not working any more. Strange boxes show up in the foreign advisor and it doesnt show the lines for treaties, alliances, or wars.
 
Jeff,

Just a couple of issues i noticed which would appear to need urgent attention, sorry if this has been mentioned before...

1. Magellan's Voyage and the Great Lighthouse cannot be combined to give a +2 to ship movement. When i got the Great Lighthouse movement was +1. Then i added Magellan's Voyage and movement stayed +1. When the Lighthouse expired movement remained at +1!
Are they supposed to be able to be combined or is this deliberate?

2. Noval blockade doesn't work as intended. Take this situation as an example...
Iroquois and English are sharing an island, only the Iroquois have a port and a road connects the Iroquois capital to the port and then to the English capital (in that order). Both are able to trade to all other Civs through the one Iroquois port... Wasn't even sure the English were allowed to do this as i thought they had to have their own port to allow them to trade...?!

Anyway, i am at war with the Iroquois and so i decided to test out how trade works...
a) Firstly i blockaded the one and only port on the Iroqois/English continent. Nothing happened, both were still allowed to trade..?!
b) Then i cut of the road from the Iroquois port to the English and the English were then not allowed to trade, this told me that the English were using the Iroquois port for their trading...! This makes NAval blockade (if it worked) almost impossible as you then have to block all Civ's ports on the entire continent!?
c) I then cut off the Iroquois capital from their own port and lo and behold the Iroquois were then not allowed to trade... Meanwhile my dozen or so ships surrounding the only port on the continent had no effect on proceedings. This was assured when i then rebuilt the roads to the English and Iroquois capitals and their trading was re-enabled.

Basically, i'm not really sure of what to make of this... One thing's for sure, actual Naval blockade of a port by surrounding the harbour with a navy doesn't work.. :(

3. More of an observation than a bug, but stealing technology and investigating cities seem very expensive , especially when it's nearly 10 times cheaper to buy it from the Civ in question anyway? the one good thing about the editor is it's possible to change this without a patch :)

4. The AI never builds Fortresses...?!!? :(

Anyone else noticed these issues?

Regards,

DOC
 
Jeff,

Here's the saved game which illustrates how naval blockade doesn't work...

The English have already been cut off from the Iroquois port and the port surrounded by my navy. I also have a musketman in a position to cut off the Iroquois port from their own capital...

DOC :)
 
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