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

Originally posted by DarkwingGT
SNIP...Shaar, I always maintain a strong defensive force, a minimum of 3 of the best defensive units in every city I own. It just seems crazy that they allow all sorts of victories except if you try to be peaceful because the warmongering civs will gang up on you. Yes, it may be realistic, but come on, I think Firaxis should let peaceful civs a chance to win. It's not that I couldn't have built a huge army, I just didn't want to.
From all the hype about the expanded diplomatic options and the cultural victories, etc, etc. You'd think that Firaxis would want to enhance the possibility of winning without war. But, every game I've played so far it's been impossible to be peaceful. Even civs I've only made contact with through other civs, who live on the opposite side of the world have attacked me without provocation (unless you call beating the crap out of them culturally a provocation :lol:)
 
Originally posted by Akka
A known bug but that was not that much spoke upon and that still exists in the patch :

Changing color of civilization in the editor can crash the game.

Yes, I most definitely had this problem. It happened at the very start of the game, probably while the other civs are founding their first cities. Had to tinker around with the color schemes until the crashes stopped.
 
Here's a quick one. Naval animation is screwy. If I move up, but I unit was pointing to the left, it stays that way, no matter what. A SMALL bug, but kinda goofy and visually annoying.

Thanks for the patch! Doing something is better than nothing. I have bought PLENTY of games that I got NO support. Not cool....

Thanks again!
 
FYI:

I have played one game on two different systems. Can't remember exact system specs, but both are amd-processor based.

Win ME system: everything works fine. None of the problems reported.

Win 98 SE system: Sounds are screwy (have to turn them off). I also get the problem where it doesn't move on to the next unit when one units' movement has finished, and you have to manually find the next unit. Interestingly, rebooting fixed this, although not the sound issue.

If system specs are important, let me know and i'll post them.
 
After 1 1/2 weeks of patched CivIII every night, I offer these.
  1. The earlier post of mine in this thread about upgrading Frigates & Iron Clads is not entirely correct. They still cannot be upgraded from main screen unit button or the mil advisor. They can be upgraded by keyboard. Shift U works, don't know about U.
  2. The earlier post about upgrading from the city grouping of mil advisor screen seems to be intermittent. Or maybe it was only related to a prepatch save.
  3. After AI initiated naval combat, both our vessels are left on the screen, you can't tell who won until your next turn.
  4. Lockup!!! On a large map w/ 8 civs, in 1850's 3 superpowers, many, many mil units. Game locked. Went and made 2 sandwiches, ate. 20 minutes - still locked! Reboot.
    System: PIII 500, 256 MB, W2K Pro SP1, 192-384 managed pagefile, ATI Radeon 7500. Latest DirectX 8.1 and ATI drivers.
    [/list=1]
 
Originally posted by Konquerer Klie
I am playing on a Dell Inspiron 8000. Windows ME. Pentium III 850 MHz 10 GB Hard Drive. Inspiron 32 MB Video Card.

Hi,

I've got the same notebook but running W2K and SP2 + latest hotfixes... and no crashes or ralated display problems etc...

I do have one grip though with the workers cleaning pollution. Pre-patch I could just Shift+P and send the worker on it's way but now I can only Shift+P 2 workers to a pollution tile. What a pain in the butt...

I do like Shift+Click stacked sleeping units to wake them all up.

dutcheese
 
Had a battleship bombard a city last night. The animation showed it firing in the wrong direction (no wonder they missed hehe). The ship had the city to the east, and the left edge of the map was a few squares to the west.


Another thing I've noticed with ships is that they will take shortcuts through cities. If there is a city out on a narrow peninsula, ships will cut through the city instead of going all the way around.
 
Before the second patch, the AI turns would be pretty fast, a couple of seconds or so, now they take almost a minute. Definitely slowdown involved with the patch.

Also, Shaar, last night on Warlord I had 4 pikeman in each of my 25 cities, and the Persians next to me who had Knights as their strongest unit decided for utterly no reason to attack me. Is roughly 100 pikeman not sufficient enough force to not be attacked? Plus, the Japanese who were furious with me didn't attack me, it was the Persians who were Polite. This is the usual case, it's not the people who hate me, but the people who love me that attack me. Heck, I even had a Right of Passage agreement with them.

Not to mention my pikemen in a walled town with a size of 12 were getting mowed down by knights (despite all the bonuses pikemen would get in said situation), but I'll post that to my thread, "Combat System, Take 2".
 
I know I saw something here about tech trading peculiarities among the AIs but I can't find that thread again. I have no idea if this is specifically related to the patch, but in the game I'm currently playing (started post patch) America and I (Indian) were the only two on the continent. Early in the game they were way ahead of me in tech, even though they had only five cities and I had ten. Neither one of us had contact with any other civ. (At least contact with another civ was not one of the options in the diplomacy screen.) We did some trading and I ended up with all the techs America had except for two. A couple turns later I go back to the diplomacy screen and they have six additional techs and still no contact with other civs. There's either something going on here with the techs that I don't understand or the AIs are trading techs even though they haven't had contact with each other.
 
Originally posted by Patchmaster
(snip...) We did some trading and I ended up with all the techs America had except for two. A couple turns later I go back to the diplomacy screen and they have six additional techs and still no contact with other civs. There's either something going on here with the techs that I don't understand or the AIs are trading techs even though they haven't had contact with each other.

First time this happened to me I cried fowl too. It turns out to be quite harmless though. What is happening is you only see the techs that are available for you. For example, if they have Printing Press and Democracy and you don't, you only see Printing Press because you can't get Democracy yet. When you get Printing Press (through research or barter), suddenly they have Democracy on the list.
 
Originally posted by WonderPup
I don't think this is new since v1.16f, but I've been able to replicate it on demand since then.

Problem: Game no longer automatically shifts to next unit when movement is finished. (The white cursor stays on the unit, even if you hit the space bar to end its turn and the little red dot appears next to the unit, indicating its movement is done.) Even if you manually click on a new unit, the game will not shift to next unit after that one is done.

To repeat: Take a naval unit, move it until one movement point is left, then bombard something (which uses the last movement point). The unit now has no movement left, but the cursor stays on it.

I have also encountered this problem from time to time. The way I deal with this problem is to click on a unit that you have not moved (if you can't remember, click on a city defense unit), and then hit the 'G' key to order a 'go to'. Once you do this, the computer 'remembers' to move to the next unit. You don't need to actually send the unit anywhere, just hit G, and the white flashing cursor moves to the next available unit.

I am running on Windows98. This bug/glitch also occurred on the original version as well as v1.16f.
 
I'd like to join the chorus of those who are experiencing very long turn lags on Large and Huge boards. I understand that there's a lot for the various AIs to do, but I'm talking about enough time to make a sandwich between production windows popping up for my cities. Or a 30-second delay when I bombard my opponent and their harbor goes. It shouldn't take that long to rearrange their production.

The AI on the harder levels is utterly untrustworthy, which isn't all that much fun. It'd be nice for someone who has a Right of Passage agreement with me to at least cancel the agreement, then next turn declare war. Most of the time, anyway. It's also kind of frustrating that I can't buy friendship with my neighbors, but an AI three civs over can get Right of Passage agreements with all of them, then funnel through 20 units for an attack. I enjoy the feeling that I'm one of many factions in the game, rather than feeling like it's everyone vs. me.

Some of the unit movement sounds are in fact still irritating, the Rifleman and Transport being the main culprits.

It would be nice to have some sort of "group" command that allows me to move piles of units in unison. Alternately, it'd be quite useful to have a "vector" command, where I could tell a city that all of the units it produces henceforward should be forwarded to a staging area.

I must reiterate that the long between-turn delay is by far the most frustrating aspect. I really enjoy the complex interplay between many players, and a Huge map really isn't playable for me. I'm running:

Duron 700 MHz, 128MB RAM, Windows 2000.

Thanks for listening to feedback, I love the game, and I look forward to further patches.
:egypt:
 
Am I doing something wrong, or does precision bombing not work? I had some stealth fighters and bombers with the precision bombing button, but when I pressed it and tried to select a city, it just gave me the "no can do" cursor. I don't see any way to do it.
 
Just out of interest, Marzipan, did you use espionage to take a look at the cities, so that you have a target to give the precision bombardment units?

My main bugbear is the poor upgrade implementation.
example one: on my laptop (P2/400, 64 or 128mb ram (cant remember) i had a spearman on a island. later researched nationalism yet couldn't upgrade to rifleman. even with a harbour and an airport, the unit couldn't be upgraded until i decided to replace it with a Mech Infantry... suddenly the spearman can be upgraded to Mech Infantry as well. I was playing Americans at Cheiftain difficulty level

example two: on the desktop (K6-2/450, 128mb ram), i got a free warrior from a minor tribe. fortified outside a barbarian encampment got him to elite status. later moved him to a new city near iron. after connecting to the iron tried to upgrade: no effect *again*, on the five turns after connecting. i was using the americans again.

i also agree that unit balance needs firming up - all too often, a Modern armour attacks a city or town with a fortified hoplite and gets absolutely pounded. why the change in HP/FP from Civ 2?

Artillery and airpower is capable of destroying an enemy force... maybe in excessive numbers, but it happens. they certainly should be able to sink ships. anybody know why they can't in civ 3?

finally, can we hqave an improved verion of Civ edit, as the current is too limited.
 
I'll try investigating the cities and see what happens. Has anyone successfully accomplished precision bombing?
 
This happened on Monarch level:

I had a tech the other Civs did not have - when I (during my own turn) sold it to Civ A and B, the other Civs would miraculously have it !!!

Example: I sell Chivalry to the Russians and the French. Next I contact Old Abe, but he allready has Chivalry! I reload, sell Chivalry to Abe and the Russians, but when I contact the French they now have Chivalry !!!

It was not Espionage (they didn't have embasies) and I held control of the Great Library. Most disturbingly, it happened during My Turn.


The same thing also goes for selling Communications, i.e., I'm the first to discover America, but I can sell my Communication links to only 2 civs and the others have them automatically.

Is this a delibarate obstacle for higher levels included in the patch (it most certainly was not this way in 1.07) or is this a bug?
 
Panda - Same thing here, starting at Monarch level. Doesn't happen at lower levels. I think your guess that it's done for difficulty is accurate. I always go sell to the richest civs first now.
 
Originally posted by Agent Roo
SNIP... My main bugbear is the poor upgrade implementation.
example one: on my laptop (P2/400, 64 or 128mb ram (cant remember) i had a spearman on a island. later researched nationalism yet couldn't upgrade to rifleman. even with a harbour and an airport, the unit couldn't be upgraded until i decided to replace it with a Mech Infantry... suddenly the spearman can be upgraded to Mech Infantry as well. I was playing Americans at Cheiftain difficulty level ... SNIP
Agent Roo:
Was the unit to be upgraded in a city with a barracks? A ground unit must be in a barracked city, naval in a harbored city and air units must have an airport to be upgraded.

I have noticed that some units that can be upgraded do not show the Lightning bolt button when active i.e. Frigates & Ironclads. But, they can be upgraded with the keyboard U or Shift U.
 
I decided to steal technology from a rival civ and was successful, however, my spy kept on prompting me to choose another technology to steal even though that civ didn't have anything I didn't already know.

I had to end the game from the o/s program manager to escape this bug! Has this happened to anyone else?

Config.
PIII866
ME
256MB
w/ patch applied.
 
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