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

Originally posted by Luca Brasi
Finally installed 1.16 after 1.07 started to crash on me. Was playing the Chinese, killed their last city. Didn't get the "You killed the Chinese" box. Turns out they had a settler in a galley. Fine, I use a frigate to kill the galley. CRASH. Reload, try again. CRASH. Use a saved game editor to delete the galley, reload, kill the settler. Get the "You killed the Chinese" box. No crash.

And the two workers per square on auto pollution is incredibly annoying.

That's the same problem i had in the post i mentioned just before yours... have a look at the saved game i attached...

In fact how do you edit the saved game?!?

Bugging me not being able to kill the fekker. :)
 
Originally posted by ainwood
SNIP... This can be very frustrating when I am rushing towards a specific tech that I feel will give me an edge in the game.
Did you know that you can plan your research out to the end of the era? At least to one tech that can be at the end of the era.

Just select a tech several boxes right from where you are now and the intervening techs will be researched in turn. Quite handy for those situations when you'll be gaining techs from wonders or whatever.:p
 
City Goveners still even though I set the build workers to NEVER for all cities and checking it over and over still build workers. I am unsure if some other build setting overlaps build workers and it is triggered from that or what but the NEVER BUILD WORKER city govener function does not work....
 
Originally posted by Delar
City Goveners still even though I set the build workers to NEVER for all cities and checking it over and over still build workers. I am unsure if some other build setting overlaps build workers and it is triggered from that or what but the NEVER BUILD WORKER city govener function does not work....

Same here. Even when there are improvements left to build, the governor will suggest workers.
 
Originally posted by =DOCTOR=


That's the same problem i had in the post i mentioned just before yours... have a look at the saved game i attached...

In fact how do you edit the saved game?!?

Bugging me not being able to kill the fekker. :)

Use the saved game editor inside the CivCopyTool: http://forums.civfanatics.com/showthread.php?s=&threadid=7787

Use the filter to find the enemy's ship and delete it. Then use your ship to kill the settler, which will be shipless in the middle of the ocean.
 
Originally by PaulNadhe: Did you know that you can plan your research out to the end of the era? At least to one tech that can be at the end of the era.

Yes, knew that and use it quite a bit, but still sometimes got the problem where it would start an unwanted tech.

What would be great is to allocate research to go straight for the improvement / wonder / military unit you want :goodjob: (a la Civ II)
 
First of all, I didn't have any of the problems above with 1.16f. They're probably computer-specific with a simple solution: install it again or do the good old format c: ;)

But I noticed that the "budget forecast" in the info box sometimes doesn't give you the actual win/loss during the next term. And this isn't just because of new city imps etc. Once I had this figure predicting a loss of about 15 gold/turn and treasury was actually increasing by a few gold/turn, and this constantly for several turns. I don't know if this is intended or not. It might have got something to do with trade, for it ocurs only in the later stages of the game when I'm trading lots of luxuries with lots of civs and my tax advisor has to deal with a big load of city improvements.

Furthermore, I wonder if the scrolling "bug" on the edge of the map can get finally fixed. It's not a major issue, but whenever one of my units is near north or south pole, the screen starts "shaking". I remember this being the case in all the Civ Games.:(
 
When I built the Evolution wonder in the industrial ages it gave me only one free tech which was radio. I think it was because I had all of the industrial dead-end techs and was researching The Corporation which is needed to get refining and steel...
I think the computer chose not to give me the tech I was working on and thus gave me the only open choice. Is this a bug or is it some crazy game rule? I would have preferred to just take Corporation free and then kept going to steel.

One other bug, it has probably been mentioned before, but I noticed that occasionally in the foreign advisor screen all lines connecting the leaders will disappear even when the boxes are checked... The only way to fix it is to save, quit to windows and reload the game...

Sorry if this was already covered but I don't want to read all 180 responses...
 
I think that most of the problems listed in this post that are not repeats are probably computer specific. I say this after I tried to duplicate them and cannot. I'd like to say that I think this patch is a great thing. I like the new terrain image with the shields and such. Also, the privateer attack up to 2 has really, really, really added a lot of use to the privateer witch wasn't there before. Good job:)
 
Originally posted by gonzo_for_civ
I think that most of the problems listed in this post that are not repeats are probably computer specific. I say this after I tried to duplicate them and cannot. I'd like to say that I think this patch is a great thing. I like the new terrain image with the shields and such. Also, the privateer attack up to 2 has really, really, really added a lot of use to the privateer witch wasn't there before. Good job:)

these sort of comments don't really help.

Why don't you download the saved games i included in my posts and see for yourself!

Thanks Luca :)

DOC
 
I installed the 1.16 f patch on Win ME, seems to work fine. I didn't notice any changes as it was only a week after I got the game. Is that the patch you're talking about?
 
Hi all,

I find that I never get a chance to build the Forbidden Palace since the patch was installed. Is there something more than 8 cities as a requirement for this?
 
yeah, v1.16f is the one I was asking about, I'll give it a try (I copied the existing version and saved it elsewhere, so I have a back-up if needed).

The civlopedia states you need at least 8 cities before being able to build the Forbidden Palace.
 
The buzz in the GOTM#3 spoiler threads is that it's possible to get started without a palace (by capturing a city before you found one, or possibly by disbanding your capital with a settler). The result is a corruption-free empire, the opposite of what you'd expect!
:confused:
 
Originally posted by PaulNAdhe


In my current game, first one started after the patch, I haven't seen the Palace screen yet either. I'm top dog by many points, have the Republic lots of lux's, Wonders, etc, etc and still no Palace.

Have the same problem with the palace screen after the decemer 7thpatch. The palace screen doesn't pop up. When I later on go to the palace screen I have the posibilety to upgrade my palace. When i the some turns later on after having finished some wonders, goes back to the palace screen the palace are back at scratch and i can do the same upgrades again. This time is have less upgrades though. Keeps happening during the game.

Another problem is that I in at pre-patch game, played in after-pach mode I can't upgrade the pikeman to a Musketeer playing the french. Should this problem have been solved in the After-patch game when loaded?
 
Originally posted by Azreq
(First post) The waiting times for 16 civs is unbearable. I had to quit my current game simply because in about half an hour's play, I'd have only taken a few turns. My computer might be pretty old but it is at the recommended specs level (500 mhz, 128 ram) so this shouldn't be a problem.

The other problem that I get a lot of (I don't know whether this has been mentioned because I haven't read the whole topic) is the Illegal Program message. I get this every 20 minutes, even when I've left the game as it is and I have to restart the game.

I've also had several serious crashes (I couldn't even switch the computer off manually, I had to pull the plug) and the music does not play properly (I've read that someone else has had this problem).

Another patch please, Mr Meier :love: .

It does the same thing on all computers, takes forever even with 8 civs I recorded 5 minutes between turns!! What we call this is the WORST programming on any game I have ever seen in my life. I am 46 years old been playing games since 1979. I have a list of 60 different bugs I have found in the game. After the patch is installed many others pop up. Some of the fixes are not fixes but making the problem worse. I like how they removed the Lighthouse Wonder that allows you to explore the world if your the first to finish it. Now you must discover navigation to explore the world. Totally changed from civ 2. Lets face it, this is not a sequel too the TRUE game of the year civ 2. I am not sure if these guys even played the original game! :D :lol:
You ask for another patch, well look at the first one? It causes more problems then it fixes, the next patch will be just more of the same. These guys will not even acknowledge the bugs that are in the program! Most GOOD companies will admit problems. The OLD Firaxis did admit problems. Like when SMAC first came out, Tim Train was right in the thick of the complaints and smoothed everything out. 3 patches later and the game is pretty much fixed. (accept for a few minor unfixed glitches) I have not seen anyone from Firaxis explaining the problems, why? Because they don't have a clue what we want or how the game should actually be done. The lighthouse problems and the time between turns is a good example. At least to me this is evident of rookie programing and a rush out the door too collect cash! :mad: :eek:

Desert Fox :p
 
is there a no cd crack for civ 3 after this patch??
because my old crack does not work anymore!
 
Whether or not one would prefer to go exploring the world with the Great Lighthouse, it's pretty evident that the original intent was to allow people to do limited exploration with Triremes. While it's not quite as fun, it is rather true to the way history worked. The Phoenicians, for all their skills, didn't plant a lot of colonies in the Americas.

That said, I am eagerly awaiting the new patch, which should hopefully fix the turn wait times as well as address the more traditional bugs brought up in this forum.

One improvement which I think needs including is the indication from Civ II that cities are in a near-disorderly state. I'd like to look at the city names on the F1 screen and see red lettering when my Luxury rate changes or whatever.

Anyway, I love this game, because the AI kicks my ass on a regular basis, and that's just not normal for a strategy game.

:cool:
 
Well, the patch sure works fine on windows ME (so far, anyways). The tech tree works now, when using the civ3editor. There are more options in the preferences ( I turn off most animations and hold the shift key down and it really speeds up the AI's moves). I'm playing on a 256x256 map, so I'll see how slow it is when the first war starts. The rate that you learn science has been slowed down, and corruption is a little better.

One thing I noticed didn't get fixed (which is no big deal for me) is when you try and hurry production during anarchy, this screen comes up telling you your government is not allowed to hurry production. The hurrying production is underlined and in blue, but when you click on it, you get an invalid entry.

Everything works great otherwise. But then I haven't sailed the oceans yet, so I don't know if my ships will dissapear off one of the poles or will lock up the game when near them, like it did on v1.07f.
 
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