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

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....

I found that the govenor will stay set to whatever you first set them at after building first city, from that point on no matter what you do your stuck. I found this bug myself. I set all cities to never build settlers or workers, Science and Happiness often, the rest all set to sometimes seem to work out the best at least for me. :(

Desert Fox :p
 
Ok, so I've read about all the benefits and potential bugs resulting from both the 1.07 and the 1.16 patches, and so the question is: Is it worth dowloading either one (1.07 or 1.16) with their respective potential drawbacks or should I just stick to the original game and wait for the next patch to come out? Thanks.
 
Originally posted by akalinsk
Ok, so I've read about all the benefits and potential bugs resulting from both the 1.07 and the 1.16 patches, and so the question is: Is it worth dowloading either one (1.07 or 1.16) with their respective potential drawbacks or should I just stick to the original game and wait for the next patch to come out? Thanks.

1.07 is the version that shipped so you've already got that. I recommend getting the 1.16 patch. It makes a world of difference in the game, especially the lowered corruption levels and working air superiority. If you have extreme problems with the patch you can always uninstall it.
 
I am playing in monarch level. It´s already the end of the XVIII century and my civ is the third in score. The problem is: not once did the people offer to improve my palace.
 
Originally posted by Arvedui
I am playing in monarch level. It´s already the end of the XVIII century and my civ is the third in score. The problem is: not once did the people offer to improve my palace.

Go look at your palace. There's an odd and inconsistent but where you don't get prompted for the palace improvements even when you've earned them. When you open the palace screen it then lets you do all of the improvements that you should have.
 
I have played a recent game where no palace was built throughout the game but I have played others when the palace builds fine.
 
First of all to register my complaints:

Mine has the lines in Foreign advisor problem.

I'd also like the dead civ with settler on boat still living problem fixed.

Location of unit in war advisor screen disappears.

Slider in Mil Screen very dogy

Small bug I've noticed which hasn't been mentioned so far and *may* have been fixed in the patch (I haven't been in a position to check yet): If you view enemy armies, then go to F1, all your unit productions will be in *their* colour.

Although diplomacy has been *massively improved, there are still anomolies, such as when asking what they would want for X luxury, they will say Y, but if you then add Z to offering them (in my case a trash city that was causing me problems), they refuse - I tried as an experiment adding anything at all (gold, techs etc) - and they refused, yet were content with what they originally asked for!

Some suggestions:

I'd like to be able to choose the techs TOE gives me.

Something on the workers that tell you which are automated or not (so I can deactivate it).

Sort the corruption out ffs - im playing with the mod altered, even though I'm a purist cos its the only way to get a decent game (and yes thats with the patch)

City pop number shading: I agree with most, it blows, lose it.

Some method of moving a stack of units as has been previously suggested

Make espionage worthwhile


My replies to other people:

To Rubbles Q about the start bar still being visible - yeah happens to me sometimes. Start another program (say notepad) and use the start bar to switch to it then back to Civ and it should bugger off ;)

The Palace thing: yeah - it is a bit buggy innit? Have you also noticed that when you finally get a piece, you can still keep adding more pieces in the same build sometimes, like its stored up the pieces for you?

Dark Sheer: I'd try a reinstall, as you shouldn't be able to have 10 cities building Wall Street in the first place.

Jason_Els: are you sure the transports are making firing sounds? Because as far as I can tell, the sound of transports is merely very *similar* to, but not the same, as firing sounds. Also, the attack on an impi: archers are only attack 2, and spearmen only 1, so its not *that* unlikely they all died. Again also: How do you know that the other units had no combat to make them elite before? Starting conditions... *shrug* happens. Cities reverting - yeah can be a very annoying, but serves to make the game more challenging - it's not a game deciding factor though. Other stuff, can't comment on for various reasons

DarkwingGT: Most civilisation do not want to spend resources and effort on military strength. Unfortunately those that don't, or at least don't ally with very powerful friends, have as has been historically observed, get crapped on. Live with it, it's civilisation as we know it.

Hum

Rant over. Good (nay, best) game all the same. KUTGW:goodjob:
 
I run the game with all sound turned off.

(Play at night, people sleeping, etc.)

Every once in a while, I get a bird chirp.
Kinda amusing, not very loud, but... :)

Thus, the code for this random chirp does
not check the sound flags.

D.
 
There must be a flag whether or not you
can make a railroad in a given sector,
predicated on whether:
1. Do you own the sector.
2. Does no one else own the sector?
3. Do you have railroad ability.

So, you start with open space between you
and your current victim. You can make railroads
in your own sectors, and in the free sectors.
You cannot make railroads in the sectors the
victim owns.

Pillage a victim's city, making new free sectors.

*** You cannot make railroads in the new free
sectors.

Hmm, ok. Build a new city ANYWHERE on the
continent (possibly in the world).

*** You can now make railroads in the new free
sectors.

Also works if when you pillage, your boundary
expands.

*** ISSUE: This non-railroad ability does not
change between turns.


Amusement: The current game I have around 200
captured workers. I can pave any space that
has roads for any distance in a given turn.
If I can make railroads.
Currently, I just make sure I have a number of
settlers to cause the recalculation of the
railroad flag.
Killed off a victim that must have been 4+ cities
deep using this technique. Kill cities, recalc,
make railroads, move more cavalry and tanks in,
repeat.
The last cavalry that had mobility/attack killed
the last city.

Fix Suggestion: Recalc railroad whenever a city is
pillaged.

D.
(Can you tell I program for a living? :))
 
Hey, I FINALLY got to build an Iron works.

But, took a bit of work and luck to do it.

I received one of those helpful suggestions
that your people would like to build something.
This time, it was Iron Works.

Wow, cool, had never been lucky enough before
to have a city with both Iron and Coal in the
immediate vincinity.
But, which city was it?

Hmm, check F2, which city has both coal and iron
near it.
What do you mean, none of them. Check again.

Hmm, must be a bug. (Nope.)

Check the obvious candidates. Nope.
(We have a LOT of cities at this point.
Corruption is, umm, a distraction?)

Oh well, whatever.

More than a few turns later, discover a coal
deposit buried in some mountains that didn't have
a road on it.
Oh, ho! We found the Iron works city!
Build it, have fun, etc.

So, the question is, should a resource that is
not usable be counted in the Iron Works requirement?
One of those, "thats a feature, not a bug" type
questions.

(Now I'm wondering what would happen if I was
lucky enough to have two cities with Coal/Iron.
Could I build two Iron Works? Inquiring minds
want to know...)
 
Are you collecting a list of bugs not fixed in the patch? I've run into a bunch and don't know if I should start a new thread for them or what.

For instance, if I play against the max number of civs, not all of them are represented in the advisor screen. When I kill one, it goes away but is not replaced by an image of a new leader. Instead, really random things happen, like there will be 4 zulu leaders.

Also, on a huge map, automating a worker will cause a delay of up to 10 seconds before I can move the next unit. It's as if every time a worker's turn is called and it's automated it has to search every square of the map for something to do, then it takes it's time in moving to that spot. There has to be a more efficient way to do that. Once I have 100+ workers, there is a pause of 30 to 40 minutes (yes MINUTES) between turns on my 800MHz tbird.

A couple units aslo make weird noises when walking on roads, like riflemen.

There were some others, I'll find that sticky note later
 
I'm not going to uninstall and reinstall civ3 just to see if this is the pathch or not but I did find a bug. The "Quick start" option on the main screen seems to use the default world selections. ("standard, 4 billion,...) The second screen - the civ selection one seems to be kept. This is also true of "new game" when you quit civ3 and re-enter. Another bug is that barbarians can create a city and eventually crash the game. This seems to happen more often when you use the "quick start" option rather than the "new game" option on the main screen.
 
Civ3 v1.16f (R.Dec.7,2001)
About 100+ hours logged, always Regent.

PIII 500
256 MB RAM
Diamond Viper V770 Ultra 32 MB
Win98SE

All in no particular order...


PROBLEMS
~~~~~~~~

A1) Sound stutters when moving units, usually when
it's the first unit for that turn. Waiting a few
seconds at start of turn before moving first unit
reduces the problem.

A2) Cultural boundaries are not showing up in
vegetation squares.

A3) [Several reports of this already] In diplomacy
if an AI proposes a deal and you try to make the
deal better *for them*, they will not accept it (and
the Foreign Advisor warns of such). Clear the table
and restore the original deal and the AI will take it.

A4) In diplomacy, AI won't return bids if I offer cities.

A5) [Many reports of this already] Some relationship
lines are not appearing on the Foreign Advisor screen
(i.e., in-contact AI are not showing as connected to
each other).

A6) [Some reports of this already] One of the civs in
a game of 8 civs total does not appear on the Foreign
Advisor screen. When putting the mouse over the "blank
spot", a large yellow circle appears, and the advisor
text indicates it's someone other than the missing
civ. Clicking on that circle doesn't go to the missing
civ. However the missing civ can be contacted through
the other methods in the game.

A7) [Some reports of this already] Notice not being
received of availability of Palace improvements. In
addition, all Palace improvements sometimes disappear
and have to be rebuilt when next available. This is
visible both on the Palace screen, and in the bird's-eye
view of the capital city.

A8) [Some reports of this already] I captured the only
2 cities an AI had. That exact same turn (1100BC) a
new city for that Civ appeared clear across the
continent behind another Civ's territory. 3 turns later
in 1025BC, a second city appeared next to it.

A9) [Mixed reports of this already] With regards to
corruption, the effects of Democracy are identical to
those of Republic (as compared immediately before and
after revolution).


STRANGE OBSERVATIONS
~~~~~~~~~~~~~~~~~~~~

B1) [Already reported] AI's don't build fortresses
(extreme opposite of Civ2!).

B2) [Already reported] Several AI in one game are
not buildings harbors (it's AD1500), while all others
have one in almost every coastal city.

B3) This simply for amusement: it's AD1500 and there
hasn't been a single war in my game. Anywhere. Ever :)


QUESTIONS/REQUESTS
~~~~~~~~~~~~~~~~~~

C1) Does leftover research from a tech discovery
carry-over into the next tech? Is research progress
lost when switching between techs?

C2) Does garrison strength affect the likelihood a
city will defect?

C3) Why are there many more bizarre combat outcomes
in Civ3 than in Civ2? (Outcomes are highly random;
Civ3 seems more like Civ.)

C4) It would be nice to be able to toggle on/off
a display of city radii on the map. This was a
(patched-in) feature in either SMAC or Civ2 (can't
remember which). It helps immensely when placing new
cities.

C5) A better method than mouse-over would be good for
checking AI reports in the Foreign Advisor screen. Single
click on the AI's face to cycle reports, CTRL-click,
anything.

C6) An option to disable mouse scrolling of the main
map would be greatly appreciated! (Didn't SMAC have
that?)

C7) There is no way to check on the details of trade
relations without contacting the AI in question. I
want to know item/money details, durations, etc.
Intuitively one would expect all of this info to be
accessible on the Trade Advisor screen.


COMMENTS
~~~~~~~~

I was disappointed by the manual and the L.E. box
contents. No useful reference cards. Not worthy of
the Sid line. Rate contents 5/10.

I like Civ3's simplicity compared to SMAC and Civ2, which
were just too tedious. It's much more remniscient of Civ.
But with it's present issues, I couldn't rate it much
more than a 7/10. Strategy games are too easily
imbalanced by a small number of problems. It's a tough
project, but I am liking what I've seen so far! I hope
the fixes keep coming..., well, I hope they stop
eventually... ;)


Thanx,
KDJ
 
Ok, first on my earlier post on building Wall Street in 10+ cities. That is not a bug, I accidentally check capitalisation on the Wall Street wonder :lol:

Next, this is a bug, Civ3 seems to crash if you press F6 when you are researching future tech after the patch. I only notice it in the latest game cause I never press F6 during future tech anyway ;)
 
The game seems to crash occassionally when evaluating happiness in cities that are close to disorder (same number of happy as unhappy citizens, and happiness decreasing).

I've only had this happen in one game so far... But it happened about 7 or 8 times (I figured out a wrok-around, but its frustrating).
 
1) I had a Nuclear Submarine attack one of my own cities while on a goto command.

2) A Radar Artillary could not enter another of my cities because non combat units cannot attack!!

3) Some units have turned invisible! Both mine and the AI. I realised this when i tried to move into a square and a message said this would cause a war with the Romans. I also have had units disappear from the main map.

4) On another game I stole some technology from the Zulu's by using the embassy. It was sucessful and the science advisor wanted to know what to research next. I clicked on Big Picture but instead of the science screen it went back to the steal technology. There were no more to steal so I only got "we already know this" or "they dont know its secrets". If I click the X it says "Our Agent needs to know what area to persue".
 
Hi,

During a recent Monarch game as the Egyptians, I was a nation at peace with all the others, and had no Mutual Protection Pacts. I did have rights of passage, though possibly older than 20 turns, with everyone else.

Two of the other civs, France and Japan, were at war with each other. We were a while after the discovery of uranium by both of them (and me as well), and so both nations had nukes.

The next thing I know, I get several messages, all to the order of 'We have lost our supply of [insert luxury/resource here]!'. At first I thought that Japan had nuked the French capital, Paris, thereby cutting off my trade links with it (Paris was landlocked). But no, I was at war with Paris, because they had the nerve to use nukes on Japan.

So the bug, to summarise, was that I wasn't warned about having declared war on France out of fear of their willingness to use nukes.
 
Re: Problem with Nuclear Attack

msrsb,

Are you saying that when one civ uses nukes, all other civs are automatically at a state-of-war with them??

KDJ
 
Flightdeck,

AFAIK, if a civ is at war with another civ, and uses nukes, then his reputation suffers a massive blow. In my experience, this means that all other civs which are non-alligned with him (i.e. no MPP or Military Pacts) will almost certainly declare war on him. The only time I've seen this not to happen is when the non-alligned civ *really* dislikes the civ who was on the receiving end of the nukes.

This is fine, a good feature of the game, in my view. Nukes are too powerful to be used lightly. My bug, however, was that when nukes were introduced to a conflict in which I had no part, and I was forced to declare war, I got no warning that I had declared war on the trigger-happy civ. Instead I found out when I found a scowling Joan of Arc who was 'Furious' with me.

Just to make sure it's clear, I have no problem with the having to declare war. Just the lack of an info screen to tell me that I have declared war.
 
Originally posted by Mongol Horde
I have played a recent game where no palace was built throughout the game but I have played others when the palace builds fine.

Same thing happened to me, and then without warning, in 1500 AD they improved my palace and it let me build 9 sections at once.
 
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