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

Though subs and nuke subs are supposed to be invisible to all but other subs and the Ageis Cruiser it is not entirely true.

When not at war with a particular AI civ it never happens because I suppose they adopt NOT not continue into that tile and attack(causing a war).

But..when an AI civ IS at war with you and a goto path for one of their vessels brings them across one of your subs they ALWAYS choose to attack the sub. I have seen this happen with Frigates,Man 'O War, and Ironclads and they almost always win the battle as well.

Now it can be argued that this simulates the small probability of these vessels getting a stroke of luck and catching the subs by surprise on the surface but here I will disagree. The VERY low defense factor or the nuke sub ( 4 as compared to the much higher defenses of modern vessels ) I assume takes into account the vulnerability of undersea boats. NO modern nuclear sub would EVER be surprised..or even in the least danger, from a Frigate or an Ironclad.

I see two solutions.

Fix it so that AI vessels can't recognize tiles subs are in as travel tiles. Make it so they have no choice but to go around them.

Ammend the entries for submarines and nuclear submarines in the civlopidea and be sure to mention that ALL vessels are capable of seeing submarines.

This was a problem in Civ1 AND Civ2 as well. I can't believe this wasn't at least looked into.
 
Wow my issue is minor compared to the problems everyone else has listed. But if Firaxis is reading....

This is post-patch 1.16f.

I was having a great game and getting used to being gouged by the AI every 20 turns, demanding ever more cash/tech for their luxury goods. Not a problem so far, as my civ was growing I should pay more to make more citizens happy.

Then, I asked Caesar what he would offer for Atomic Theory (a useless 'in-between' tech with no benefits of its own). He offered:

136 gold/turn
Dyes
World Map
Replaceable Parts

Of course I took it, but...it seems to cheapen a game I would win anyway.

This algorithm is worth a look for patch 1.2. Thanx.

Agni
 
I have a saved game that crashes with an error on the next turn without fail. It seems it may be because a barbarian villiage above Washington creates a city on that next turn !!! How can this be and why is it crashing a game I spent hours on effectively ruining it?

I am attaching the saved game though the Bic I am using is highly modified. If you want the Bic also e-mail me.
 
I've noticed several problems.
1: Unit name cannot be changed without crashing the game when it is changed to. If you change it on the map it won't crash until you go to the city screen though. I know it applies to civ-specific units but haven't tried it with normal ones yet.
2: the "icon" attribute in the unit section doesn't change the icon used on the map BUT it does seem to change it when viewing the list on the city screen.
3: If you have a city (between sizes 7 and 12) built on terrain that normally doesn't generate a shield as well as an industrious civ the city in question won't generate the extra shield on the city square. I did some test, not fully though, and this bug doesn't seem to apply to cities built on shield making terrain (i.e. plain,shield grass) of metros (pop 13 or more) I've changed the metro size to 14 from 12 so these numbers are different on my game.
4: Sometimes a luxury and possibly a strategic resource trade can be canceled BEFORE 20 turns are up. It might be due to the rival civ getting another of those resources. It doesn't always happen though. In a warlord game they continued the trade even though they didn't need to.
BTW all these problems are on prince or regent or whatever it is called now with ALOT of mod changes.
 
Ok, just to report on the last game I played with v1.16f.....

The only rule I changed was the 'ideal number of cities' (for corruption purposes). Everything was fine until I waged nuclear :nuke: war (in the year 2010), then all heck broke lose (not immediately after starting the war, probably about 5-10 moves into the war).

I had the mysterious invisible unit. One of my Modern Armors couldn't be seen! If none of my units were near it, it would be in the fog of war. When it was it's turn to move the movement arrow stuck out of an empty square. When attacking it made no sound (stealth attack!). After a few moves I no longer could control it, don't know what happened to it.

Then I went to investigate an enemy city (I had spies), and the screen locked up. Couldn't do nothing but hit escape. Then it asked me if I really wanted to quit, and couldn't select if I wanted to or no. So had to give it the three finger salute.:mad:
 
I keep getting theese problems while playing CIV III:

One - after a move the marker stays at the unit and the hole game kinda freeze. You kan still move to some unit or town etc. manuel but it will not go automatik to next unit.

To fix it I have to save an load the game. This sometimes happen very frequent and other times almost never.
After doing this a few times the final failure appears. It says something like: there is a problem with civ.exe, and it´s closing the game now. ( this happens in both versions! )

Two - The sound "freezes" at the same spot, and I have to quit, to make it dissapear. The same failure appears just with sound.dll. ( this has only happened in 1.16f )
 
Originally posted by BlackTriad
Though subs and nuke subs are supposed to be invisible to all but other subs and the Ageis Cruiser it is not entirely true...
This was a problem in Civ1 AND Civ2 as well. I can't believe this wasn't at least looked into.


I went to Editor. Now all Destroyers CAN see subs. Bombers might, also.

There should be a distinction between the subs pre-1950's, and those nuclear subs that came later and that ALWAYS remained submerged, UNLIKE the subs of WW I and WW II.


I can't believe a lot about this flawed game. I don't think it was even playtested. In Civ III bombers can't even sink warships!! What a joke. :mad: :mad: :mad:
 
i am playing a diety game at the moment and just had a city revolt and join the russian civ (i had been expecting this for a while .... hell even i wanted to join the russians!!) BUT :D on the same turn it city built a aquaduct and it DIDNT actually revolt!!

here is the save game (as u can see im gettim pretty much wooped ... but the french are giving me cheep tecks for some reason) the city down the bottom revolts Pharsalos ... now if only u could predict revolts!
 
I have a problem with no coal. I looked around with crtl-shift-m and the trade adviser after giving steam to everybody and there is no coal. I checked the modpack and it is set to 120 with 7 civs on a huge world. There is no coal. Nowhere. I even tried waiting several turns to get it to appear and nothing. Obviously this is a bug I am reporting to the bug list.
Will someone from Firaxis reply specifically to this post to tell me if it is a bug or not!
 
There are plenty internal system bugs. But the strategic resources thing is just the result of not enough playtesting. Increase coal (iron, too?) a lot more than you have. Try 200.

Oh yes, coal is so incredibly difficult to see maybe you missed it! That's another bug of sorts: resources too difficult to see!
 
I actually did look. It's just not there.
 
I got a bug for all of you - the ocean-going galleys!!

I posted this elsewhere, but I also want it in the semi-officlal "Bug" thread".

- - - - - - -

Why is there NOTHING TO EXPLORE??
Why is there nothing left to explore and settle by the time we get to caravels, and sometimes even before?? One reason is the AI CHEATS.

I have regularly spotted galleys in seas (w/o the Lighthouse) and even deep oceans. Once when playing a Realistic Starting Positions on a map of Earth, I, as the Japanese, spotted a German galley sailing merrily around the Kamchatka Peninsula southwest of the Bering Staight - about ten thousand miles from home!

I then swapped world maps with the German to see if there was any way it could have gotten there. No way. About five thousand miles were black between the nearest German city and the galley; it must have been parachuted in from outer space.

That's one example of many.

The Explorer unit is useless. And unless you can do all you exploring with galleys, forget settling anywhere in the Medieval (or later) Age, as we liked to do in Civ II.

The reason for this nonsense in large part is that the AI cheats getting possibly free galleys, extra MP's, and certainly having galleys never sink in any water.

It stinks.

Fix it, Firaxis.
 
Hi everyone,

Reading ~ the free Galley above reminds me to post, the AI is still getting plenty of freebies....

Fighting a nice little war across a strait (3 sq between continents), I have a pair of ironclads for defense and 3 Galleon for moving units across the water. I guess I was doing well, since out of the blue, right off the well-sailed strait appeared no less than 15 Veteran enemy Frigates. Stacks of 6, 5, and 4.

I was also (not) amused to see a half dozen of my infantry, cavalry, and artillery pound itself to dust against one small, isolated, absoluetly unbeatable rifleman defended city....and the next turn a third civs' warriors had captured it.

So much for 'the AI doesn't cheat on Regent level'

Bugs? Features? Hurt-the-leader random effects?

Agni.
 
Hello everyone,

The problem is that some text does not display well. For example in diplomacy screen are all my replies shifted below white area. So sometimes I even don't see them.

My system is:
OS: Win 95 (may be this is the problem)
Graphic card: ATI All-in-Wonder pro (the old one)
Processor: Celeron 466 Mhz
RAM: 64Mb
 
A few days ago, I completely removed the program, along with the patch (which I had downloaded many weeks ago), and cleaned up the registry. I then downloaded the 1.16f from www.civ3.com, and reinstalled everything. Since doing this, (Jan 15, 2002), I have not experienced any of the previous problems with the patch, and have played several complete and enjoyable games. I am wondering if the patch has been updated, even though the file size and patch date are still the same? If you are having problems with the patch, please consider completely deinstalling, and reinstalling. There is information on the board as to the means of altering the registry. Don't forget to manually remove all remnants, and to delete the original patch you have, before downloading the patch again.
 
WARNING:

While in the Editor, I noticed that Horsemen and Mounted Warriors have NO ZoC. That after applying the Patch.

You may want to add them by clicking on the appropriate box.


BTW, you may also want to REMOVE airlift capabilities for all units with horses, elephants (!), and armor. Too heavy, too impractical; too silly. I would give airlift capabilities to cannon and artillery.
Click or unclick the correct box.



P.S. Yes, the AI cheats on the Regent level. :( :mad: :( :mad:
 
Originally posted by BlackTriad
I have a saved game that crashes with an error on the next turn without fail. It seems it may be because a barbarian villiage above Washington creates a city on that next turn !!! How can this be and why is it crashing a game I spent hours on effectively ruining it?

I am attaching the saved game though the Bic I am using is highly modified. If you want the Bic also e-mail me.

It would seem that my attachment didn't make it so I'll try this again.
 
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