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  • Conquests Bug Thread

    Are there really no bugs out there?

    Well just a few so far:

    Mesopotamia: Industrial workers appear in the 3rd age.
    Napoleon: French can take half of Europe by offering MPP in exchange for cities, thus winning the scenario in turn 1.
    Slave graphics are working for workers that I capture, but not for those I build in a city with 100% alien population. The produced worker/slave is correctly labeled as being of the civ the pop came from, but it looks like a worker native to me (civ original graphics).They do display properly if the game is saved and reloaded.
    The game is awarding twice the GPT payments it should
    the game seems to be continously reusing the first and only the first SGL name.
    Last edited by Myrddin; November 10, 2003, 18:22.
    "An Outside Context Problem was the sort of thing most civilisations encountered just once, and which they tended to encounter rather in the same way a sentence encountered a full stop" - Excession

  • #2
    Not sure I could call this a full-fledged bug, but . . .

    Imagine a stack of Javelin Throwers assaulting a city. A victorious Jav manages to enslave a worker in victory. The next active unit becomes the newly-enslaved worker. Rather than move the worker anywhere, we choose to press "w" and have the worker wait while the next available Jav steps up for the next attack.

    In these circumstances, the "w" command doesn't work -- in order to skip past the worker's turn it is necessary to either (i) manually right click on the stack and select a Jav not yet used, or (ii) waste the worker's turn by hitting space bar. After the next Jav attack, the worker again becomes the active unit, requiring a repeat of the process. Under Civ / PTW, I don't recall ever having a similar issue with battle-spawned units (leaders).

    Minor annoyance at most.

    Catt

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    • #3
      Why not just use F to fort the worker for now and then come back? I use that to avoid having the unit pop up over and over, while I do something else. Of course you have to remember to come back to it.

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      • #4
        I'm playing the Mayans right now and planning an attack with Javelin Throwers. I guess I'm about to discover that "bug" as well. Thanks for the tip.
        Haven't been here for ages....

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        • #6
          Originally posted by vmxa1
          Why not just use F to fort the worker for now and then come back? I use that to avoid having the unit pop up over and over, while I do something else. Of course you have to remember to come back to it.
          The end point is the sticker - having to remember to come back. I routinely use "w" since it normally skips the unit but comes back to it at the end of the unit cycle (so I don't have to rely on my failing memory).

          Had a similar "hot key" failure at another point in the game. A unit (can't remember which kind) was active and I tried to use SHFT-D to access a list of civs for diplomacy but it wouldn't work -- had to go through the F4 screen. At the end of the turn, SHFT-D was working just fine. It could have been an unavailable unit command (perhaps the unit was a worker and the SHFT-D command does something for workers?).

          Catt

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          • #7
            Originally posted by Catt
            Not sure I could call this a full-fledged bug, but . . .

            Imagine a stack of Javelin Throwers assaulting a city. A victorious Jav manages to enslave a worker in victory. The next active unit becomes the newly-enslaved worker. Rather than move the worker anywhere, we choose to press "w" and have the worker wait while the next available Jav steps up for the next attack.

            In these circumstances, the "w" command doesn't work -- in order to skip past the worker's turn it is necessary to either (i) manually right click on the stack and select a Jav not yet used, or (ii) waste the worker's turn by hitting space bar. After the next Jav attack, the worker again becomes the active unit, requiring a repeat of the process. Under Civ / PTW, I don't recall ever having a similar issue with battle-spawned units (leaders).

            Minor annoyance at most.
            Playing now (and Alt-Tabbing back to 'Poly) -- same series of events but this time the "w" command worked a charm. So, not necessarily reproduceable.

            Catt
            Last edited by Catt; November 6, 2003, 20:49.

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            • #8
              If there are truly no new bugs, I will be quite happy.

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              • #9
                there must be bugs. there's no such thing as a bug-free game nowadays.
                Quod Me Nutrit Me Destruit

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                • #10
                  Here is what I just noticed, this may have been around and I never noticed.

                  I captured a city and see teh resource box as Iron. I look at teh trade screen and it shows I need a road to that city and I have a city on an island that need sea connection.

                  Great I connect the road and now can upgrade spears to UU.

                  I look at trade and it shows one Iron and claims it is near acity other than the two I already mentioned. I do not see any. I use Ctl-Shift-M and none? The captured city has none either?
                  The iron near the city mentioned in the trade screen is far away an in English land? I have not learned any new tech, so no new connection to the iron on the island????

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                  • #11
                    This not a bug so much as it should be changed, when you hit F8 you always get the status report. I would prefer it retain the last selection you used. I mostly want to see the score of all the civs, when I go there.

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                    • #12
                      England, the Age of Discovery

                      I appear to be gaining more gold each turn then I should (yeah, I’ve seen worse bugs ). Even when I'm running a deficit I'm gaining gold, e.g. when I'm running a deficit of -7 I'm gaining about 20gpt.

                      Maybe I’m just missing something… as usual.

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                      • #13
                        Randolph: Have you returned any treasure units yet? Do you realize that each one returned gives you 1000 VP AND 200 gold?
                        BreakAway Games
                        Producer, Civ 3: Conquests

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                        • #14
                          Yes I realize that. I'm talking about gold per turn, not income from treasure. Good thought, but no.

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                          • #15
                            At least two of teh areial view of my cities do not reflect the current Wonders. I just finished Knights Templar and I see nothing in the view for it. In fact the only wonder I see if Collosus.

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