The gpt bug is quite a nuisance in some of the Conquests. In AoD I was selling techs and happily funding outrageous amounts of expenditure on research to get more techs to sell. At one point fairly late on I was on 20% lux and 80% science. The screen said I was losing 40 gpt but my treasury was actually going up turn on turn. It does take a bit of the fun out of the game so I really hope they fix this one quick.
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C3C game patch mid january? beta patch??
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I have never been able to get a gpt deal.
I have offered all my tech to AI's for 1 gpt and they say they'd never accept such a deal.
Is it a difficulty thing? I usually play on Monarch.Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.
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Originally posted by Garth Vader
I have never been able to get a gpt deal.
I have offered all my tech to AI's for 1 gpt and they say they'd never accept such a deal.
Is it a difficulty thing? I usually play on Monarch.
One is that it involves a city. If it includes something that requires a tech or structures one of you does not have. If you have broken
deals before. If they are planning to attack you.
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garth as from approx. mid medieval ages you can usually sell techs to certanly at least 3 civs for gpt deals. if you can keep the 4-5 turn/tech pace, you can bleed them dry... they'll pay so much, that they reduce their research to get money. this may be another human exploit (which i usually hate) but it works.
ïn some UP (ultimate power) games you can keep up 4 turns/tech with 100% science and still make a profit. there have been threads showing people earning over 1000 gold per turn just through trade. i think i never got higher than 500, but then i never played huge maps for a long time...- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
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Originally posted by Sir Ralph
Also, the AI never makes gpt deals while in Despotism.
Originally posted by DrSpike
Twice you've made posts to imply you think that they might not even be bugs, and hence might not get patched, like some of the new Civ 3 features 2 years ago. To be honest I really don't see how any experienced player could think that.
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AI never accepts a GPT deal that would result in them running a deficit.
For that matter the AI doesn't credit you with GPTs past the point in which you'd run a deficit. (This makes it kind of annoying when you have a large gold stockpile and want to spend it down gradually becuase you need to lower the science bar before contacting and then raise it up after contacting.) Of course, if the GPT bug works both ways, you might not want to be making GPT deals right now.1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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Originally posted by MrWhereItsAt
Well I'll just count myself in the minority, and very glad I am one of the few who seems to be actually enjoying C3C then...
So to summarise, we are not really Civ3 haters like many of the posters you refer to from 2 years ago. We like the game, but are disappointed by the constraints the bugs impose.
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Good news:
Civ III: Conquests Patch Notice
Civ III Community:
Next week, we will be releasing a BETA patch (v1.10) for
C3C that adds some new features and addresses
the corruption & gpt bugs (as well as other
fixes - see below).
QA efforts demonstrated the stability of the
code base, so we decided to release even though
the patch is not final. This was the only way to
get a patch posted prior to Christmas.
If additional issues present themselves we will
make every effort to release another BETA
update. We greatly appreciate your assistance in
notifying us of problems that you experience
(forum posts are the most convenient format).
The final update will not be released until Q2,
2004.
Thank you for all of the incredible support!!
Jesse Smith
Producer, Firaxis Games
---------------------------------------------
Updates BETA v1.10:
CIV III: CONQUESTS BETA v1.10
* Fixed issues with corruption
* Fixed issues with double gold being awarded
* Shifted minimap and unit info boxes slightly
inward to prevent problems with scrolling and
button-clicking.
* Re-enabled Intel optimizations from PTW.
* Fixed issue that caused scientific leaders to
use only the first name in the list.
* Fixed issue that caused selections on the
Foreign Advisor screen to be cleared.
* Modified combat calculations to make combat
appear less "streaky." Combat results are now
calculated multiple times before determining a
result. This should reduce spearman defeating
Tanks and other extremely frustrating combat
results.
* Optimized main menu code.
* Cleaned up INI preferences code
* Fixed issue with the audio preferences (sound
volume).
* Greatly improved the ability of Seafaring civs
to start near the coast. It should happen most
of the time now.
* Fixed numerous problems with Seafaring civs
starting near the coast in hotseat games.
* Implemented Seafaring civs starting near the
coast in MP games.
* Updated the interface on the world chooser
screen so selected options were more apparent.
* Fixed upgrade all bug (for units that do not
have the upgrade ability but are part of the
upgrade chain).
* Added feminine titles for Despotism,
Feudalism, and Fascism (for English default
rules only!).
* Editor: Added Flavors to the Import dialog.
* Corrected display of silk as luxury in city
view in Rise of Rome
* Corrected Scourge of God splash screen art in
Fall of Rome
* Build road/fort animations now show for
Legionary in Fall of Rome
* Cataphract now uses Ancient Cavalry art in
Middle Ages
* Corrected Mining tech art in Age of Discovery
* Text: Several civilopedia fixes (mostly
spelling, grammar, spaces)
---------------- Features --------------------
* Implemented ability to enter a seed value on
the world setup screen. It is located in the
upper-right corner. Any character can be entered
as the seed. If the seed is 0 (the default), it
will generate the world normally. If every
character is a number, the value is interpreted
as the seed value and used to generate the
world. In all other cases, a hash table formula
is applied to the string to generate a unique
value that is used to generate the world. While
it is technically possible for two different
strings to evaluate to the same seed, it is
unlikely (i.e., SEED is not the same as DEES --
upper- and lower-case letters will yield
different results as well).
* Implemented the "Play Last World" option. This
option appears on the main menu after playing
the first SP random-map game. When chosen, the
player is taken to the world chooser with the
seed filled in and all the previous settings
selected. The player can make any changes or
keep the world exactly the same. Note that if
ANY changes are made on this screen, the map
that is generated will be different. Next the
player is taken to the player setup screen with
all the civs and settings from the previous game
selected. Again, the player can make any changes
or keep the settings the same. If ANY civs are
changed, player starting locations MAY change
(depending on the number of seafaring civs,
actually).
* Implemented support for CAPS LOCK to work as
the SHIFT key to skip unit movement animations
(so you don't have to hold shift for the AI's
turn to skip the animations).
* The MP timer values are now read from
scenarios (the default values remain unchanged).
* Editor: Added MP timer values to the Scenario
Properties. There are 3 values: Base, Per Unit,
and Per City (with defaults of 24, 1, and 3,
respectively). They represent the Base amount of
time per turn + the amount of time Per Unit +
the amount of time Per City (number of
units/cities used each turn are based on the
player with the most units and the player with
the most cities on that turn). The values can
range from 0-100. The higher the number, the
more time per turn. FOR INTENSE FAST MP GAMES
PLAY THE CONQUESTS FAST MP scenario that is
provided with the Patch.
-- Please Thank Mike Breitkreutz for his efforts!
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