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The Official Apolyton Bug List

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  • Game Unstable

    I have a home built machine
    Athalon 800
    GForce 2 GTX - creative drivers
    Soundblast Live Value
    Windows SE

    The machine has been very stable until I played civ3

    I play the game for half an hour to an hour or so and I start getting echos on the sound effects Then I get an illegal operation error message. I close it and get another and another etc.. I terminate CIV 3 and try to shut down and it is still there. The only way out is to hard reset the PC.

    This sounds like it is a varient on the sound dll bug but it is crashing one of the core windows kernal elements and taking out the whole computer.
    Its not the destinination its the journey

    Comment


    • Edit: oops, sorry. Just remembered that under despotism squares that
      produce more than two food/shield/commerce produce one less...

      --------
      The civilopedia states that irrigation yields one extra food on grassland,
      this is not the case. Is it a bug or is there a typo in the civilopedia?
      --------
      Last edited by CarnbY; November 12, 2001, 16:29.

      Comment


      • One other thing is that the plus/minus buttons for changing science and luxury rates are too small to easily swing my mouse over to click on. They should be changed to be inside circles as the new, larger area to click on.

        Comment


        • This isn't a very important bug, but I did think it was funny. It only appears right after you select the advisor.
          Attached Files

          Comment


          • I'm confirming a bug I've seen reported on here only once (I hope). First, machine stats:

            Athlon 1.33
            128 MB RAM
            NVIDIA Geforce2 MX
            Sound Blaster 128
            I think that's all that really matters

            Anyway, it's a loading a saved game problem. I get this message:

            Datal0 operation System Error: CITY

            Then, the game will reload, but all of my cities are gone. The units are still there, as well as the city influence areas, and the game will continue. I tried ending all of my units turns, to see if the game would end, since I technically had no cities, but it continued on. The first saved game that does this is in 1802, and the previous save, 1796, works fine. Nothing very important happened in this 6 years (3 turns I guess), except I destroyed a rival Civ. This could be important. Restarting the game didn't work, nor did restarting the computer.

            Now that I've fooled around a bit - checking the web, mostly - the 1802 save won't even load. I get the same error, but the game never starts, I just stay on the intro screen. Remember one important thing - first rule of programming - there are no bugs; only features.
            Last edited by Cyanide; November 13, 2001, 00:51.

            Comment


            • I wish to update my above message about the loading error. It turns out that destroying the opposing Civ does indeed create the error. Any game saved before destroying that loan galley loads perfectly, but any game saved afterwords gets that Datal0 error, as described above. This is definitely a bug - add it to the list. Thanks.

              Comment


              • Re: Diplomacy Problems

                Originally posted by esarsfield

                11. The ability to remove items from the queues would be nice.
                I assume you are talking about the build queue? In that case, single click the item you want removed and hit 'delete' on the keyboard. There you go!
                /Cesa

                Comment


                • Sorry it this has been posted. I hate it when the my own AI scolds me like its my mother.
                  I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

                  "Yin": Your friendly, neighborhood negative cosmic force.

                  Comment


                  • Hey I am being scolded, I think:
                    Attached Files
                    I've been on these boards for a long time and I still don't know what to think when it comes to you -- FrantzX, December 21, 2001

                    "Yin": Your friendly, neighborhood negative cosmic force.

                    Comment


                    • A few bugs I don't think were mentioned:

                      1. COLONIES, if an opposing civ builds a city next to a colony you have thereby putting it in that cities zone of control, the colony disappears, even if it is guarded by troops. Colonies should have a zone of control and should have to be taken by force for someone else to get the resources.

                      2. FORTS, if you build a fort and station troops in it, and later another civ builds a colony next to it, YOU are violating their borders, forts should have a zone of control.

                      As far as ARMIES go, I don't think they should get to attack once per unit, as all the units are attacking with each assault, but if a unit such as a tank can attack twice per turn, an army of tanks should attack twice per turn.

                      Comment


                      • Originally posted by bahoo
                        A few bugs I don't think were mentioned:

                        1. COLONIES, if an opposing civ builds a city next to a colony you have thereby putting it in that cities zone of control, the colony disappears, even if it is guarded by troops. Colonies should have a zone of control and should have to be taken by force for someone else to get the resources.

                        2. FORTS, if you build a fort and station troops in it, and later another civ builds a colony next to it, YOU are violating their borders, forts should have a zone of control.
                        Actually, I think both of these are by design. Forts aren't supposed to be "extensions" of your empire per se, but more defensive fortifications. For example, you put forts on the mountain range overlooking your city, because it would be tactically better to engage the enemy there than on the plains where the city itself it.

                        Colonies, I could see an argument either way, but I'm pretty sure the current arrangement is intentional (though something like "outpost" might be a better name than "colony.") A colony isn't considered as significant a commitment as a settled city. It's like you're planting the flag when you start a city, but just taking stuff if you have a colony, perhaps. While giving colonies zones of control has some appeal, I could see it being difficult to program. If the "culture" rules are followed, they'd have to have a pretty huge chance of defection - and if not, then colonies would stick out as an exception.
                        David

                        Comment


                        • Two Resource Anomalies

                          Two things MUST be added to a patch: (1) there must be a way to "pillage" one's own roads and other improvements; and (2) if there continues to be a limit of 16 active resources possessed by a civilization (apparently due to the width of 16 icons in the Trade Advisor resources box), then there must be a way to deselect current resources to make room for vital new strategic or luxury resource acquisitions. This is the one serious problem area I've found in a week of play, and it's VERY vexing.
                          Was playing French vs. Germans on small map, Regent level. Conquered German area to get Coal so I could build railroads. But could not use the Coal, since I already had 16 resources. Only solution was to give the evil Germans a city that had some resources in its territory I don't need. Really ruined my sense of enjoyment.

                          Comment


                          • Tech tree problems in a MOD?

                            Unable to do tech tree if in a MOD?

                            Anyone noticed that if the game is not using the default rules, you cannot choose ahead on the tech tree?

                            Example - You want to research Monarchy, but only have a few of the first tech's - you cannot "branch" out the tech choices if the default rules aren't in play.

                            Not a big thing, but a bug none the less...
                            Catch you on the flip side.

                            Comment


                            • maybe not crucial, but anoying

                              when getting a new "luxury" through diplomacy, this
                              was not calculated in my city labour screen. when i changed one
                              to specialist or entertainer, then put him back in, it was all updated. since this luxuary ment 3 happy faces it ment quite a
                              differance to my city mood
                              don't know it happens always though, first time i noticed
                              it. will pay attention to it next time

                              have fun,
                              Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                              Then why call him God? - Epicurus

                              Comment


                              • I don't know if this has been mentioned yet, but the game has crashed a couple of times on me when I've tried to access my advisors. The specific error is:

                                Civilization3 has caused a fault in CIVILIZATION3.EXE

                                If you want my computer specs., see my above messages about a reload error.

                                I might add that this crash has just cost me over 5 hours of work on my game, which is totally unrecoverable. That just hacks me off...

                                Comment

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