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The Official Apolyton Bug List

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  • for the most part, the game runs flawlessly; i enjoy it quite a bit. (insert all that stuff about how it's better than ctp, as well as ctp2, which is what ctp should have been if they even wanted to crack the market here). (insert all that stuff about how the editor just flat out sucks, not being able to edit the civilization files to create species like the olympians or the koreans just by text).

    aside: game seems to run slower on a p4/1.7ghz system +768mb ram +geforce3 nvidia card, and i'm not talking about the drivers... it's not the scrolling, i mean when i click on a city, or try to change advisors... it takes longer than what seems to be necessary. as if it's playing through molasses. i can only imagine how bad it might be on the p2/300 my brother uses.


    Now: Subject:

    i've noticed that several times after i exit the game civilization 3, there seems to be a residual program running in the task manager. it is almost as if two copies of civ3 are running, but that should not be the case-- while i'm playing the game only one instance of the program is visible in the task manager. i'm also quite certain that i'm exiting the game through proper channels: clicking on the menu, saying exit game, and then yes, at which point the game screen shuts down.
    but then, on the task manager, civ3 is still there, like some ex that just won't go away.
    it's a pain, because sometimes i forget that it'll still be there, a specter, and then try to run something else, like, say, the geiss plugin for winamp 2.x, and geiss won't run because civ3's locked up the display drivers because the program still appears to be running.

    hm...

    this seems to be a roundabout way of saying that for some reason, exiting civ3 doesn't really seem to shut down the program completely for me in winxp.
    B♭3

    Comment


    • There seems to be a bug with food and pollution...

      When all tiles are being worked, and pollution appears the worker on that tile becomes a specialist... but the food production dosen't change! This means the city can now grow larger than typically allowed, since if you clean the pollution and put the worker back on the tile you get the food production again (That's 2x the food of that tile). But, when any tile improvements are deystroyed/built/changed or the population actually grows, the food production is then correctly counted. The problem occurs when you city grows from this free food then loses it... instant stavration.

      I'm sure some of you have noticed that some cities seem to grow to 1 pop too many then suffers starvation... well, this is the reason.

      Comment


      • First of all, sorry for my english, I'm italian.

        I've noticed 3 bugs (or i presume they are :

        1> Some City's population grow over 6 even if don't have acqueduct and the technology advance to build it.

        2> I saw Horse and Chariot units walking over mountains w/o roads!

        3> If you're playing a game with more than 8 civilization, in the foreign advisor screen only appears 8 leaders , so how do I make contact with other leaders (already encoutered) not included in this screen???

        Comment


        • Originally posted by dconner
          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.
          What's the point of having colonies then? If I had known they weren't permanent, at least while guarded, I'd have just used a settler their instead. Invariably, with the way the AI operates, any colony you build will at some point (probably early in the game) be inundated with opposing settlers.

          Comment


          • You have the nuclear plant bug backward. Nuclear plants can only be built near fresh water, not salt water. The manual and civilopedia both say "fresh or salt" but only fresh water works.

            Comment


            • Originally posted by Berserk
              First of all, sorry for my english, I'm italian.

              I've noticed 3 bugs (or i presume they are :

              1> Some City's population grow over 6 even if don't have acqueduct and the technology advance to build it.

              2> I saw Horse and Chariot units walking over mountains w/o roads!

              3> If you're playing a game with more than 8 civilization, in the foreign advisor screen only appears 8 leaders , so how do I make contact with other leaders (already encoutered) not included in this screen???
              #1 is not a bug; if your city is founded near a river, then an aqueduct is not needed to grow beyond a size 6, it's also the reason why you'd never have to build one there either.

              #2 The only units mentioned in the civlopedia that are not able to traverse mountains (or jungles) is the chariot and the catapult. As far as the chariot; Are you sure they weren't crossing between mountains, like on hills that were adjacent to the mountains??? I haven't been able to cross mountains with either unit.

              #3 You can make contact with other leaders by right clicking on any unit that belongs to them.

              Comment


              • "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."

                I've had the exact same problem. When I acquire a new luxury, I have to add or remove a worker for the affects of the luxury to take effect.

                I've also noticed sometimes when I offer a luxury as a gift the game crashes to a illegal operation error in the executable. If I reload the game, its repeatable.

                LAstly, on the cowmenu map, I found later in the game that trading world maps would do the same thing.

                Comment


                • Specialist Effects Not Shown in City Display

                  If you change a worker or entertainer to a scientist or a tax collector, the specialist's contribution to research or commerce is not reflected in the city view. However, it is correctly calculated in the Domestic Advisor screen.

                  For example, if your city is creating 50 beakers' worth of science and you create 6 scientists, the city view will still show only 50 beakers. The Domestic Advisor screen, however, will list the correct 56 beakers for the city.

                  Comment


                  • polution woes

                    I wanted to save myself from having to go back into some of my cities after they were hit by pollution by working the square before finishing pollution removal. At the point I was doing this, my cities were maxed out on population (thank you foreign workers). Anyway, I now have a few cities where if I remove all my workers that are producing on food tiles, I end up with either 0 or negative amounts of food being produced per turn. In regular cities this is actually 2 or 3 (depending on where it is built).
                    Attached Files

                    Comment


                    • Originally posted by arktiem
                      System:
                      Compaq Presario 5465
                      AMD KD-2 477 w/3-D Now
                      192 MB RAM
                      Soundblaster Live Soundcard
                      48 X CD-ROM
                      12 GB Hard Drive with 1.61 GB free

                      1). Anywhere from thirty minutes to three hours into play (really no rhyme or reason as to when this happens) the sound effects start to loop (bird chirping over and over... wolf howling over and over... etc.) OR the music track would loop the same drum beat. Then horrible static sounds take the place of any game sound and I might or might not have time to save the game before getting a GPF in SOUND.DLL. I have noticed this error in a couple of other posts and each time it has been associated with a Soundblaster Card, so I wonder if it is a driver problem with that card.

                      Arktiem
                      I also have an AMD K6-2, though only at 350 MHZ, an old Soundblaster 16 Vibra PNP and experience the same sound problems, i.e looping sound. But I get a virtual memory error instead of a GPF in SOUND.DLL. I hope this problem is rather linked to the Soundblaster and not the AMD processor.

                      Comment


                      • Worker pollution automatic clean up bug

                        I experienced a small, though very annoying bug while trying to automate my workers to clean up pollution. The command can only be given with the worker standing on a polluted square and the worker leaves automated mode (this may be intended, though) once there is no polluted square left. This means you have to reautomate the workers every two or three turns as pollution pops out unregularly. On slow computers, this slows down your turn in the modern era considerably, so fixing this would increase playability since cleaning up pollution isn't much fun.

                        Comment


                        • I don't know if this has been mentioned before but give us the ability to move workers in groups. There is nothing more tedious than moving each indvidual worker. I do not like to use Autoworker, I have my own agenda's when it comes to terraforming.

                          The ability to move large groups of military units from point A to point B would be nice too.

                          Comment


                          • I'm used to every new game that comes out needing bug fixes, but the amount I'm seeing reported on CivIII seems staggering to me. Now, some of the ones I've personally encoutered already:
                            (I'm an experienced Civ player, using a Pentium III and play on the Diety level)
                            1.(and the most crippling) The waste and corruption ratios are remaining unchanged regardless of government used. The ratios with Despotism are the same as in Monarchy, Republic and even Democracy.
                            2. Flood plains listed as 2 food instead of 3 in one game I played.
                            3. Wouldn't allow hydro plant to be built after the advance was achieved even in cities built directly along rivers.

                            Comment


                            • Originally posted by scottbe
                              I'm used to every new game that comes out needing bug fixes, but the amount I'm seeing reported on CivIII seems staggering to me. Now, some of the ones I've personally encoutered already:
                              (I'm an experienced Civ player, using a Pentium III and play on the Diety level)
                              1.(and the most crippling) The waste and corruption ratios are remaining unchanged regardless of government used. The ratios with Despotism are the same as in Monarchy, Republic and even Democracy.
                              2. Flood plains listed as 2 food instead of 3 in one game I played.
                              3. Wouldn't allow hydro plant to be built after the advance was achieved even in cities built directly along rivers.
                              I don't have a problem building hydro plants, and I don't think others have that problem either. There must be something you are overlooking.

                              Comment


                              • @Max Webster :
                                sorry but :RTFM ! This should be a bug list. With TESTED Bugs, iff you would read the forum, you would have found an answer.

                                Take a look at the hotkeys. It IS possible to move the guys in groups. Shift-Right-Click on the stack.
                                famous last words
                                GM:"You see a giant glowing emerald lying on the ocean floor. It's bigger than your head and pulsates with inner light."
                                PC:"Cool! I pick it up!"

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