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  • #46
    Just found another one. When I built a worker in a Roman city I had captured that still had a resistor, it gave its nationality as "(barbarian)" in the right-click menu and put a jumble of characters in the small box shown below:
    Attached Files

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    • #47
      Woo! That's what I was talking about above. Good screenshot.

      Found another one. With Lighthouse, your galley should be safe on 'sea' squares, but not ocean. However, in 1000 years, mine never sank once, out in the depths. 5 galleys, 100 turns or so? I ain't THAT lucky. Fairly sure this is a Lighthouse problem, as I always sink just fine (even at Sea) without it.

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      • #48
        Bear with me, this requires an explanation . . .

        1070AD My elite knight attacks a town with 2 pikeman. Kills one, then retreats with 3/5 hps.

        1080AD I attack the second pikeman, still with 3/5 hps and lose. I reload countless times and lose every time.

        1080AD v2 I skip the knights turn
        1090AD I attack with the knight, which is still 3/5 hps, still the same number of moves, still elite, and its the same pikeman. I win and take the town. I reload more than a few times and no change.

        Not sure if this counts as a bug or if I am just crazy, but I don't see how waiting one more turn, when nothing has changed causes opposite results every time. Here's a link to the save game, had to take the comma out of the name to upload to Yahoo:

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        • #49
          Travathian,
          maybe the hitpoints has restored just a bit, but not enough to show up as a change.
          Creator of the Civ3MultiTool

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          • #50
            [NOT a problem, RTFM] automated workers "overwriting" existing tile improvements

            This is actually helped by using Shift-A keyboard shortcut instead of shortcut "A", or using the Automate button for a worker.

            I should have read the fine manual!

            Firaxis has indeed made an excellent game!

            -----------------

            Problem included for reference anyway, as deletion was not permitted.

            Scenario:
            a) have a city (of size 12) with some irrigation and some clear squares in the city radius.
            b) automate a worker near that city.

            Behaviour:
            c) worker starts mining the irrigated sector (therefore destroying the irrigation in that sector), instead of working on the remaining clear (un-irrigated, un-mined) sectors.

            Expected behaviour:
            a) worker irrigates or mines the clear sectors first (in other nearby cities as well),
            b) afterwards, worker (possibly/optionally) irrigates or mines the worked sectors in case of food/shield shortages respectively.

            Vice versa for irrigating the mined sector.

            Problem is repeatable and occurs often.
            Recommeded severity: Medium.

            Possible workarounds: changing city governor options.
            Last edited by Juu; November 2, 2001, 10:42.

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            • #51
              Another typo, missing a space on the upgrade menu.
              Attached Files

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              • #52
                Originally posted by Travathian
                Bear with me, this requires an explanation . . .

                1070AD My elite knight attacks a town with 2 pikeman. Kills one, then retreats with 3/5 hps.

                1080AD I attack the second pikeman, still with 3/5 hps and lose. I reload countless times and lose every time.

                1080AD v2 I skip the knights turn
                1090AD I attack with the knight, which is still 3/5 hps, still the same number of moves, still elite, and its the same pikeman. I win and take the town. I reload more than a few times and no change.

                Not sure if this counts as a bug or if I am just crazy, but I don't see how waiting one more turn, when nothing has changed causes opposite results every time. Here's a link to the save game, had to take the comma out of the name to upload to Yahoo:

                http://briefcase.yahoo.com/bc/travat...c=bc%26.view=l
                THis was implemented with SMAC I think. It is an anti-Load/Save cheat measure.

                If you fight another battle first (or wait one turn) the results will change. If you just reaload, the result will stay the same.

                Also I posted another thread with some bugs to another thread befor I saw this one, sorry:

                - Russia did not appear on diplomacy screen.

                - No undo in editor.

                - Sometimes the right click function on the military screen works, sometimes it doesn’t. This problem only seems to manifest when sorting by cities.

                - Communism and corruption; is distance to capitol supposed to be factor?

                - The list sort function on the city advisor screen doesn’t work very well...

                That is what I have found after two full games at Regent level. Any word on when the patch will be out?

                -Alech
                "Build Ports when possible. A port gives you extra resources, as well as an extra tile for a unit to stand on." - Infogrames

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                • #53
                  Okay I'm calling this a bug after hearing several complaints on the help forum, and it's a serious bug at that: your own fighters don't seem to be intercepting enemy bombers...I have never seen a bomber shot down even if the bombing is occuring within the operational range of my own air superiority missions....This has happened to me over many, many turns, so it is more than just a "chance of interception" problem.

                  This is a serious problem folks....try winning a war in the modern age without air protection...can you say "Irag in the Gulf War?"

                  Ironically the AI doesn't seem to be having any trouble shooting down my own planes.

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                  • #54
                    Ok i updated the list

                    AntiQaj what are your system stats?
                    Seraphim what are your system stats?

                    i am going to mail this weeks version of the bug list to firaxis now

                    keep on posting the bugs that you find

                    Comment


                    • #55
                      Originally posted by Seraphim
                      The hotkey for building a railroad ("R") doesn't work at all. You have to either click the icon or put your worker on automatic. It works, however, when you build a road.
                      The hotkey for building Railroads is Shift+R, not R. Check the Civilopedia under Hotkeys.
                      Tutto nel mondo è burla

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                      • #56
                        Originally posted by Boris Godunov


                        The hotkey for building Railroads is Shift+R, not R. Check the Civilopedia under Hotkeys.
                        Yes, but it doesn't SAY Shift-R when you highlite the icon, all it says is "Build (R)ailroad (Xturns)". (Another typo--shouldn't there be a space between the number and the turns?). I don't see why you would need to hold down shift anyway, R should build a road where there isn't one, and upgrade it to a railroad where there's a road. Worked just fine in Civ2.


                        For the record, by specs are:

                        Windows XP RTM ver 2600
                        Dual Pentium II 450MHz
                        512MB Ram
                        Nvidia Geforce 2 GTS Video Card (Hercules 3D Prophet II GTS)

                        Though I don't think these bugs are dependent on system hardware.

                        Comment


                        • #57
                          Originally posted by Nemo
                          2nd - i have a city that just produced a spearman, it is active. i have a warrior fortified in the same city. if i go to the city screen and right-click warrior and choose active, then right-click spearman and choose fortify...everything locks up. happened 3 times aready while trying this.
                          i've had the same thing happen twice in approx. 3 hours of playing in the same situation - activate one unit and fortify another while in the city screen. i don't recall which order i did them in, but one extra bit of information is that i think the unit i fortified was the 'active' unit (ready to move) at the time. it doesn't completely lock up, it's more like it stops responding to input. the animations and sounds keep playing, the mouse cursor moves, etc., but clicking the mouse or pressing keys has no effect on the game. I have to C/A/D and kill the process.

                          Win XP, Athlon XP 1600, 512M RAM, GF3 Ti200 (21.85)

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                          • #58
                            Originally posted by Seraphim
                            Just found another one. When I built a worker in a Roman city I had captured that still had a resistor, it gave its nationality as "(barbarian)" in the right-click menu and put a jumble of characters in the small box shown below:
                            I confirm the barbarian jumble y's and squares for an American worker captured.
                            The art of mastering:"la Maîtrise des caprices du subconscient avant tout".

                            Comment


                            • #59
                              This listed "Start up issue"
                              ~~~~~~~~~
                              Startup Issues:
                              *The game installs correctly and plays the intro movie but it scrambles the screen at the main menu, acting like the refresh rate is too high
                              p2 350, 256mb, win 2000, SB awe 64, 30 gig HD, geforce2 mx 32mb
                              D 900, Geforce2 MX400 64mb, Win XP (10.80 and 21.85 both caused this), Win 2000 (21.83), SB Live! Value;

                              ...IS VERIFIED on my machine with the following hardware and software:
                              750 mHz PIII running Windows 2000 SP 2
                              64 MB GeForce 2 GTS (Detonator v. 2.1.8.3)
                              ViewSonic PF790 Pro Series set to 60 mHz and 70 mHz
                              Attempted Screen Res 1600x1200, 1280x1024

                              Steps to reproduce:
                              -Launch game
                              -Monitor is degaussed and reset for the intro sequence/movie
                              -Movie plays smooth, no issues, game title comes up and music segues
                              -Screen darkens and as new music sequence comes up for what should obviously be the game's main menu.

                              Result:
                              -The monitor appears to attempt to switch back to the screen res it was originally set for when the game was launched, but instead it appears to hang or get stuck in "standby mode" in which it seems to be set to a power save mode.


                              WorkAround:
                              I found a reg hack on this site that explains issues with monitor refresh rates. Basically, find the highest refresh rate setting for the screen resolution you are running....if that doesn't work, you will likely have to hack your registry to alter the POSSIBLE settings that can be used. Because, if your registry says that your listed modes allows 32bit True Color running @ 1600x1200 (which my adapter card can handle) with a monitor 120 mhz refresh rate (which my monitor CAN'T handle) CIV III will try to use that setting anyway.

                              Basically, find the screen res that you want to run, then try to run that res and the highest refresh rate that is an option to select in your display properties. If your screen goes into standby mode, your hosed and that's what the game is doing to you.

                              Here is the link, follow the directions CAREFULLY! I recommend that you save the registry key that you are about to hack in case you screw up your system real bad. In most cases, reinstalling your display or monitor drivers will solve any really bad surgery you do.

                              Last edited by fnord5; November 3, 2001, 13:01.
                              BOOGA!

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                              • #60
                                I'm not sure if this can be classified a bug or not, but here goes. I haven't changed anything but I'm playing on a 16 civ Huge map. Three or four civs have already built Magellans Voyage and I'm building it now. Isn't it a major wonder, it says that it is in the civilopedia and it shows up in the 'see all wonders in the game' screen. So can anyone confirm/deny this? Is it just me or what?
                                I never know their names, But i smile just the same
                                New faces...Strange places,
                                Most everything i see, Becomes a blur to me
                                -Grandaddy, "The Final Push to the Sum"

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