Announcement

Collapse
No announcement yet.

The Official Apolyton Bug List Version 2.0

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    AMD Athlon 1.3 GHz 128 MB DDR Voodoo 5 AGP

    I have a faulty Power supply, so crashes are common.

    Anyway

    I try to disable my sound to prevent the sound card from activating, which crashes my computer, but when I do that, units still make noise when moving...

    I can't disable this from Civ III. Its a sound effect.

    Why don't these noises disable?

    Comment


    • #32
      patch v 1.17f bugs

      i've noticed 2 bugs so far that solely affect wonders. i patched my game about 4 or 5 days ago and noticed that when i built some wonders, they did not have the affect they should have had. i've also noticed that corruption still appears to be a mess. i've had to tweak several buildings now to reduce corruption.

      the Pyramids granted a granery in every city but most of the cities were still growing at the rate of one without a granery. in other words, it put the granery in the city but the granery did not hold the food and halve the growing rate. normally you'd see your granery box split in 2 the bottom for storing and the top for growing, but this isn't happening in all the cities.

      Leonardo's workshop isn't cutting the upgrade costs as it should. i know this because prior to building the darn thing, i was upgrading my riflemen to infantry and after building them and doing the same for about 15 turns, i was paying the exact same amount.

      yesterday i decided i'd had enough of these wonky wonders and uninstalled the game. i reinstalled it and immediately patched to v1.17f. i also got rid of the civ3edit and replaced with the one from this site. i didnt' get a chance to start a new game though as it was nearing 2am. i'll see tonight if the wonders are wonderous or just plain old wonky.

      ****UPDATE****
      it would appear that uninstalling, reinstalling, and patching to V1.17F without patching V1.16 will correct this.
      Last edited by Martock; February 26, 2002, 17:12.

      Comment


      • #33
        I really haven't seen anyone else say much about the diplomacy screen. If the game now allows up to 16 civs, then 16 leader circles should be on this screen. Its a pain to figure out who is at war, who is at peace, who are allies, are they trading, who has free movement through another's territory, especially when it gets past the initial circle of eight countrys I know about (including mine). Trying to contact a leader on a different continent can only be done with the D button on the right side of the screen, and the only intelligence briefing you get is what the idiot in the corner decides to tell you, which usually isn't worth a plug nickel. If this screen cannot be fixed properly, at least change the screen to more on an "intelligence briefing" screen in text format, sort of what they did in SMAC. Actually this might be better since you wouldn't have to keep redesigning this screen if they add more (if they can, or will) to the number of civs in each game, (anyone for 32 or 64 civs?).



        Mark: by the way, the spell checker no longer works for checking replys, just thought you should know
        What do I think of Western civilization? I think it would be a very good idea.
        Mohandas Gandhi

        Comment


        • #34
          control+shift+click on a circle to change the civ that's there...

          A bug i had was that when I created a scenario and tryed to play it, it said something about "Version 3.00" being "incompatible"

          Comment


          • #35
            SOUND SOUND SOUND...

            sigh...

            with the new patch i've noticed certain units sound bytes seem to disappear altogether. in particular:

            Riflemen - the shot sound as they run was there for a bit and then suddenly, it disappeared. when they attacked, no sounds from their rifles.

            Cavalry - the attack sound byte disappeared last night. it was there earlier on, then suddenly, **POOF** gone. not even rebooting and trying again fixed that one.

            i'd really like a decent fix for this. i can't find out where the sound bytes are stored so i can't change any i might like. it's NOT my sound card as that works with EVERY game i play and i did reinstall it the other day just for the heck of it. my drivers are upto date so, my opinion is a corrupted file somewhere.

            Comment


            • #36
              EEP!

              currently in a game now where riflemen have been around for enough time for me to have acquired a sizable force. for 90% of their life in the game, they ran about the place and only made the "footstep" sound affect (at least that's what i call it) however, yesterday that changed. yesterday that started making that gun fire sound clip when running, a bit odd if you ask me since it makes no sense that you'd be running and shooting in the air.

              why does it do this AND more importantly, how can we go about changing it so when the rifleman unit moves, it doesn't make the shooting sound.

              any takers??

              Comment


              • #37
                Interface bug (1.17f)

                Some building names are sometimes grayed (impossible to select - it looks like a Wonder that is already being built in another city) in the construction menu of the city screen.
                However I'm able to start the construction by using "right click" on the same city (on the main screen) and choosing the same building.

                This happens most with hospitals and some Wonders.

                Comment


                • #38
                  Turn your head and cough please

                  While playing Civ 3 today, I noticed something. I am currently playing the Americans, and had an unfortified rifleman sitting in one of my cities. When the game came to this piece's turn, it coughed. I thought it was my imagination so I reloaded my saved game, and sure enough it did it again. Does anyone have any other examples of what pieces can do?
                  KATN

                  Comment


                  • #39
                    Re: Turn your head and cough please

                    Originally posted by lorddread
                    While playing Civ 3 today, I noticed something. I am currently playing the Americans, and had an unfortified rifleman sitting in one of my cities. When the game came to this piece's turn, it coughed. I thought it was my imagination so I reloaded my saved game, and sure enough it did it again. Does anyone have any other examples of what pieces can do?
                    Riflemen sneeze, and the turrets on tanks move side to side slightly.

                    Comment


                    • #40
                      The "Killed Civ = Army Crash" Bug

                      I tested this extensively, and expect it to be reproducible on any machine:

                      The "Killed Civ = Army Crash" Bug occurs whenever any civ (Human or AI-controlled) eliminates another civ (by conquering it's last city) while the "dead" civ still has an army alive elsewhere on the map. Anytime this occurs, the game will crash to the desktop shortly afterwards.

                      The situation: The Romans have been reduced to the single city of Lugdunum. Next to it are two large enemy unit stacks, one Zulu (human) and the other Aztec. Elsewhere on the map, two damaged Roman units (one an Army, the other a Pikeman) are located atop a hill near the Zulu city of Ulundi. I ran several different tests to verify the bug, and here are all the permutations that crashed the game:

                      1) Zulus conquer Lugdunum and occupy it. Result: Crash
                      2) Zulus conquer Lugdunum and raze it. Result: Crash
                      3) Zulus kill Roman pikeman near Ulundi and then conquer Lugdunum and occupy it. Result: Crash
                      4) Zulus allow Aztecs to conquer Lugdunum and occupy it. Result: Crash
                      5) Zulus kill Roman pikeman near Ulundi and allow Aztecs to conquer Lugdunum and occupy it. Result: Crash

                      And here are the actions which allowed the game to continue undisturbed:

                      1) Zulus kill Roman Army near Ulundi and then conquer Lugdunum and occupy it. Result: OK
                      2) Zulus kill Roman Army near Ulundi and then allow Aztecs to conquer Lugdunum and occupy it. Result: OK

                      The common factor in ALL cases is that if the Army is left alive, the game crashes - if it is killed first, no problem.

                      Probably not a very common situation, but potentially deadly since it can occur even in cases where the AI is doing the killing (this could explain why some games seem to crash for no apparent reason - as the human player you didn't even DO anything!)

                      For the record, I'm running Civ3.1.17f on an Athlon 950, 750 MB RAM, GForce2, Win98SE
                      Attached Files
                      Last edited by Kull; November 5, 2002, 17:57.
                      To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton

                      From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise

                      Comment


                      • #41
                        While playing Civ 3 today, I noticed something. I am currently playing the Americans, and had an unfortified rifleman sitting in one of my cities. When the game came to this piece's turn, it coughed. I thought it was my imagination so I reloaded my saved game, and sure enough it did it again. Does anyone have any other examples of what pieces can do?
                        And Impis yawn once in a while, and warriors sometimes do a kind of small samba dance or something (ok, maybe not really). I think these small effects really makes the game nicer, although I have sometimes been a little bit afraid of sudden noises and moves. For example, a galley of mine suddenly moved it oars, and I thought it was going to sink...

                        Comment


                        • #42
                          The game keeps freezing when my jet fighter intercepts an English Bomber. I have rebooted and re-run the turn several times and the game always freezes in the same place. I note that the English bomber, unlike the Japanese on my eastern front, is invisible. Only the bombs are visible. The bomber sounds are those of a prop driven bomber, not a stealth bomber.

                          I am playing with v1.17f, no mods, small map, 4 remaing players, Dell Dimension 4400 w/ 1.8Ghz PIV, Geforce2, 256 megs ram, SB Live, all the latest drivers, Win XP. The save game file is too large to attach, but I will send it to Firaxis if they are interested.

                          Comment


                          • #43
                            Irrigating Deserts

                            I thought we couldn't irrigate deserts???

                            Check out the pic I attached. Haven't figured out how to add it to my post. Sorry. It seems my worker on SHIFT-I is irrigating deserts, but when I tried it wouldn't let me. Shrug...

                            Thanks
                            Attached Files

                            Comment


                            • #44
                              after intalling editor from this site to 1.17, i raised number of civs to 12 on standard map. after i selected world type, a crash appeared with the following message
                              CIVILIZATION3 caused a divide error in module CIVILIZATION3.EXE at 0157:00503bcf.
                              Registers:
                              EAX=00000108 CS=0157 EIP=00503bcf EFLGS=00210246
                              EBX=00a5395c SS=015f ESP=00a537b8 EBP=00a53bd0
                              ECX=00000000 DS=015f ESI=00000000 FS=0d67
                              EDX=00000000 ES=015f EDI=0129ee84 GS=0000
                              Bytes at CS:EIP:
                              f7 f9 33 d2 33 c9 85 f6 89 54 24 10 89 4c 24 18
                              Stack dump:
                              00a53824 00a5395c 00a5395c 00000001 0125ab5c 00000000 0000012c 00000020 0000000c 00503aef 00a5395c 0055b71e ffffffff 0050333b 00a5395c 00000000

                              dell optiplex gx150, 600MHz, 128 RAM

                              Comment


                              • #45
                                Re: Irrigating Deserts

                                Originally posted by Uncle Thade
                                I thought we couldn't irrigate deserts???

                                Check out the pic I attached. Haven't figured out how to add it to my post. Sorry. It seems my worker on SHIFT-I is irrigating deserts, but when I tried it wouldn't let me. Shrug...

                                Thanks
                                For some reason the game does allow irrigation of desert terrain. The only catch is that Shift-I doesn't work. Your worker has to be on automatic.
                                KATN

                                Comment

                                Working...