Announcement

Collapse
No announcement yet.

v1.16f: Issues? Bugs? This is the thread

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Re: Re: Re: Very minor bug

    Originally posted by Desert Dog


    Hey dude if your going to be the JOE BLOW of advice why not pay attention to what is being asked. The Lighthouse should allow ocean travel. I read the read me and I think that removing the ability too explore the world with the lighthouse is essential just like civ 2 and the junk CTP series even.

    Desert Dog
    Umm, with the new patch it isn't.... it's clearly stated

    Comment


    • So what's the latest?

      So, I just want to send a shout out and see if anyone has heard from any of the Firaxians in regards to the many bugs and game issues sited in this forum.

      I know that they are undoubtedly busy and that it may take some time to solve even one of these issues. However, don't we, the fans, on whom their future rests, deserve some response?

      I still like the game, and maybe I'm one of the lucky ones, I only have a couple issues that really get under my skin, and maybe I've been too forgiving, finding work-arounds, etc...

      But I do believe that there are many posting on this forum who need answers, who demand quality, and who need to be shown some respect and conscientious attitude at the least from Firaxis.

      All I'm asking is-"Where's the dialogue!?!"
      "They faught like warrior poets."
      "Keep your friends close and your enemies closer."
      "Let the ends justify the means."
      "Social Justice"

      Comment


      • a minor issue -

        has anyone noticed that you can build Aircraft Carriers before you have discovered Flight?

        Just seemed a bit daft thats all.

        re Lighthouse & Galleys/Caravels...

        as already discussed at length in other threads - Lighthouse allows flimsy Galleys to cross Coastal & Sea squares without risk. They would be completely swamped if they ventured out into the deep ocean. (The Lighthouse was built to help guide Galleys across the Mediterranean in the absence of any other reliable form of navigation - not to cross 3500 miles of Atlantic like the Caravels would attempt about a 1000 years later).

        Caravels can sail on Ocean squares too but there is a distinct chance of them foundering in rough weather. (Historically during this era of history, 1 in 3 ships were lost at sea in bad weather).

        AFAIK, Galleons & Frigates are sufficiently tough enough not to suffer from this problem - although historically they still did to a lesser extent. Remember that even modern merchant ships/tankers and even warships can be lost at sea, take a sailing trip round the Horn if you dont believe me! Civ3 is being kind to us - although it's a shame we can't insure our ships!
        'It's all just a bunch of flees fighting over who owns the dog'

        Comment


        • Re: Suggestion for bug list

          Originally posted by woody
          I have read through this thread, and I must say that many of the people posting bugs are completely clueless.
          Thank god wookie will enlighten us poor souls.

          There are simply too many errors, caused by careless people who feel they have to announce every thing they disagree with as a bug.
          And they have every right on earth to do so and will continue to do so.

          (Do yourself and us a favor and try to make some real friends at school and stop trying to command people around here because it doesn't work elsewhere. Thanks.)

          Instead, they should RTFM before posting bug reports.
          Bug reports are usually classified into subcategories: Bug reports, Change requests, suggestions etc.

          Can a moderator start a top-locked thread for posting bug reports, but moderate the thread so that a useful bug list is created?
          And of course it's our wookie who determines what important and what not

          Eliminate posts from people just complaining.
          " ... Yeah and while we are at it - eliminate every post I don't like .. tat wuld be kewl, hehe .. cool"

          Bugs should be verified by someone who knows the game and knows what they are doing.
          Lemme guess, that would be wookie as well?

          Only after a bug is verified, it should be posted to the master list.

          If we want Firaxis to fix the bugs, we have to provide them a useful list of verified bugs.
          How about leaving this task in the capable hands of the Infogrames QA Dept? They're getting paid for that.

          Currently, this list is ridiculous. If I was working for Firaxis, I'd quickly stop reading here.
          So instead you are posting here - which is worse.

          Let's help Firaxis get the bugs fixed.

          Comment


          • This two houndred and X replies is just too much for me to read, so maybe it has been mentioned before, but:

            When I'm in the diplomacy screen, and I ask my opponent for an offer for my tecnology, luxuries, or something, I get, as I should, an offer. But when I try to change that offer to something better, and this is something I have done always before the patch, I get the advise that "they would never accept such a deal!", and the only choises I have is to lower the offer to 1 gold/turn, or asking the same question again!!!

            Other than that, the patch is very good!
            Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
            I praise you because I am fearfully and wonderfully made - Psalms 139.14a
            Also active on WePlayCiv.

            Comment


            • I'm happy somewhere deep within my forgotten conscience that I can't arbitrarily bankrupt a civ.

              On the other hand, I can still exploit the AI's during a war, when I ask for temporary peace...ahhh balance restored
              "They faught like warrior poets."
              "Keep your friends close and your enemies closer."
              "Let the ends justify the means."
              "Social Justice"

              Comment


              • I hate burying this near the bottom of this thread, but I'm not sure I want to start a new thread either, so here goes.

                Has anybody else noticed that the AI tends to get stuck on "refuse to see envoy" after you've razed a city or two of theirs? I got mad because the Greek Hoplites kept walking past my Modern Armor and scratching the paint with their spears, so I told them to get out, and the Greeks declared war. I took a few cities, they refused to speak to me. I took a few more cities, a couple reverted next turn. I re-took those, razed them, and razed another couple to "insulate" most of the Greek empire from their capitol. Now I was able to hold all the cities I took in the safe zone I had created. However, even when they were down to a couple of cities, after the war had gone on long enough to collapse my Democracy into Anarchy, they still refused to talk to me. That just seems pretty suicidal on the part of the AI to me. Yes, I understand that since I razed some of their cities they'll always be furious with me, but since I'm taking 2 - 4 cities a turn, you'd think at some point in the algorithm, the "survival" parameter would begin to outweigh the "rage" parameter.

                Or am I a particularly offensive Civ player?
                Where are we going? And why are we in this handbasket?

                Comment


                • 1. No more trading of cities? The AI never consider it after the patch.

                  2. I tried a right-click on the foreign advisor screen in a 4-civ game and a blue oval appeared where one of the AI might, if there had been more of them. Right afterwards, all lines disappeared and never came back, rendering the screen useless.

                  3. A war between 2 AI is announced, but this does not show up on the foreign advisor screen.

                  4. A right click after stealing tech while using espionage on the tech screen locks you there. All techs are either known or unknown, but attempts to exit are met with "our agent in "capital" needs your instructions".

                  5. Sometimes, ask the AI what it will trade for something and their exact list is the only thing they will accept, and ONLY after asking what they will offer. Duplicating it exactly or even taking less than their offer is unacceptable.

                  6. Would be nice to include number of turns needed for the next advance somewhere on city screens. Also would be nice to immediately see the effects of taxmen and scientists on city screens as in CivII. Must switch to the domestic advisor now to see effects.

                  7. A list of beaker totals for all cities, etc, on the domestic adisor screen would be handy. Also would be handy on the culture screen. Anywhere a list of city statistics is given, it would be nice to have totals appear under the last city in the list.

                  8. Two AI "learned" the exact same tech, Synthetic Fibers, on the same turn that I did. Seemed fishy for this to happen. None of us "knew" this tech the turn before simultaneous discvovery.

                  9. Checking the trade advisor early in one game told me I could trade with the Iroquois. I had no map of their cities, which were all on another continent. I also lacked a harbor.

                  10. Would be nice to be able to move stacks of units, especially workers, when shifting them around to do jobs as a team.

                  Comment


                  • In my last but one game, my foreign advisor suddenly told me that ' the Americans have been destroyed'. He didn´t tell me who destroyed them, but as I had no contact with them, I think this is how it should be. (They also didn´t show up in the histograph screen afterwards.)

                    A couple of turns later, I make contact with the Aztecs. Some of their cities have American names and size 1 cultural borders. Okay, this is what happened to the Americans. In the histograph screen, there´s a new colour for the Aztecs (they are definitely no. 1 at the moment), but still no entry for the Americans. (Suggestion: whenever a new civ is displayed in the histograph, also display all civs that have been destroyed by them.)

                    And now for the real bug: A lot of tiles between the former American cities were no-man´s land outside the Aztec´s cultural borders. However, in the mini-map these tiles were displayed in the Americans´ colour.
                    "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

                    Comment


                    • Originally posted by solo
                      1. No more trading of cities? The AI never consider it after the patch.
                      I never saw this before the patch and now I had it with the tournemant game I played...

                      Comment


                      • Re: Very minor bug

                        Originally posted by Desert Dog
                        Hey dude if your going to be the JOE BLOW of advice why not pay attention to what is being asked. The Lighthouse should allow ocean travel. I read the read me and I think that removing the ability too explore the world with the lighthouse is essential just like civ 2 and the junk CTP series even.

                        Desert Dog
                        His advice was fair. The original reason why I asked the question was in relation to an early version of CIV3, where the game designers said the Lighthouse bumped both the Galley and Caravel up one level - galley in danger on oceans only, and Caravel allowed to travel unhindered. The game has since changed, and I missed the description of the change.
                        None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?

                        Comment


                        • When two recon areas overlap, the result is that the overlapping area falls back into the dark fog.
                          "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

                          Comment


                          • First of all, there is a bug which did NOT exist before when automating workers to clean up pollution. Workers will ignore pollution once two workers are already cleaning that particular pollution. To get three or more workers to clean pollution in one spot you have to manually move the workers there and push shift-c. Even if they are ON TOP of the pollution, shift-p does not work. Minor? Yes. But still annoying...

                            Second, I think you guys did a great job addressing a lot of issues and you guys have to be congratulated. But, unit stacking for movement purposes, to me, had to be the biggest problem pre-patch. And remains the biggest problem, of course. You have to realize the sheer number of hours required to play one game of CivIII. Most of that time is fun. Some of that time is drudgery. Please, I IMPLORE you! I can't stand moving units individually from a common starting point to a common destination. Help minimize the tedium and maximize the fun.

                            Third, I don't understand why you guys made it take LONGER to research, at least maximizing the possible amount of turns to arrive at any particular discovery. I was having enough difficulty before. It's not just me. I'm usually the most advanced civ and I often arrive at the fourth era just as the game is ending, give or take a few researches. Clearly, the AI is having the same problems. It's also not possible to trade advances when you are the most technologically far along. It's probably not in your best intersts anyway. And as an aside to that, I always rush literature, build The Great Library, build libraries religiously in every city. Keep science rate at 70 or 80%. When I have nothing but Education to research, I immediately put Universities in every city.
                            On the two or so occasions I got to Computers, I built research labs in every city. I also built SETI and I always put Newton's in my capital. Well, maybe it's just me but I don't consider myself an amateur Civ player. I dont know.

                            I've seen a lot of venom and vitriol directed in your direction and I just want to say that I think this game is terrific and at a time when I have Ghost Recon and Aliens Vs Predator2 and Return to Wolfenstein, ALL great games, I find myself coming back to CivIII over and over. So thank you for a terrific game. And keep trying to make it better.

                            Comment


                            • strange bug

                              I was bombing a city, when all of a sudden I hit bomb and nothing happened. I waited for 30 seconds or so thinking maybe my workers were doing their thing and was finally about to CTRL-ALT-DEL.

                              All of a sudden an enemy fighter flew the entire way across the screen backwards, having shot my bomber down.

                              Comment


                              • I have noticed this too... and I tend to be a rather lenient player (until I get annoyed at incursions like you did... and then I had to change to Monarchy to finish off the idiots...). The 'refuse to talk' answer should have some work around... some way of forcing them to talk after 'n' turns or something.

                                Originally posted by dac
                                I hate burying this near the bottom of this thread, but I'm not sure I want to start a new thread either, so here goes.

                                Has anybody else noticed that the AI tends to get stuck on "refuse to see envoy" after you've razed a city or two of theirs? I got mad because the Greek Hoplites kept walking past my Modern Armor and scratching the paint with their spears, so I told them to get out, and the Greeks declared war. I took a few cities, they refused to speak to me. I took a few more cities, a couple reverted next turn. I re-took those, razed them, and razed another couple to "insulate" most of the Greek empire from their capitol. Now I was able to hold all the cities I took in the safe zone I had created. However, even when they were down to a couple of cities, after the war had gone on long enough to collapse my Democracy into Anarchy, they still refused to talk to me. That just seems pretty suicidal on the part of the AI to me. Yes, I understand that since I razed some of their cities they'll always be furious with me, but since I'm taking 2 - 4 cities a turn, you'd think at some point in the algorithm, the "survival" parameter would begin to outweigh the "rage" parameter.

                                Or am I a particularly offensive Civ player?
                                -----------------------------------------------

                                Comment

                                Working...
                                X