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  • yep - here's one

    CIVILIZATION3 caused an invalid page fault in
    module at 00de:01252c63.
    Registers:
    EAX=00435bc1 CS=0167 EIP=01252c63 EFLGS=00010282
    EBX=006621c8 SS=016f ESP=00abf9a0 EBP=0140b0c0
    ECX=0140b0c0 DS=016f ESI=0140b0a0 FS=11f7
    EDX=00000000 ES=016f EDI=0065ea90 GS=0000
    Bytes at CS:EIP:
    01 60 2c 25 01 60 2c 25 01 68 2c 25 01 68 2c 25
    Stack dump:
    00000001 00663428 00000001 0042f492 0140b0c0 00000020 00680dc4 006621c8 006630c0 00003064 0140e060 00000009 0140b0c0 0000dd58 00000000 00000001


    Regent...1916 - game crashes on the same year...and if I go back 4 or 5 autosaves, it'll still crash in 1916

    Win98 - SE
    PIII 600 - 256MB
    Voodoo3 3000 Video card
    SB Live Value sound card

    here's a file if you get bored.

    RB

    Comment


    • Problems CRASH CITY!

      Hey I know I was being a real jerk off complaining etc. Sorry for that! I am having problems that I seem to be having alone. My games are crashing when I reach Industrial age or modern age (recently modern age) right after picking the new tech that would place me in the new age. I was playing on my own map 230x230 with 8 civs. All I did was change the color of my civ, added 2 extra tech, AI at chieftain level. I have a high end PC that shouldn't be the problem. I have never been so frustrated trying to play a game in my life! Please respond thanks!

      Desert Dog
      Thanks ~ Desert Fox (Real Nickname)
      Fleet Admiral - NeoTech Games Network - Game News & Game Modding Community

      Comment


      • Crash: The civ that won't die!

        I eliminated the Persians in my current game (Apolyton November game: Babylonians, standard map), or at least I thought so. They had no more cities. But yet they remained on the foreign advisor screen. I checked the shift-L cities list. Maybe they found a little island somewhere outside of my range. Nope. No cities listed. Strange. Nor wóuld they speak to my diplomat (a different feature that needs fixing). Then after a few turns I discóvered two of their ships still alive. So I sunk the ironclad first, and on the next turn the transport. Then I got the message "You have eliminated the Persians". OK. However, I simultaneously got the message that civ3 is closing down due to a fatal error. I reloaded the autosave a couple of times and changed the sequence, but with the same fatal crash immediately after the last Persian unit was eliminated. Two questions arise. Should all units and the civ disappear when the last city is destroyed as in civ2? (There could be a certain logic in keeping the civ alive if they had a settler on that transport.) If so, possibly this is the reason for the crash, because an impossible event has occurred. Second question: is this a bug? It would appear so. I can send the save game if Firaxis wants it, but it should be easy enough to check out. One of the crazy consequences if I continue without sinking that transport is that I cannot risk a UN vote because I know the "ghost" of the Persians will vote against their tormenter and swing the vote. Catch 22. Damned if you do. Damned if you don't. Now I have to go for a conquest victory I guess, if I continue this game.

        Comment


        • Re: Crash: The civ that won't die!

          Originally posted by Rusty Nail
          I eliminated the Persians in my current game (Apolyton November game: Babylonians, standard map), or at least I thought so. They had no more cities. But yet they remained on the foreign advisor screen. I checked the shift-L cities list. Maybe they found a little island somewhere outside of my range. Nope. No cities listed. Strange. Nor wóuld they speak to my diplomat (a different feature that needs fixing). Then after a few turns I discóvered two of their ships still alive. So I sunk the ironclad first, and on the next turn the transport. Then I got the message "You have eliminated the Persians". OK. However, I simultaneously got the message that civ3 is closing down due to a fatal error. I reloaded the autosave a couple of times and changed the sequence, but with the same fatal crash immediately after the last Persian unit was eliminated. Two questions arise. Should all units and the civ disappear when the last city is destroyed as in civ2? (There could be a certain logic in keeping the civ alive if they had a settler on that transport.) If so, possibly this is the reason for the crash, because an impossible event has occurred. Second question: is this a bug? It would appear so. I can send the save game if Firaxis wants it, but it should be easy enough to check out. One of the crazy consequences if I continue without sinking that transport is that I cannot risk a UN vote because I know the "ghost" of the Persians will vote against their tormenter and swing the vote. Catch 22. Damned if you do. Damned if you don't. Now I have to go for a conquest victory I guess, if I continue this game.
          It happend to me in non-pacth game.
          I don't know what triggers it but I know THE SOLUTION.

          There is somewhere some solitary enemy unit (probably a boat) wandering arount the world.
          After you find it, kill it.
          After that, Persians are no more.

          Conclusion:
          YES it is BUG. But sometimes you noramlly defeat civ after conquering its cities. So, what makes this thing to happend is still unknown.

          Comment


          • could have been a settler

            I've had the same issue...but it's because a settler is still active...

            Troops go away...Settlers stay active and give the Civ. some chance at survival.

            What you probably did was sink a boat with a settler on it.

            RB

            Comment


            • Re: could have been a settler

              Originally posted by ruebarb01
              I've had the same issue...but it's because a settler is still active...

              Troops go away...Settlers stay active and give the Civ. some chance at survival.

              What you probably did was sink a boat with a settler on it.

              RB
              Yes, it is possibile.
              This NEEDs fixing.

              Comment


              • In ver 1.07f you had cultural victory for achievemnt in a single city at 20 000 cultural points. I was playing with patch 1.16f second update, on Warlord. And suddenly to my disappointment I couldn't win the game because of the enormous raise in demand in cultural points... Who the heck changed that figure from 20 000 to 100 000?
                Attached Files

                Comment


                • First post-itis...

                  Well, I've been The Lurker At the Borders for some time now, but this thread as finally necessitated, in my mind, my speaking up, as I do have something to contribute.

                  First, minor addendums to the posts of others - yes, foreign cultures WILL give you a city in trades, but generally only very small undeveloped ones, and if you've recently posed a military threat to their survival. Some of the more aggressive cultures will stubbornly still hold out, but others - I note the Bablyonians in particular, seem to have a better survival instinct and will cede to your demands.

                  Secondly, the 100,000 in the last screenshot is not a "victory condition" number, it's the amount of culture needed for your next border expansion. I've won both types of culture victory, and both are quite functional.

                  Anyhow, for my own additions - concerning armies, would it not make sence that if an army consists of all units of one type, that any traits of that unit are still available? I address here with particular concern naval fleets, retreating capabilities, and UU status/golden age triggering capabilities. I must add the I agree with the sentiments of others the units within armies should be upgradable, in my mind, if not removable. I assume that part of army strength comes from the cohesiveness of the involved units and their cooperation skills, which would explain an unwieldiness with removal. However, though not necessarily historically accurate (several armies have been known to lose battles/wars/battlefield dominance due to a refusal to use more modern techniques/technologies, as opposed to an incapacity to do so) I believe upgrading units within armies to increase the "fun" of the game to be worth the sacrifice.

                  Second, and lastly, while I've seen some complaints on the success rates of espianoge missions, I have yet to see any about the sheer *cost*. Perhaps I am economically inefficient, but stealing an enemies' war plans at 20-50K gold, dependant on how risky I care to be, seems to be impossible to even pay for, even for the most likely to fail option. Yet the AI seems to get this information for free long before the tech is even around. It does not seem quite fair...

                  Enough out of me, back to the experts, so sayeth The Hermit.

                  "He had a lot to say, he had a lot of nothing to say." Tool - Eulogy

                  Comment


                  • Upgrade to special units

                    This probably has some issues with balance of the game, but I noticed that there's no way to implement this:
                    Others: Pikeman -> Musketaman -> Rifle
                    France: Pikeman -> Musketeer -> Rifle
                    or at least Pikeman -> Rifle.

                    others wouldn't make too much sense though:
                    Horseman -> Elephant -> Cavalry.. but one still might wanna have an option to upgrade ones Horsemen to Cavalry when it becomes avail.

                    Workaround: create a bogus Japanese SamuHorseman unit type (with same stats as normal Horseman) and let it upgrade to Samurai, not sure how would this affect AI and golden age trigger.
                    btw, editor q: any way to add new units?

                    p.s. can confirm/note there's something weird going on with my diplomacy screen: if i play 6civ - 2 extra civ-circles are still alive - get highlighted.

                    p.p.s. and.. is this only me.. or someone forgot that in huge worlds with 8+ civs there might be a need to rearrange diplomacy screen - tough one - need to get more circles, get a non-static sized graph, probably resize these circles too...

                    v

                    Comment


                    • Re: Upgrade to special units

                      Originally posted by vilius
                      This probably has some issues with balance of the game, but I noticed that there's no way to implement this:
                      Others: Pikeman -> Musketaman -> Rifle
                      This alredy exsist in the game.

                      Originally posted by vilius
                      or at least Pikeman -> Rifle.
                      This alredy works for French too.


                      Originally posted by vilius
                      France: Pikeman -> Musketeer -> Rifle
                      There is a solution.
                      Just make Musketmen upgradeable to Musketeer (don't forget the upgrate flag!!!)

                      To get:
                      Pikeman -> Musketaman -> Musketeer -> Riflemen

                      That way Pikemen would be upgraded to Musketmen if other, or Musketeer if France.
                      Also both Musketmen & Musketeer would be upgradeable Riflemen.

                      Musketaman to Musketeer upgrade
                      will never happen since civs with first unit never get a musketreer or the opposite for France.


                      I think that this is arleady done in some MOD in Files section.





                      P.S.

                      TIP: How to make unit OBSOLETE, but not UPGRADEABLE?

                      Lets, say you want Ironclads obsolete after getting Destoyers.
                      Still you don't want to allow Ironclad->Destoyer upgrade.

                      Simple, make Ironclad UPGRADEABLE to DESTROYER (left side of the screen) but REMOVE UPGRADE flag (from right side of the screen).

                      That way you WON'T be allowed to upgarde Ironclad, but Ironclad will also be REMOVED from building list.



                      Note for Firaxis:

                      THIS THING NEEDS TO BE DONE FOR SEVERAL UNITS IN STANDARD GAME (Ironclads, Frigates, Cavalry, etc.)

                      Probably in next patch.

                      Comment


                      • Has anyone else noticed this?

                        If I start my PC and then run Civ3, on the next boot or restart I get the message:

                        __________________________________
                        Please wait while Setup updates your configuration files. This may take a few minutes...


                        Completed updating files, contiunuing to load Windows...
                        __________________________________
                        same thing here!

                        Comment


                        • Yes, always, the same thing. Update Configuration Files. In fact, the game was wrecking files like gdi32.dll afterwards, and another one. It was, I guess, the video card drivers for the files. At least with a GeForce2 type card, I am not getting corrupted files it seems anymore, but the 'Update Configuration Files' always occurs.
                          But, that may be partially due to Microsoft and what their OS is doing. Does anyone really know with all the changes lately with their OS. Yes, some people need updates for various add-ons, but hey, all I need is something else that works with Windows.
                          The GeForce video card seem to help, must be the ATI drivers yet are not quite up to par for games.

                          Well, I guess one has to buy something that works first in this World!

                          Yes, I know its complicated!

                          That why people might as well play CivIII.

                          Comment


                          • Originally posted by Militia
                            In ver 1.07f you had cultural victory for achievemnt in a single city at 20 000 cultural points. I was playing with patch 1.16f second update, on Warlord. And suddenly to my disappointment I couldn't win the game because of the enormous raise in demand in cultural points... Who the heck changed that figure from 20 000 to 100 000?

                            Militia, the 100,000 in the city screen is the level at which the city's cultural radius will expand. It has nothing to do with victory determination.

                            Comment


                            • Originally posted by Militia
                              In ver 1.07f you had cultural victory for achievemnt in a single city at 20 000 cultural points. I was playing with patch 1.16f second update, on Warlord. And suddenly to my disappointment I couldn't win the game because of the enormous raise in demand in cultural points... Who the heck changed that figure from 20 000 to 100 000?
                              I never played that far in the early version, but the Manual states that the borders should expand at 10, 100, 1 000, 10 000 and 20 000. However as the multiplier is 10 I guess that it uses more of the BIC-rules, and that the city won't expand until 100 000 cp, but you will probably still win after 20 000 cp.
                              Creator of the Civ3MultiTool

                              Comment


                              • My problems with the new patch

                                Hi,

                                These are the problems that I've encountered since my completely new install of CIV3 and the (second) patch of 1.16f. If a save game is needed for review I can provide it.

                                1. Playing on a large world using the F4 (hate me if you want because I can't remember the screen name) function. There were seven rivals, but I was unable to ever view the 7th rival in the F4 screen even after two or three other rivals had been taken out of the game. Whenever a blank box was present, running the mouse over it would color it gold and clicking on it would bring up a civilization alredy shown.

                                2. Using CTRL SHFT G to pick a city to travel the list of cities was too large to display on the screen at one time. I was unable to pick from all my cities.

                                3. Corruption, corruption, corruption. My God does it have to be so bad. On a large map it is just insane to see the amount of corruption in any city a good distance away from the capital or Forbidden Palace.

                                This is the system that I'm playing on now:
                                Soyo Dragon Plus Mobo
                                Duron 1GHz
                                Soundblaster Live 5.1
                                Elsa Geforce 2 with latest Detonator drivers for Win2k
                                512 Megs DDR
                                Couple of NICs
                                No Modem
                                SP2 Win2k
                                All known IE patches
                                NO VIA 4-1 drivers installed

                                Johnny

                                Sorry if I posted duplicates, I just didn't feel like reading the almost three hundred replies
                                You can run me, you can starve me, you can beat me and you can even kill me... just don't bore me. - Gunny Highway and Me

                                Comment

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