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  • #76
    Originally posted by Ognid
    Morbid,


    Yes, that is what I meant, but didn't express it clearly. I am going to reinstall the game without the patch. As it stands now every CIV in my game has the exact same tech advances as soon as they have contact. So if I trade a tech to one, they all will have it before my turn is over...

    I think the AI doesn't differentiate between CIVs. I think the techs are just pooled along with communications. So if one AI gets a tech it is dropped into the AI pool and they all have it.

    No, the AIs do all their research separately. I have actually taken great pains to ensure that the AI trade techs fairly between each other (in other words, using the same functions to determine the "cash value" of techs as used during negotiations with the player...) Thus, you might notice that if one civ starts running out of cash, they will start falling behind in techs too because they will be unable to participate in trading.

    The bug I was referring to was a change which allowed the AI to trade with each other during the human's turn, which could lead to aggravation... however, the trades which do happen are still "fair." (whether any trading between the AI can ever be truly fair or unfair is another matter altogether...)
    - What's that?
    - It's a cannon fuse.
    - What's it for?
    - It's for my cannon.

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    • #77
      Originally posted by Ognid
      Tech Trading

      As far as I can tell the computer automatically trades techs and contacts to all the CIVs in the game as long as they have contact with each other.

      So if you trade techs or not the computer civs will basically have all the techs from each other. Once you trade to one civ they will trade it to any civ they have contact with.
      I play as a tech whore most of the time and I have NOT seen this problem before the end turn button. They do seem to aggressively trade tech with each other, but when I learn something cutting edge I am normally able to offer it to 90% of the other civs. I assume the ones that I can't just learned it before me.
      -Brian

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      • #78
        EDIT: Need to read the whole thread before posting. heh.

        One more thing I have noticed that I don't think anyone has posted is that my workers seem to be having a harder time navigating. They tend to get "Stuck" more in enemy territory where I have a right of passage agreement and I have to manually move the around units that are in their way.

        This may have happened pre-patch, but I never noticed it this bad.
        Last edited by mr.buddylee; December 11, 2001, 16:35.
        iamastatistic.com - Learn something about the world

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        • #79
          I think the simple solution to the "tech whoring" 'cheat' is to make it so only the civ that developed a tech can trade it. This sorta makes sense since they would be the ones with the most complete understanding.
          "What can you say about a society that says that God is dead and Elvis is alive?" Irv Kupcinet

          "It's easy to stop making mistakes. Just stop having ideas." Unknown

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          • #80
            Soren Johnson,


            I was trying to say the same thing as Morbid. Meaning that when you trade a tech to the another CIV, it is like its put in a pool that distributes it to all other races during the players turn. Or maybe the AI trades it during the players turn.

            I made a test scenario with America(the player), Greece, Iroquois and Japan. The Americans are the only ones with Masonry. The ZIP contains the Auto SAV file where the player is about to contact all the races. None of the races have Masonry. If the player trades Masonry to one of the other races, all the other races will then have Masonry during the same player turn.
            Last edited by Ognid; December 11, 2001, 18:12.

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            • #81
              Err...Here is the file.

              Just move the Scout North twice, giving contact with all the races.
              Thats the Autosave one.

              Alright, this is weird. If you load the Autosave.SAV file all the races will get the techs with one trade to any of the races during the players turn.

              If on the other hand, you save the game after meeting the races than trade the tech to one race, only one race gets the tech.

              Hmm...

              Under Autosave.SAV
              Move north with scout to contact all CIVs.
              Trade tech Masonry to Iroqouis.
              All Three CIVs than have the tech.

              Under the Test.SAV
              Contact is already made with the other CIVs.
              Trade Masonry to Iroquois.
              Only Iroquois have the tech as should be.
              Attached Files

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              • #82
                Re: Unavoidable Crash

                Originally posted by justin_sayn
                Playing Under Windows 2000, with the updated for win2k version of the 1.16f patch.

                I had a trade going with the aztecs.
                They got in war with the Iroquois.
                I think the Iroquois destroyed their trade routes because it hadn't been 20 turns when I got the "We lost our supply of dyes" message.
                Then the game crashed.
                I had saved a couple of turns back.
                Reloaded.
                When I regot the message, the game crashed again.
                I reloaded a third time, and the same thing happenned.

                Now I saved the game at the end of the turn just before it happens.
                I have attached it here.
                Soren, I got the same crash with one of my saved games. I downloaded the game from justin_sayn and it crashes, too. Like justin_sayn I'm using W2k and the 1.16f patch. Do you have any idea how to avoid this problem (I mean any idea except waiting for the next patch or just starting an new game ...)
                Don't panic - Just count to ten, THEN panic!

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                • #83
                  Obviously the tech trading will be fixed ASAP in the second patch, on the other hand this unrealistic AI cheating is NOT a major issue for a well-played game. I can live with that since the 1.16f patch works fine for me so far, it has good fixes also. Some guys having problems with it seem to share some compounds I have like WinMe and SB Live! ( So far I'm not experiencing more sound crashes -lock-ups or freezes - than before the patch ). Are you sure you have installed it between 2 games, just before starting a new one ? Reboot before the new game. I know so well it can be messy to install a patch in the midst of an existing campaign.
                  The art of mastering:"la Maîtrise des caprices du subconscient avant tout".

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                  • #84
                    Originally posted by Whohangs
                    I've posted this in about three other threads and there are a couple of other people having the same problem. I also sent you an e-mail Jeff, but you're probably swamped with mail, so here's the problem:

                    I installed the "updated" patch but can't get the game to run. All it does is hang with the civilization3.exe taking up about 5 megs and another temporary thread running. I'm running Windows XP Professional. I had no problems before installing the patch. Can someone help me? I even tried reinstalling. Reinstalled the game ran fine, installed the patch it doesn't run. I tried turning off Win9x/ME compatibility this morning and it ran, but was getting the same black screen (monitor goes into power-saving mode) that made me turn it on. Please help.
                    I'm experiencing the exact same problem, except I have XP Home instead of XP Pro. When I first got the game I would see the opening movie, but after that it would go to a black screen while the music played. I discovered the game was still running (I could use the keyboard to select options) I just couldn't see it. I finally got it to work by running it in Win96/Me compatibility mode. One quirk that I'm sure is related it that before the patch when I did it that way there would be a second civilization3.exe (using app. 5000K of memory) showing on the Processes tab when I hit Ctrl-Alt-Del, and I could not start the game again after ending one without ending that process (it would stay on after the game was ended) - basically in 98 mode it would start two civilization3.exe processes but when you ended the game only one would close on it's own. Since the patch when I run Civ3 in 98/Me mode it acts exactly the same as when I tried to start a new game with that extra civilization3.exe showing in the Processes list - the hourglass would show up for a second, then nothing would happen (no CD spin, no HD activity). I tried running it in 95 emulation mode and that does the same thing as the 98 mode.

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                    • #85
                      Originally posted by codemast01


                      Add Refresh=60 to your civiliation3.ini file. If the problem still occurs try lowering the number. This solution is listed in the list of fixes for the patch under the additions section. (list of fixes can be found on on the official civ3 web page) Btw I run XP home edition and the same problem occurs when I try to run in Comp mode. Turn this off after doing the above.
                      Thanks, this worked. I was about to get upset. 8^)

                      Firaxis, you might want to make an official announcement saying that if you had to run it in Win98 compatibility mode before the patch, to add the Refresh=60 line to the civilization3.ini file and running it in regular XP mode. This will save a lot of people some grief.

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                      • #86
                        The "problem" in the foreign advisor screen -

                        Is it possible that everyone has deselected all this civs? This would result in the lines not showing up. To reslect them, hold down shift and click the leader pic. HTH.
                        If the voices in my head paid rent, I'd be a very rich man

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                        • #87
                          Problems? Are you joking?

                          Hey Jeff,
                          Are we having fun yet? I sure am not at all. Listen, let us be blunt and to the point, my system is up to date with all the latest drivers, I have a high end PC with 256 megs of ram the newest Radeon All-In-Wonder Video card. I am an OEM system builder NeoTech Solutions. I am 46 years old been doing this stuff since 1979 on an Atari 16k computer okay? Just so you know where I am coming from.

                          I had crashes before the patch and now even more. I have yet been able to enter the Industrial age without a major crash just at the time of picking my next research, shows the new age pictures, fatal crash. I have tried it on 230x230 map, 220x220 map and before on a normal map. There are NUMEROUS BUGS throughout the game. I would like to know if I am wasting my time posting my problems or should I just swallow hard on the $70.00 I put out for the LE Edition (another joke!)? I have been patient but having not been able to complete one single game since I bought it because of a variety of bugs. How in the world you guys was able to get all the good grades from the mags is beyond me! I have been referred to as a whiner I am a customer and this seems to be the only way to vent or get your attention.
                          PLEASE ADDRESS THE BUGS ASAP! Thanks

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

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                          • #88
                            There isn't any tech bug

                            What you are experiencing with the AI acquiring technology during your turn is a normal part of the game. The technology cost is calculated as follows (I might have part of this wrong, but the basic idea is correct):

                            Cost = (Base * Map) * (Lack / Civs)

                            Where:

                            Base = base cost for that technology, viewable in the editor

                            Map = map modifier, a constant set by the size of the map

                            Lack = number of civs that lack the technology

                            Civs = number of civs in the game

                            Thus, when a technology is traded, the cost to research that technology is reduced. If the AI is researching that tech, the reduced cost might be less than the stockpiled beakers, giving the AI the tech. This works in reverse too - and explains why the number of turns to complete research often drops without a corresponding increase in beakers collected.

                            It's easy to verify this. Just take a save game where everyone is at the same tech level, research a new tech, and compare offers. As you trade the tech to each AI, the other AIs will reduce their offers - and if you trade it enough, some of the AIs will suddenly have the tech.

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                            • #89
                              same 2 songs over and over --oh my!

                              this has probably been said on another thread.
                              I do see references to sound crashing here.

                              I just wanted to add that i get the same 2 songs until an era change..then i get another 2 songs over and over.

                              I know you can use mediaplayer..and firaxis is right..that works great. But, i would not like the game music to go to waste. Some1 worked hard on it.

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                              • #90
                                Bad Post

                                Sorry, Bad Post .

                                E_T
                                Last edited by E_T; December 12, 2001, 00:01.
                                Come and see me at WePlayCiv
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