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  • Errr...It's a miracle maybe!?! I have no bugs really, except the weird quit game hang-up ever blue moon or so...no savegame corruptions, and no AI trading while I'm trading...

    I've only dared step into Regent lately, because I like playing the game the way it was meant to be played.

    I routinely email games to my Dad and brother, who also have the patch and experience no issues...

    In regards to roads...I noticed that crossing a river halts your movement now, when it didn't before, but once you get Engineering this goes away, so I have no issue with roads.

    On workers...I hardly ever automate them. No AI could ever do what I really wanted done anyway. I will say however, than I loved the Civ2 settler AI-very good!

    On tech advantages never being significantly achieved...I had a game on Warlord, where I had all the tech in the Industrial age and had started the Modern era before any AI had reached the Industrial age. I had wiped out three of the 8 other AI's on my continent...but if the trade bug were really that bad, then I should never have had this much of an advantage. This, however, was pre-patch, but I still aquire significant tech advantages...Regent is a different story...

    I can also still capture cities, except the new and size ones...

    I can also force the AI to give me a couple cities and all their money and tech in exchange for peace...I also dominate the Ancient period of the game...

    So, in short, I still love the game, and I don't know what is posessing your computers.

    My hopes and prayers go out to each of you, so that these issues may somehow be resolved. As for me, I have no problems.

    I will send save game files of the above-mentioned mega advantage if some of you disbelieve me...

    Almost forgot!!! Corruption is not fixed in the patch in my games, maybe that's the only issue I have...
    "They faught like warrior poets."
    "Keep your friends close and your enemies closer."
    "Let the ends justify the means."
    "Social Justice"

    Comment


    • Crash on a large regent map, 1950 AD, 7 other civs, beginning of turn, loaded an auto save to last turn, clicked on a city and then the crash.
      --
      CIVILIZATION3 caused an invalid page fault in
      module CIVILIZATION3.EXE at 0187:0048f883.
      Registers:
      EAX=00000001 CS=0187 EIP=0048f883 EFLGS=00010206
      EBX=000000cf SS=018f ESP=00abf8dc EBP=00006b6c
      ECX=0154a980 DS=018f ESI=00609970 FS=38b7
      EDX=0b626930 ES=018f EDI=54494e55 GS=0000
      Bytes at CS:EIP:
      8b 0c a9 8b 79 48 8b 69 44 0b fd 8b 69 40 8b c8
      Stack dump:
      0000025f 00000000 00609970 00559112 000000cf 0000025f 0000025f 000000cf 00609970 0055b692 00000001 00000f7c 0055b7be 0055c252 000000cf 0000025f
      --

      Sysinfo: Amd 1ghz, 384mb sdram, 32mb geforce 2 mx (Drivers upto date), direct x 8a, SB live value.

      HTH

      --
      Foxglove
      --

      Comment


      • O/S win 98 se (For above post)

        --
        Foxglove
        --

        Comment


        • Originally posted by WarKing
          In regards to roads...I noticed that crossing a river halts your movement now, when it didn't before, but once you get Engineering this goes away, so I have no issue with roads.
          This only happens in the ancient (and maybe middle ages) period. They didn't really have bridge building capabilities in the ancient period. At least not for the size of rivers that are on these maps.

          Comment


          • Another note, I haven't witnessed the shadowed city sizes either. I'm wondering if DirectX 8.1 solves some issues.

            Comment


            • Another one reporting in that the connecting lines have disappeared from the diplomacy screen: both trades and treaties. Running Windows 98 and blah blah blah.
              "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

              Comment


              • Palace Pricing

                About midway thru screen2 of this thread, I posted about the exorbanant shield values of Palace relocation. I recognize that this issue will naturally take a back seat to crashing systems etc but ...

                I have since gathered some data about palace pricing by reviewing original v1.07 games with the v1.16 installation, and also by playing an all new v1.16 game. These fames were on several (but not all) map sizes, and difficulty levels.

                Obserations:
                The Palace Price appears dependant on city count, dependant on map size, and independant of difficulty level.

                The Palace starts out at 1200 shields (3x original) and builds to 4000 shields (10x original). The 4000 shield level is attained at approximately the optimum city count for corruption purposes as defined in the editor.

                Bug or feature?
                Hopefully, this is a bug. Now I am not one to palace hop, however the extremely high corruption in the game has forced me to relocate my palace in about 80% of the games played so far. The most common starting position is close to the edge of a land mass so that only 1/2 of the potential low corruption real estate is available. Another frequent starting position is at or near the end of a narrow land spur. with even less low corruption real estate available.

                There should be a reasonable palace pricing algorithm that allows for necessary relocations but effectively shuts down abusive palace hopping.

                I propose the following:
                The first relocation is relatively low cost. Each subsequent relocation is geometrically more expensive. something like 100, 1000, 10000....

                Since the palace can only be rushed with a leader, the v1.16 approach of increasing cost for increasing city count is illogical.

                The original v1.07 was not broken. Hence this change in v1.16 is contrary to the first law of patches. A patch should do no harm.
                I used to be a builder. That was before I played Civ III

                Comment




                • I fully concur with a needed reduction in palace construction costs...I have a city now, only 8 squares from my capital, trying to build a new palace. It produces 9 production and after corruption takes its bite, that city can only effectively use 5 shields. It will take me another 150 turns to build this palace...I started about 20 turns ago...I think then it was going to take 199 turns...I was only producing about 2 usable shields then

                  So, he's right, 4000 shields to build a palace when I'm in the ancient era is insane! I've finished the Pyramids and the Great Library waiting for this damn thing!
                  "They faught like warrior poets."
                  "Keep your friends close and your enemies closer."
                  "Let the ends justify the means."
                  "Social Justice"

                  Comment


                  • Just a quick note:

                    * When the AI captures your workers, they appear to be destroyed after the AI completes its turn. The captured workers don't show up in the military advisor screen as being captured by that AI.
                    None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?

                    Comment


                    • Holy, Paratrooper Wars

                      Every civs main offensive force is Paratroopers 100's of paratroopers, even though they could build the old tanks or at least use the mech infantry for offense. No one has modern armor so don't know if that would change things, the game ended so I couldn't find out.

                      I really like the way the civs play now though, they never used to declare war this much.

                      Comment


                      • Suggestion: supreme court?

                        If I may repost a suggestion that people liked:

                        Include a new Small Wonder

                        Supreme Court

                        Doubles the effectiveness of all courthouses (so they reduce corruption by 50% like they used to)

                        Prerequisites

                        Corporation + number of courthouses >= optimal number of cities

                        An alternative would be to include the ability to double the effectiveness of various buildings to the editor (if it's not already there) so we can create new small wonders. I would love to have the ability to double the effectiveness of other buildings not currently doubled by wonders or techs.
                        None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?

                        Comment


                        • Re: Solution for patch problems!

                          Originally posted by Desert Dog
                          I solved the problem that the patch causes. I unistalled the...
                          Desert Dog
                          Desert Dog,
                          Enough. Seriously. You're done. We get it. You are unhappy with the game. You don't need to post 5 TIMES A DAY to remind us.
                          Jack@$$
                          -Brian

                          Comment


                          • Small suggestion with roads and rivers that will improve the appearance of the game:

                            Before engineering is discovered, crossing rivers is slow because troops stop there. After engineering is discovered, roads across rivers work. However, the rivers in the game cover the roads throughout.

                            An idea would be to render the screen like this:

                            Before Engineering:

                            Render roads
                            Render rivers

                            (Roads have a visible break at the rivers)

                            After Engineering:

                            Render rivers
                            Render roads

                            (Roads cross the rivers)
                            None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?

                            Comment


                            • still the AI not understanding the 512 city limit is pissing me off. I can't play on 180x180 maps or higher with a large landmass

                              Quod Me Nutrit Me Destruit

                              Comment


                              • I just now noticed that I haven't gotten a palace in my current game, though I should have. Has this happened to anyone else?
                                "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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