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  • Originally posted by Grumbold
    One of my big irritations with the current game is late game pollution effects. It stops the city using the square (understandable) but they do nothing to re-use it when the pollution is removed.
    After clean up a field you have to disable the governor and set the used fields new.
    http://AlphaCentauri.US/ in English and German
    http://civ3.2be.cc/
    http://1steuro.net/

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    • It's not really a bug, but so many times I find my Scouts bundled together, exploring the same patch of land. Would it be possible to throw in some random actions into their routine so they don't always do the exact same thing so often? Maybe have them head back to the Palace for a random period of time, then change their minds and go off exploring again.

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      • lost improvements found when re-founding a city

        I have tried to read through the whole of this thread, but it is way too long... sorry if this has been mentioned elsewhere.

        Eradicating treacherous Egyptians, I conquered a pop-1 city that - probably because of generating 0 culture - disappeared after I entered it with my victorious unit. Fine. The location Egyptians chose long time ago seemed ok to me and I immediately sent my settler to the site of the now disbanded city. Founded a new, Roman city there - and voila! It already had Barracks and Walls!

        I presume that the engine forgot to intialize the list of improvements built on the tile or something. Anyone else noticing this? I read through both the manual and the strategy guide but can't remember reading anything suggesting this should have been a feature...

        Regarding to the issue of corruption:
        I believe that what most of us object is not the level of corruption (i.e. loss of the tax income), but the WASTE in production that prevents building improvements in distant cities. It is strange that the citizens working on tiles around the city do produce food (no loss!), but do not produce (almost) any shields. I mean, a democratic city with an overall production of 14 shall never waste 13 of its shields! That is simply too much to swallow... spoils the gameplay somehow.

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        • Patch installed. Ran across an interesting trade session.

          Negotiating with the Chinese I have 19 gold and producing +3 each turn. (Just finished a round of negotiating with all the other Civs for the advances I didn't have.)

          I offer 2 gold per turn for Horseback Riding and advisor says they will probably be insulted.

          I then offer 19 gold and advisor says we are getting close to a deal. Up the offer to 19 gold +1 per turn. Advisor goes back to being insulted. I then offer 19 gold +3 per turn. Still insulted.

          Seems if I offer all my gold and am close to a deal that offering per turn gold shouldn't diminish the odds of striking a deal.
          Here's a link.

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          • bugs

            take a look at this picture. Unfortunely, I dont remember if this problem is with the original release or not.. :-/
            Attached Files

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            • bugs

              Why does the cityscreen suggest to build something it already recently build? Strange....
              Attached Files

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              • Originally posted by MBloomIII
                Patch installed. Ran across an interesting trade session.

                Negotiating with the Chinese I have 19 gold and producing +3 each turn. (Just finished a round of negotiating with all the other Civs for the advances I didn't have.)

                I offer 2 gold per turn for Horseback Riding and advisor says they will probably be insulted.

                I then offer 19 gold and advisor says we are getting close to a deal. Up the offer to 19 gold +1 per turn. Advisor goes back to being insulted. I then offer 19 gold +3 per turn. Still insulted.

                Seems if I offer all my gold and am close to a deal that offering per turn gold shouldn't diminish the odds of striking a deal.
                You may have a bad reputation for breaking deals, so that any deal that involves anything per turn (gold or resources) will be unacceptable.
                -Brian

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                • This one kind of relates to game design rather than the patch, but it's kind of important. There's no way to cancel out of a ctrl-shift-G popup.

                  I generally keep workers near the capital so they are centralised for pollution cleanup. When moving 20+ workers, suddenly a non-worker unit gets the command but the order can't be cancelled thus wasting that unit's movement for that turn. This can be especially nasty if it's a carrier in enemy territory and you've already moved the escorts.
                  There's no game in The Sims. It's not a game. It's like watching a tank of goldfishes and feed them occasionally. - Urban Ranger

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                  • I suggested this in TechWin's thread and now I'm posting it here because I really would like to see this fixed.

                    We need to be able to demand resources in exchange for peace. With the game as it currently stands, this is possible but only in a roundabout sort of way, and it takes some waiting. If you renegotiate for peace with a civ you CAN demand resources in exchange for extending the peace treaty. The only "problem" is that peace treaties last for twenty turns, and the game doesn't let you renegotiate them until that twenty turns is up. Really, there's nothing WRONG with that, it makes sense because you shouldn't be able to change the terms right after you make peace. So, basically you have to wait for twenty turns after you emasculate a civ to demand resources in exchange for not wiping them off the face of the planet. Twenty turns can be a LONG time, also this method is problematic because after twenty turns the AI usually "forgets" that they're much, much weaker than you, and there's no way you can get resources from them in this way. Anyway what I'm asking is to allow us to demand resources WHILE WE'RE STILL AT WAR, as part of the peace process. This would increase the realism of the trade system dramatically.

                    Another related but less important addition would be to allow us to demand the civs only source of a resource, effectively taking it away from them and giving it to your civ.

                    This all applies to both strategic and luxury resources.

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                    • Why can't I select to build a wonder?

                      I've come up with a new problem since I installed the 1.16f patch.
                      I want to build a wonder, and am allowed to build it in all my cities but one. In that particular city I am not allowed to select any great wonders, small wonders or even the palace from the list. They are grayed out, just as if I was already building them someplace else. Everything else (city improvements, units, ...) is possible to build, though.
                      The really weird thing is that I can place them in the build queue though, I just can't change over right now and move over the shields from whatever I'm working on. The only difference between that particular city and all the others is that I already have a wonder in that city.
                      Has anyone else experienced this? Is it a bug or a feature? I don't think it's a feature, though, since there is already a foreign city with two wonders in it.

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                      • Re: Why can't I select to build a wonder?

                        I just noticed something in my game the other day which may be related to your problem. In one of my cities, I was trying to build the palace to move it and it was greyed out even though I wasn't building it elsewhere. Then I noticed that one of the citizens in the city was a foreigner (possibly from using a foreign worker to build up the population?). So I had the city build a worker first, which got rid of the foreigner from the city population. Then I was able to build the palace.

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                        • YA Basic Combat Change Request

                          Alright, here's what is essentially my first proposed basic change proposal for Civ3 (hey you, almost a 'fanboy'). After an average of 2+ hours per day since 10/31, here is my "ISSUE":

                          I would like to see an attacker be able to potentially take on more than 1 defender in a stack -- so that a strong unit may take out several stacked defending units in one move, even if the attacking unit has only 1 movement. In this way an advanced or strong unit could take on multiple defenders and numerical superiority would not be REQUIRED to defeat a stack. It has always upset me that 1 battleship could not take out both an ironclad stacked with a transport (or galleon). Of course, a multitude of ground examples also apply.

                          REPEAT
                          IF attacking unit is victorious AND defending units remain in attacked square,
                          THEN give attacking unit option to attack same square again
                          UNTIL attacker is defeated OR no defending units remain in attacked square.

                          Is this where I should have posted this?

                          JB
                          Last edited by Jaybe; January 15, 2002, 00:38.

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                          • Re: Why can't I select to build a wonder?

                            I have encountered this problem too. I believe it is due to having disbanded units in the city and thereby recieved shields for the improvement you are building.
                            Since you can't gain shields by disbanding for the production of wonders you can't switch to any wonder when you already has gained shields that way.

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                            • Re: Re: Why can't I select to build a wonder?

                              Originally posted by SuperMario
                              I have encountered this problem too. I believe it is due to having disbanded units in the city and thereby recieved shields for the improvement you are building.
                              Since you can't gain shields by disbanding for the production of wonders you can't switch to any wonder when you already has gained shields that way.
                              Well I haven't disbanded any units, but I may have chopped down a forest or two. Maybe that is the problem? If that is the case then it really sucks, since you have to take in account whether you later want to build any wonder in that city when you control your workers (or worse if you automate them, you can get a nasty surprise).

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                              • Originally posted by MBloomIII
                                Patch installed. Ran across an interesting trade session.

                                Negotiating with the Chinese I have 19 gold and producing +3 each turn. (Just finished a round of negotiating with all the other Civs for the advances I didn't have.)

                                I offer 2 gold per turn for Horseback Riding and advisor says they will probably be insulted.

                                I then offer 19 gold and advisor says we are getting close to a deal. Up the offer to 19 gold +1 per turn. Advisor goes back to being insulted. I then offer 19 gold +3 per turn. Still insulted.

                                Seems if I offer all my gold and am close to a deal that offering per turn gold shouldn't diminish the odds of striking a deal.
                                I have seen this in the opposite direction. Other Civ is irrelevant. They have 67 gold. I have Banking. I want to trade it to them. I offer Banking and ask for them to make an offer to me. They offer 60 Gold and 1 Per Turn. I change their offer to 67 Gold and 1 Per Turn. Advisor says this is OK. I then up it to 67 Gold and 5 Per Turn. Advisor says they'd be insulted. So I drop it back to 67 Gold and 1 Per Turn. Still insulted. So I drop to 60 gold and 1 Per Turn. Still Insulted (note this is back to THEIR offer). So I clear the table and start again. When I get back to 67 + 1 per turn, I accept the offer.

                                Some bug exists here, but there's an easy workaround for it. This doesn't happen all the time, but when it does, it makes negotiation impossible.

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