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  • Re: Re: Don't know if I'd classify it as a bug but...

    Originally posted by Willem


    Captured Workers always take twice as long to complete a task as your own workers. The only exception as I understand is that, if you are an industrious civ, the bonus gets them working at the normal rate.

    Thanks, Nice to know. Like I said just something I finaly had enough experiance to notice.

    Comment


    • Re: Re: Re: Don't know if I'd classify it as a bug but...

      Originally posted by Harper



      Thanks, Nice to know. Like I said just something I finaly had enough experiance to notice.
      Well I never noticed it myself since I always play the Americans, which is an industrious civ. It's just something I picked while hanging around here.

      Comment


      • Strange settler loop bug!

        I found a unique bug I think, in the sense I haven't heard about it before.

        I'm using Civ3 with the 1.16f patch.
        I'm playing on a gargantuan map with 80% water; almost the entire world is settled, but I get the "too many cities" error. So settlers can't be used.

        In my ongoing war with the zulus, I raized a few of their cities before I discovered I couldn't found new ones, so there is a large gap between our borders. Now and then zulu settlers move around there.

        During the turn shift, one particular zulu settler tried to found a city but was caught in a loop. The unit dropped its bag on the ground -- then started over, again and again.

        I didn't keep the save game, and after I reloaded I decided to kill the settler (and resume the war).
        MonsterMan's Mod: http://www.angelfire.com/amiga/civ3/

        Comment


        • Um I'm also getting the same failure as "Flight" when my cities goto disorder due to war the game locks up, xp closes the app!

          I just read that we can disable the popup? I will check later today if that works!

          Ps the game seems to lock up in the same year no-mater what year I reload! ...

          Running 1.16f

          Ok ... well yes it does work! hehe "Disable popup when disorder"
          Last edited by Jorri; January 23, 2002, 11:42.

          Comment


          • I'm using XP and I've never noticed any problems running Civilization III.

            Another bug tho:
            I contact another civ, put my tech on the table and ask what they are willing to pay for it. Sometimes it's a lot. If I try to change what they are offering, whether it's in their favor or not, I get the message that they would never accept such a deal. And indeed; they *will* accept a deal they proposed themselves, not a more favourable one that the player suggests.
            MonsterMan's Mod: http://www.angelfire.com/amiga/civ3/

            Comment


            • Thats not necessarily a bug. Some things they just won't trade even if they may seem cheaper to you. They won't exceed their gold per turn income limit even if they have plenty of cash to cushion the loss for 20 turns. If you think just how maddengly unreasonable some real countries or organisations can be, Civ seems positively benign by comparison.
              To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
              H.Poincaré

              Comment


              • Originally posted by Grumbold
                Thats not necessarily a bug. Some things they just won't trade even if they may seem cheaper to you. They won't exceed their gold per turn income limit even if they have plenty of cash to cushion the loss for 20 turns.
                I think you misunderstood... I've encountered this bug myself. Here is an example:

                [1] I ask the Romans what they are willing to give me for Electricity

                [2] They offer:
                • World Map
                • 25 gold/turn
                • 150 gold

                [3] I remove World Map from their offer

                [4] Suddenly "they would never take such a deal"

                [5] Unless for some reason they want me to take the map, this is a bug. And even then, I've seen the same result for removing the lump sum offer, which makes absolutely no sense.


                -ollie-

                Comment


                • Originally posted by bloodysmurf


                  I think you misunderstood... I've encountered this bug myself. Here is an example:

                  [1] I ask the Romans what they are willing to give me for Electricity

                  [2] They offer:
                  • World Map
                  • 25 gold/turn
                  • 150 gold

                  [3] I remove World Map from their offer

                  [4] Suddenly "they would never take such a deal"

                  [5] Unless for some reason they want me to take the map, this is a bug. And even then, I've seen the same result for removing the lump sum offer, which makes absolutely no sense.


                  -ollie-
                  Yes Wall Street brokers they're not. My example:

                  I came across a civ that wanted to do a straight swap for World maps, and I decided to see what he'd offer in negotiations. Not only did I get his World Map, but I got Mapmaking and 530 gold. Well twist my arm!!!

                  Comment


                  • Originally posted by Willem


                    Yes Wall Street brokers they're not. My example:

                    I came across a civ that wanted to do a straight swap for World maps, and I decided to see what he'd offer in negotiations. Not only did I get his World Map, but I got Mapmaking and 530 gold. Well twist my arm!!!
                    thats not a bug
                    They'll usually ask for a straight swap to see if you're gullable enough to give them what they want at hardly any cost to them.

                    They also seem to initiate diplomacy when they really value something. When they demand it they'll often want it so much they will declare war - thus you can sell it for a high price if they dont.

                    Of course sometimes they ask for something silly like territory map and 15 gold or they'll declare war. Not worth going to war over that now is it

                    Comment


                    • Originally posted by Flight


                      thats not a bug
                      They'll usually ask for a straight swap to see if you're gullable enough to give them what they want at hardly any cost to them.

                      They also seem to initiate diplomacy when they really value something. When they demand it they'll often want it so much they will declare war - thus you can sell it for a high price if they dont.

                      Of course sometimes they ask for something silly like territory map and 15 gold or they'll declare war. Not worth going to war over that now is it
                      I never said it was a bug, I just thought it was stupid. But I certainly didn't mind it at the time though. I'll definitely be sure not to automatically accept what to me seems a fair deal. Normally I would have just agreed, but this time I decided to see what would happen instead.

                      Is it just me or does Cleopatra tend to drive a hard bargain? Of all the civs I've traded with, she seems to be the toughest to deal with. Or maybe I've just been catching her while she's on her period.

                      Comment


                      • Originally posted by Grumbold
                        Thats not necessarily a bug. Some things they just won't trade even if they may seem cheaper to you. They won't exceed their gold per turn income limit even if they have plenty of cash to cushion the loss for 20 turns. If you think just how maddengly unreasonable some real countries or organisations can be, Civ seems positively benign by comparison.
                        I meant the same as bloodysmurf talks about below your post. If I ask them what they offer and they put "190 gold per tun" on the table, they will accept it, but if I change the amount to 175 per turn they will have none of it. Personally I think the amount they put on the table might actually be too much, and that could be the heart of the bug. If the advisor is right, they *shouldn't* be able to accept that offer.

                        Btw, did someone say cities were taken out of the bargaining table in 1.16f? I got a zulu city as part of a peace treaty the other night.
                        MonsterMan's Mod: http://www.angelfire.com/amiga/civ3/

                        Comment


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

                          [QUOTE] Originally posted by Jeffrey Morris FIRAXIS
                          Hey guys. We're trying to track down any problems that are new to v1.16f (the second one) and things listed in the readme.txt that don't work. We already know about the title boxes drawing on advisor screens for resolutions higher than 1024x768 and workers on automation not piling on like they used to.


                          A problem I hear about a lot, and personally experience, is the fact that Automate Workers, don't destroy Improvements mode does not work post patch. I tell a bunch of workers using that order, and the computer still sends them off making irrigated squares into mines.
                          I have read, in 1BigCommunity as well as other forums besides this one, many people having the same problem. I can have 150 workers out there, it makes for long turns having to tell each one what to do, even if I stagger them on completing their orders.

                          Comment


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

                            [QUOTE] Originally posted by kring
                            Originally posted by Jeffrey Morris FIRAXIS
                            Hey guys. We're trying to track down any problems that are new to v1.16f (the second one) and things listed in the readme.txt that don't work. We already know about the title boxes drawing on advisor screens for resolutions higher than 1024x768 and workers on automation not piling on like they used to.


                            A problem I hear about a lot, and personally experience, is the fact that Automate Workers, don't destroy Improvements mode does not work post patch. I tell a bunch of workers using that order, and the computer still sends them off making irrigated squares into mines.
                            I have read, in 1BigCommunity as well as other forums besides this one, many people having the same problem. I can have 150 workers out there, it makes for long turns having to tell each one what to do, even if I stagger them on completing their orders.
                            The "Video Mode" setting doesn't work for me in the .INI file. But KeepRes does, so this isn't a problem for me. I don't have a box drawing problem on the advisor's screen, but there is a box drawing problem around city names and settler cultural influence boxes...they're about 25% lower on the screen than they should be. And finally, automate workers DOES WORK fine. If you automate the worker with "A" it will change irrigation to mines, but if you automate with "SHIFT-A" it will not touch any existing improvements. I read this either in the user guide or the readme file. I don't understand what you're saying.

                            Comment


                            • The manual says Shift A will not modify existing improvements.
                              Pre-patch, this was true. Post-patch, Shift A WILL modify improvements. I have read too many posts that agree with this. In fact, it was because of such a post, I tried this option myself. Sure enough, they were irrigating my mines, and mining my irrigation. It happened with everyone I Shift A. That is what I am talking about!

                              Comment


                              • Originally posted by kring
                                The manual says Shift A will not modify existing improvements.
                                Pre-patch, this was true. Post-patch, Shift A WILL modify improvements. I have read too many posts that agree with this. In fact, it was because of such a post, I tried this option myself. Sure enough, they were irrigating my mines, and mining my irrigation. It happened with everyone I Shift A. That is what I am talking about!
                                Then I have a buggy patch 1.16f, because I know 100% that shift-A does what it is supposed to do on my machine. In fact, I played one game with Shift-A specifically because of what I read in the book. In the next game I played, I had used shift-A throughout the game, and got the behavior I expected. When I captured a level 10 city and razed it, getting 10 workers out of it, I use "A" to automate just these 10 workers. Sure enough, they started changing my improvements, which started starving my level 23 cities. I put a stop to that right away, and wherever I saw a worker changing the improvements, I activated them and then used shift-A on them. That stopped the improvements from changing, just like it should have.

                                In the current game I am playing, I am using "A" to automate my workers from the start, and they are creating mines on grassland where I would have told them to irrigate. But I'm seeing if this makes a difference in the cities over the long haul.

                                Comment

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