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  • Re: NO ERRORS HERE

    Originally posted by Jodo Kast

    Why can't Infogrames have a set of 20 hardcore game testers? I nominate Libertarian, Yin26, and the rest to test the game and get this game FIXED!


    Really. Why does it seem like this game wasn't play-tested? It's not like they'd actually have to pay anyone. Beer, pizza and an occasional stripper are all I would need to stay locked in a room with Civ.

    Comment


    • After installing the patch I can no longer access the editor from the start menu. I can however access the editor from "My Computer" and "explore".
      "I say shoot'em all and let God sort it out in the end!

      Comment


      • Just playing Persians. Warriors do NOT upgrade.
        I have Iron and barracks - but don't get option to upgrade.
        Civilopedia says warriors upgrade to immortals.
        But I can confirm that they don't.

        Mmmm. Just restarted the game next day and now I can upgrade my warriors into Immortals. Maybe it was because I didn't have enough money - 40gp? But doesn't the advisor then say "You haven't enough gold".

        Anyway I'm happy now - even with Immortals I'm getting my arse kicked but the Russains & Germans on Emporer level. This is hard!
        Last edited by geoffbland; February 21, 2002, 12:48.

        Comment


        • Originally posted by Dr Strangelove
          After installing the patch I can no longer access the editor from the start menu. I can however access the editor from "My Computer" and "explore".
          Just create a shortcut, then move it into

          C:\Windows\Start Menu\Programs\Infogrames Interactive\Civilization III\.

          If you don't know to make a shortcut, right click on the icon then look for Create Shortcut. It's still on my system, so you probably just had a wierd bug when yuo installed it.

          Comment


          • 1. Has this been fixed in this patch? If not, it needs to. When you capture an enemy city, sometimes you will get unhappiness because the other Civ had performed conscription. This should not be that way, of course, since you did not perform the conscription.
            2. We still need a wake all command.
            "Wake All" - essentially this would wake all units in that square
            Reason - This would improve the time it takes to work with many units later in the game.
            3. Also, may I suggest the following method for unit grouping (if there is need for further refinement in the future):
            "Group" and "Ungroup" (or "link" and "unlink") - this would allow you to group all units within a square into a "single unit" so to speak. You can then move this group to your destination and select the ungroup command to use the units individually.
            Has no advanages. The units are still individual units when attacked.

            Cannot attack as a group.
            The AI does not use this feature. It's sole purpose is to help the human player get things done faster (with less tedium). Since the AI does not care about tedium it does not need the feature. And whenever an AI encounters a group, they are seen as individual units cause they are.
            If you move a group of units into a tile with some other units, you can just hit the group command to group everything in that tile into one.

            Reason - It would improve the time it takes to move many units later in the game. Since this method doesn't require any complicated setup process for each "grouping" it could be quickly and repeatedly done in a turn to get things done.
            "Group" (workers) - this is not a different command, but for workers, the "group" command needs to work a little differently to be more effective. Whenever there are workers in a group and you tell the group to perform some terrain improvement, one by one, each worker in the group should contribe to the improvement till it is done. Each worker that works on the improvement is effectively removed from the group. Thus, you can move on with what's left in the group to another location and work on more improvements with the remaining workers.
            Reason - This would prevent the added tedium of having to ungroup workers or the annoyances of not being able to use all the workers in one turn.

            Comment


            • Talk about a skilled Anasazi Village...

              IT GAVE ME AN ARMY !?!?!?

              It isn't a scenario. I knew expansionist civs got better huts, but this is ridiculous...

              Comment


              • change of government

                In my first game post 1.17f, playing as the Egyptians, when I wanted to change government from anarchy to monarchy, and from monarchy to democracy, I chose 'change of government', the message comes up saying that everything is in revolt, and then I immediately get to choose what government I want. All in the same turn - no turn of anarchy. Is this meant to happen (fine by me) or is it a bug?

                Comment


                • I'll let Lib talk for himself, but it seems he has gone back to his old ways in his recent posts.
                  Actually, I have no recent posts. This is my first post since Ming jacked me up for daring to question how Ironik got away with his famous vulgarity.

                  At any rate, I'm hanging out at the EU2 site now. There, my very first thread was answered by the lead programmer. I've just bought the game, and it is en route to me. I visit here from time to time out of a morbid curiosity.

                  I'm glad you're happy, Coop. Of all my adversaries, I respect you the most.
                  "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

                  Comment


                  • Re: 1.17f Bug Reports

                    Originally posted by Libertarian
                    "Ask for build orders after unit construction" option no longer works.

                    Problem was a conflict in options, not a bug. Sorry

                    (Edited for follow up)
                    Actually, there *is* a bug here. In 1.16f, you could have both 'Ask for build orders after unit construction' *and* 'Automatically build same unit type' selected, and you would get the pop-up menu with the same unit type selected as the default, which you could then change.

                    In 1.17f, if you have those two options checked, it doesn't ever ask you about the city, and just keeps churning out the same unit type.

                    Still better than the original, but I miss the loss of functionality.

                    -Lucian

                    Comment


                    • Originally posted by Libertarian
                      At any rate, I'm hanging out at the EU2 site now. There, my very first thread was answered by the lead programmer. I've just bought the game, and it is en route to me. I visit here from time to time out of a morbid curiosity.

                      So long, and don't let the door hit you on the way out.

                      Comment


                      • Re: change of government

                        Originally posted by gillskill
                        In my first game post 1.17f, playing as the Egyptians, when I wanted to change government from anarchy to monarchy, and from monarchy to democracy, I chose 'change of government', the message comes up saying that everything is in revolt, and then I immediately get to choose what government I want. All in the same turn - no turn of anarchy. Is this meant to happen (fine by me) or is it a bug?
                        The earlier in the game that you switch governments, the less time you spend in Anarchy. I've had a few games where I'd get Monarchy from some hut right off the bat, and it didn't take very long at all to switch over.

                        Comment


                        • Re: change of government

                          Originally posted by gillskill
                          In my first game post 1.17f, playing as the Egyptians, when I wanted to change government from anarchy to monarchy, and from monarchy to democracy, I chose 'change of government', the message comes up saying that everything is in revolt, and then I immediately get to choose what government I want. All in the same turn - no turn of anarchy. Is this meant to happen (fine by me) or is it a bug?
                          Sounds like you were playing a civ with religious civilization strength. They switch on the following turn.

                          Jeff

                          Comment


                          • But I'm sure there used to be 1 turn of anarchy. This time there is none - just an immediate change IN THE SAME TURN!

                            Comment


                            • Re: Re: change of government

                              Originally posted by Jeffrey Morris FIRAXIS


                              Sounds like you were playing a civ with religious civilization strength. They switch on the following turn.

                              Jeff
                              Jeff, please don't run away. Could you please clarify this fix regarding government buildings? Does this mean that gov specific buildings only work with the gov selected or is it something else entirely? The readme isn't exactly clear on what the fix does.

                              Comment


                              • So long, and don't let the door hit you on the way out.
                                Why so nice? You're a Civ3 supporter; you may hurl curses at me if you wish.
                                "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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