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  • Re: Re: 1.17f Bug Reports

    Originally posted by Lucian
    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
    seconded. Having the advisor pop up suggesting repeating mech inf was much better than having them suggest spearmen and imo better than them not prompting at all.
    To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
    H.Poincaré

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    • Originally posted by Libertarian


      Why so nice? You're a Civ3 supporter; you may hurl curses at me if you wish.
      What on earth are you talking about? That was in no way directed at you, and I have no desire to hurl curses at anyone. Now perhaps there's a flaw in my character, but I don't like having people bully their opinions onto some else. People should not be forcing their ideas down someone else's throat. When they do, I tend to get angry. So please excuse me for being unable to accept intolerance.

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      • Last edited by Libertarian; February 23, 2002, 06:20.
        "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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        • Originally posted by Libertarian
          My response, Willem, was to the person I quoted, namely Woody. It was Woody who said, "So long, and don't let the door hit you on the way out." Maybe you need some rest.
          Sorry, my bad. I used that same line with someone as well so I assumed that was a quote by me. Just ignore me, I'm harmless.

          Comment


          • Re: Re: Re: change of government

            Originally posted by Willem


            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.
            That is exactly what it means. The building will not even show up in your city if you are in the wrong government. Hope that helps.

            Speedy
            Barry Caudill
            Executive Producer
            Firaxis Games
            2K Games/Take 2 Interactive

            Comment


            • Re: Re: Re: Re: change of government

              Originally posted by Speed Bump


              That is exactly what it means. The building will not even show up in your city if you are in the wrong government. Hope that helps.

              Speedy
              Ah yes, that helps a lot. Makes for a few more possibilities. Sorry, but I have a couple of other questions. Would I still be able to use a gov obsolete building as a requirement for another structure in the new government form, assuming that I had the first one built already? Or would the game disregard the existance of it in that case as well?

              Comment


              • Re: Re: Re: HernyMad I found your bug!

                Originally posted by Sir Ralph


                But why did you make the Egypt War Chariot upgrade to horsemen now? This made a quite good UU nearly useless. In the few turns between The Wheel and Horseback Riding I seldom managed to build more than 4-5 War Chariots post patch. I can't believe that this is intended too... is it?
                I've just played Egyptains and you don't have to research Horseback Riding - it's a deadend and you can build War Chariots until Knights are available.

                Comment


                • Re: Re: Re: Re: Re: change of government

                  Originally posted by Willem


                  Or would the game disregard the existance of it in that case as well?
                  When you are in the wrong government type for a building, it is like that building does not exist. So, no, you would not be able to build anything with the "non-existant" building as a prerequisite.

                  Speedy
                  Barry Caudill
                  Executive Producer
                  Firaxis Games
                  2K Games/Take 2 Interactive

                  Comment


                  • I know that the prop planes and jet fighters can do air superiority missions now like they were supposed to (I have had the prop planes shoot down stealth bombers!), but I have not seen them do it off of aircraft carriers. When I check on the fighters on carriers, they are all asleep. Is is just me or does this make aircraft carriers fairly usless? Yeah, you can use them as bombing platforms, but you cannot protect a naval fleet from air attack. Anyone else think this is a remaining bug?
                    Alias rules!

                    Comment


                    • ( 1 - annoyance/suggestion ) There is still no way to properly handle >8 civs
                      Well, lets admit it, people are going to be playing Civilization III with more than 8 civilizations. And when it comes time to make scenarios this is gonna be especially true. In addition, someone has found a way to add more than 16 civs. This can become a big problem for people playing the game.
                      Update the Foreign minister screen to show the relationship of 8 & 16 civs (thus you will have two formats - one for a game with 8 or less civs and one for a game with 16 or less civs)
                      Also, allow the user to change and rearange what civs show up in Foreign Minister screen at any time during a game.
                      ( 2 - annoyance/suggestion ) There is no way to keep track of trade agreements.
                      Currently in Civ3 there is no way to keep track of a trade agreement and know when it will end. A simple, "this trade will end in x turns" pop-up message is NOT enough to keep track of it like a person needs to. So I suggest adding the following things to make things easier:
                      In the Trade Advisor screen, beside each imported item include a number indicating the number of turns left till the agreement will end. This will satisfy the need for adequate information to a strategy gamer.
                      I suggest putting the number of turns in black. However, as the turns get closer to 0 turns left, the text to could change color (possibly yellow and then red so it stands out?). This will allow a person to scan over the information faster and only look for what is nearing an end.
                      A pop-up that the agreement will end next turn. This will help the person too busy with their empire to keep track of everything.

                      ( 3 - suggestion ) Well, first off I haven't really had any problems with pop-ups in Civ III. However, there is some potential for problems.
                      1. If you have a slow computer poping up messages takes longer and slows things down.
                      2. For future scenarios pop-ups could be a big problem. This was a pretty bad problem in some Civ2 scenarios where you couldn't even start the scenario before going through many, many pop-ups.
                      3. For people who would like to spend the long time it takes for each turn away from their computer, the many pop-ups can be a problem.

                      My idea has 3 parts.

                      1. Wonders & War Declaration
                      Instead of poping up separate messages for each little thing like wonders and war declarations, a single (scrollable) window should pop-up with all the messages on it at the end of the AI's turn. It would include all wonder and diplomatic declaration messages and any other similar pop-ups.

                      2. City Completion and Build Orders
                      At the start of your turn, instead of poping up a separate message for each city, include all the city messages in one pop-up message which you can look over and change only the ones you need to.
                      Each city should still have the zoom to city option so you can look at a city and return back to that window when you are done with the city.
                      An option to center the window on the specified city may be helpful too.
                      Perhaps this whole idea should be an option since it could be a little harder to play the game this way.

                      These two suggestions would result in only 2 pop-ups during the AI's turn, except for when the AI contacts you for diplomacy.
                      I would suspect with a little work, both of these ideas could be implemented without major changes to CivIII. Simply keep all the message in memory till the end of the AI's turn and then show them in a single pop-up.



                      The following suggestion is just as an option.

                      3. Save all message till end of turn.
                      This is an option to save all messages till the end of the AI's turn. This would be for those times you want to go away from your computer while the AI takes it's turn. By doing this, the AI can finish it's turn and when you come back you can then read all the messages instead of having to sit there and click on 'em one by one.
                      I'm not sure this would be possible to do with the diplomatic agreements the AI starts, so this idea may just have to be ignored. However, if it can be done, then the AI would just wait till the end and then send any messages to you about diplomacy. Also, to help the player, there should be another window to pop-up at the end with information on any wars or battles between your units so that you won't miss anything while you were gone from the computer.
                      Last edited by Kevin Ar18; February 21, 2002, 14:47.

                      Comment


                      • Re: Re: Re: Re: Re: Re: change of government

                        Originally posted by Speed Bump


                        When you are in the wrong government type for a building, it is like that building does not exist. So, no, you would not be able to build anything with the "non-existant" building as a prerequisite.

                        Speedy
                        OK, thanks for the info.

                        Comment


                        • Originally posted by Libertarian


                          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.
                          Please don't think I'm happy. There are many things with this game that deserved to be fixed. Most of the points you have mentioned are still very valid and need to be fixed.

                          Please stop by from time to time to see how it's going around here. You never know what will happen next, do ya?
                          Sorry....nothing to say!

                          Comment


                          • War Elephant, the UU for the Indians has no advantage over the Knight. It's still 4/3/2 same as the Knight. Manual says they should be 4/4/2.

                            Comment


                            • Originally posted by geoffbland
                              War Elephant, the UU for the Indians has no advantage over the Knight. It's still 4/3/2 same as the Knight. Manual says they should be 4/4/2.
                              Jeff explained once that the War Elephant requires no resources, whereas the Knight needs Iron. That's the advantage. And don't believe everything the manual says, there have been a few changes since that was published, and there were mistakes right from the beginning. If you want accurate numbers, look in the editor.

                              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
                                I'm playing the Egyptians (Religious). I start the revolution on the Domestic Advisor screen. She says the Anarchy will only last for EIGHT turns!?
                                (Anarchy lasted from 1040 AD to 1120 AD)

                                Chieftain level, with patch 1.17f
                                Save included at 1040 AD. Start revolution and see what happens.

                                P.S. Sorry, I missed something obvious (again). I was playing with Civ Specific abilities OFF. I thought that just turned off the UU's. D'OH!
                                Last edited by davidttm; February 22, 2002, 16:15.
                                (Feeling like a member of the gang who couldn't shoot straight)

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