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  • Re: accelerated research boost in one turn

    Originally posted by Master Marcus
    Beginning by mid- Middle ages in my actual first 1.17f game, I noticed a research completion bug I never saw before: whatever my economy settings ( 8-2-0, 7-3-0, 6-4-0,....., 2-8-0, etc...) I get each tech every 4-6 turns even if initially it takes more than 15, 20 turns. Sometimes after 4-5 turns, the required number of turns drops drastically from 10+ turns to a single turn ( within next turn ) and I get the "boosted" tech...the AI has the same bonus I've never saw pre-1.17. In fact I can't take the tech lead in the same Monarch conditions since the AI gets the techs every 4-5 turns, and it seems to me that the turns counter is bugged.
    It has always done that. You just haven't noticed it before because now the damn AI trades techs like crazy and there is no way to stay ahead.
    [c3c] 1.22(f?)
    For better barbarians, add NoAIPatrol=0 to conquests.ini (see this thread )

    Comment


    • This just means she broke a treaty at some earlier point in the game w/ them.
      i don't believe she did. they got along great, and had a right of passage agreement from as soon as it was possible, up to the point where i finished my genocidal rampage. as far as i know they were never at war; their empires did not border one another (first the romans were in between, then i was (once i killed the romans)). they might possibly have been trading resources, but i don't think they were. i never saw an "active trade" line between them (and yes, i had embassies from as early on as possible).
      it's just my opinion. can you dig it?

      Comment


      • Originally posted by pauli


        i don't believe she did. they got along great, and had a right of passage agreement from as soon as it was possible, up to the point where i finished my genocidal rampage. as far as i know they were never at war; their empires did not border one another (first the romans were in between, then i was (once i killed the romans)). they might possibly have been trading resources, but i don't think they were. i never saw an "active trade" line between them (and yes, i had embassies from as early on as possible).
        A common reason for this is if they had an alliance at some point and she made peace before the 20 turns was up. Some treaty or other was broken or you wouldn't get that msg.

        What cracks me up, is after you wipe someone out, they get refered to as your friend.
        [c3c] 1.22(f?)
        For better barbarians, add NoAIPatrol=0 to conquests.ini (see this thread )

        Comment


        • Re: Re: accelerated research boost in one turn

          Originally posted by watorrey
          It has always done that. You just haven't noticed it before because now the damn AI trades techs like crazy and there is no way to stay ahead.
          Yeah I admit, but that doesn't explain the several turns remaining boosted into one ( the number next to the tech in the lower right corner of the screen ) : some kind of cheat to compensate the now faster than light AI research???
          The art of mastering:"la Maîtrise des caprices du subconscient avant tout".

          Comment


          • Re: Re: Re: accelerated research boost in one turn

            Originally posted by Master Marcus


            Yeah I admit, but that doesn't explain the several turns remaining boosted into one ( the number next to the tech in the lower right corner of the screen ) : some kind of cheat to compensate the now faster than light AI research???
            Not a cheat. The total cost for the tach is reduced proportionally by how many known civs have it. Assume 8 civs. So if it was going to take 8 turns, you have 4 left and all of a sudden 4 civs get it (which is likely now), it is half price and you already researched half of it. So... you get it next turn.
            [c3c] 1.22(f?)
            For better barbarians, add NoAIPatrol=0 to conquests.ini (see this thread )

            Comment


            • A common reason for this is if they had an alliance at some point and she made peace before the 20 turns was up. Some treaty or other was broken or you wouldn't get that msg.
              thing is, there have only been two wars in my entire game - me vs the romans, and me vs the greeks. there was nobody to have an alliance against (no, they didn't have an alliance against me)!

              What cracks me up, is after you wipe someone out, they get refered to as your friend.
              yeah... that's the other part about it that's so weird.
              it's just my opinion. can you dig it?

              Comment


              • Civ3 feels more completed with the latest patch. Only minor thing left that has been reported in this thread.

                Does anyone know why the AI doesn't upgrade units? It's funny to see all those warriors running around at year 1950. Panzer meat!

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                • Not a biggie, but still: Shift-A workers and their preference for pollution clean-up.

                  Great, but maybe a bit too much. When you have large cities that aren't fully developped with roads/railroads, and pollution appears on an unconnected tile, you have huge numbers of workers trying to get there. I had 34 workers walking to a pollution tile (2 tiles away from next road), and then another 13 on the next turn, while those 34 had arrived and were getting ready for an overkill insta cleanup

                  Comment


                  • Does anyone know why the AI doesn't upgrade units? It's funny to see all those warriors running around at year 1950. Panzer meat!
                    somebody did the math, and the particularly when the computer doesn't get the workshop, it's often better off without upgrading. cannon fodder provides cover for a counter attack... and 70gold to upgrade from a warrior to infantry (or however much it is) is the equivalent of 70 turns of free support.
                    it's just my opinion. can you dig it?

                    Comment


                    • Next turn crashes game

                      For no obvious reason, this mod crashes if you hit y for the one remaining unit to move, and the game proceeds to the next turn.

                      Also, all my mods crash early on in the game if I alter the colors/unique colors of the civs at all.

                      Edit: Note -- this mod doesn't change the colors, and in fact this turn is very late in the game ... in the late 19xx's.

                      Edit: I'd also love to be able to set the start date, stop date, and years/turn pattern on a mod.
                      Attached Files
                      Last edited by surt; February 25, 2002, 18:51.

                      Comment


                      • Re: Next turn crashes game

                        Originally posted by surt
                        For no obvious reason, this mod crashes if you hit y for the one remaining unit to move, and the game proceeds to the next turn.

                        Also, all my mods crash early on in the game if I alter the colors/unique colors of the civs at all.
                        There's been a problem for awhile now regarding changing the colours. It's not an advisable thing to do at this moment.

                        Comment


                        • bug or feature?

                          i whipped a settler from a city I was exploiting the whip in and it transferred the unhappyness to the next nearest city(my capital do'h) after the temporary city was disbanded

                          Comment


                          • Re: bug or feature?

                            Originally posted by Whoha
                            i whipped a settler from a city I was exploiting the whip in and it transferred the unhappyness to the next nearest city(my capital do'h) after the temporary city was disbanded
                            Someone from Firaxis confirmed that it's a feature.

                            Comment


                            • well, guess im not going to be able to disband my temporary cities.

                              Comment


                              • A few things have had me pounding my fists on the desk in frustration since i started playing civ3, unlikely combat results is one. For this case I didnt though, it's that unbelievably ridiculous, and consistent, that it's obvious it's a bug.

                                An army with 3 cossacks 13/14 attacking a CONSCRIPT rifleman in the iroquois capital. The first point of damage is usually made in the first 2 strikes, but then the army is defeated entirely, at which point the rifleman becomes Regular (and is then defeatable). Check out the save yourself, load, end turn, select army in stack outside city and attack. I did this at least 6 times in a row. IIRC I'd already defeated a number of conscripts with the other cossacks in the stack, suggesting it could be an army problem ?
                                Attached Files

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