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1.17f Bug Reports

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  • Originally posted by bj
    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 ?
    No bug. You had an unlucky roll of the die. In an effort to prevent exactly what you were doing (reloading and trying again) the random seed is saved with the game. The only way to change the results of that battle is to not fight it on that turn, in that order.

    You may notice the same thing with other things. Like planting spies. If it doesn't work the first time, it isn't going to work at all that turn.

    Firaxis should document these things for casual gamers. The not-so-casual gamers have it figured out quickly enough that it becomes no big secret anyway.
    [c3c] 1.22(f?)
    For better barbarians, add NoAIPatrol=0 to conquests.ini (see this thread )

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    • it saved the random seed the game used to generate that result so it will not matter how many times you attack the rifleman with the army.

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      • Right. my bad. thanks

        Pretty unlucky role of the die though. I'll remember to pound those fists next time. I nearly broke a few bones when a longbowman lost an attack flawlessly but a pikeman won (attacked in frustration).

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        • I installed the 1.17f patch and began a new game. I can't use the science advisor screen. I can display it, it doesn't crash the game, but clicking on the boxes has no effect. I can select projects using the pop-up box that appears at the end of each project, but I like to look at the diagram when I make my research selection.
          "I say shoot'em all and let God sort it out in the end!

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          • Originally posted by bj
            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.
            The save file includes the random number seed, so if you load up the save file and do the exact same thing, you will get the exact same result. Does it work if you change the order of the combat?
            None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?

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            • No extra shields for Industrious!

              I'm playing as the French (Regent, standard Earth map) and I've noticed that I don't get the one shield bonus for my capital of size 8... I do get the one commerce bonus, though.

              I thought it was due to me being in Despotism, but I've changed to Monarchy and still no extra shield. It wouldn't have been such a big deal, but I'm stuck in the wonder race and need to catch up with some religious civs.

              Has anyone else seen this before?
              Last edited by wtiger; February 27, 2002, 08:47.
              The king is dead? God Save The King!

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              • Strangelove:

                I had problems with that, too. I was trying to set a path to Music Theory, and I had to click forever for it to switch.

                I'm playing Persia, I've got a Babylonian Worker. On the pop-up menu, it says "Activate Bablyonian Worker", but in the info window, it says "Worker (Persian)".

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                • Is there a list of all the actual bugs?

                  I'm asking cause I've seen one bug (food shortage is not indicated even if you eliminate all the food sources), but I don't know if it has been mentioned before.
                  Golfing since 67

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                  • 1.17f patch bugs

                    Issue_Description: At between 800-1100 AD, the system crashes and says approximately "CivIII has generated errors, program will shut down and you must restart, writing error log file" Then after sometime the "ok" option appears and I can reclose the file. However, the saved file from before the crash will yeild the same crash. I have duplicated this problem three times by starting the game from scratch. Thank you in advance for your help. I love the game, but I have a business to run and have very limited time to enjoy this terrific game.

                    Brand: Jem
                    CPU: Intel P4 - 1.7
                    RAM: 262
                    Video_Card: MIS MS-StarForce
                    Sound_Card: Sound Blaster
                    CD-ROM_Drive: CD-R
                    Modem: DSL
                    Other_Peripherals: SanDisk, Iomega UBS 250, tape backup, 10 network
                    OS: W2K

                    Game_Name: Civ III, 1.17f patch

                    General_Problem: Lock Ups/crash

                    This is the last Dr. Watson error log dump is attached.
                    Attached Files
                    Alpha Male

                    That which does not kill me makes me stronger!

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                    • (16) Switching production should not be impossible after bonus shields from clearing a forest
                      (17) A tile improvement doesn't show until the next turn, but it counts this turn
                      Edit: this only when you have workers working for more than 1 turn, otherwise it does show
                      (18) It would be nice to have a way of knowing the number of turns needed for a tile improvement in progress to be completed
                      Edit: ok left-clicking works, but if you have a lot of workers it would be nice to see it on the map
                      (19) Workers that are superfluous for completing an improvement of the same tile should get free immediately
                      [i]Edit: they do when the work is completed by assigning additional workers
                      (20) The above should be optimized with regard to the selection of which worker will finish the job (my productive one or that slow slave worker) (Civ2 had the same problem with Settler/Engineer teams)
                      Last edited by Ribannah; March 11, 2002, 07:14.
                      A horse! A horse! Mingapulco for a horse! Someone must give chase to Brave Sir Robin and get those missing flags ...
                      Project Lead of Might and Magic Tribute

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                      • Three things Ive noticed:

                        Armies split when using the stack movement ability.

                        some computer civs may be going to far with their pop rushing, reducing their nation into a bunch of size 1 cities.

                        Experienced a spot on the map where units would always end up at if your trying to move a long distances.

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                        • Originally posted by Ribannah
                          (18) It would be nice to have a way of knowing the number of turns needed for a tile improvement in progress to be completed
                          Click on the worker doing the improvement. A dialog box will pop up telling you the number of turns the worker needs to complete that improvement. It will also give you the option for the worker to stop doing that improvement.
                          The king is dead? God Save The King!

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                          • Now I understand why they pop rush so much when their losing. Was just roasted by a bunch of mad vultures. Do the other civs have a problem with militaristic civs, cause the japs were rushed by everyone than I was playing as Romans.

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                            • Click on the worker doing the improvement. A dialog box will pop up telling you the number of turns the worker needs to complete that improvement. It will also give you the option for the worker to stop doing that improvement.
                              yeah, but that's a major kludge. it should be in the context menu for a square being worked on: right next to every worker that's doing something, there should be text saying what he's doing, and when he'll be done.
                              it's just my opinion. can you dig it?

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                              • Originally posted by pauli
                                yeah, but that's a major kludge. it should be in the context menu for a square being worked on: right next to every worker that's doing something, there should be text saying what he's doing, and when he'll be done.
                                That would not be a very usefull option. If it should be on the context menu it should say Cancel Job (X turns)
                                Creator of the Civ3MultiTool

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