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  • I've been through the entire thread and I haven't seen this one reported before.

    My govenors will still build workers, even though I have chosen the option to "never" build workers for all cities. This usually occurs when all city improvements that are available have been built.
    "In Italy for 30 years under the Borgias, they had warfare, terror, murder and bloodshed. But they produced Michelangelo, Leonardo da Vinci and the Renaissance. In Switzerland, they had brotherly love. They had 500 years of democracy and peace. And what did that produce? The cuckoo clock."
    —Orson Welles as Harry Lime

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    • Expansionist civs get a free scout at the beginning. This is an unbelievable advantage in my opinion. So I went into the editor and changed the civs which could have the scout (Brits, US, Am. Indians, Rus, maybe more). Now only the Germans had access to the scout (and I never build them).

      Anyway when I started a new game, the first thing I run into is a Brit scout! Sure, they can't build scouts anymore but they still have the damn scout in the beginning. This must be a bug
      fittstim

      expansionists civs ALWAYS start out with a scout, but with the changes you made, they now can no longer build scouts...like if you selected the scout for all civs, only the expansionistic civs would start with one but all civs could build scouts then

      Comment


      • (34) Firaxis has only done half work on the Great Leaders lists. Some civs have just a few names, others have more.

        On the Iroquois list we see Tecumseh, Red Cloud and Sitting Bull(!), who were no Iroquois at all and have no business on that list.

        Here is a list of 10 Iroquois Great Leaders; I'd like each civ to have 10.

        Joseph Brant
        Tiyanoga (aka King Hendrick)
        Skenandoah (real name: Oskanondonha)
        Sagoyewatha
        Cornplanter
        Dekanawidah
        Lewis Cook
        Canaqueese
        Honyere Tehawenkarogwen
        Canassatego

        (35) It is not possible to sell the aqueduct when a city has dropped below size 7
        Last edited by Ribannah; March 18, 2002, 20:16.
        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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        • ahh nuts!!!

          why is it that every time i get riflemen and cavalry, the sound affects go all WONKY on them. when the cav attack, there's no gunfire sound. when the riflemen move, no gunfire sound (though i think that's actually for the best).

          what is going on here?! has ANYONE had this kind of problem?! i'd really REALLY
          like to figure this out cuz nothing sucks rotten apples more than having your
          cavalry charge into a nice battle to only hear the horse grunting!!

          Comment


          • I think this happens to everyone. In all versions of the game. Try reinstalling. I say that because I have this suspicion that what is going on is something a programmer did for his own convenience. The sound was there at the beginning. It went away. Then when I reinstalled during the 1.16f wrong executable mess the sounds came back. For a while.

            I think it may programmed to change the sound after a while because the cracking of the rifles got to someone at Firaxis. They would have to see if the sound was there with each iteration of the game but may have wanted the damn thing to stop after a the initial testing.

            Now if only someone at Firaxis would actually say what was going on. I am pretty sure its just those two rifle sounds that are doing this.

            Another strange thing with sound is that the WLTKD sound is played when WLTKD ENDS. Why when it ENDS. And why is there a sound for unrest if it isn't ever played?

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            • actually the sound clips come back occasionally...i'd hate to have to reinstall again this month...i've already done that once...i just wish this could just be fixed once and for all.

              Comment


              • ok this is not as much a bug report as an idea for a new feature

                city's with barracks should have a small indicator overtop their city icon to let us know which cities have barracks and which cities don't

                i'm talking about on the main screen, right overtop the city you could have some kind of small little thing, a light that could be on or off to indicate barracks or no barracks

                Comment


                • It really gets me ticked off when we have to raze a city (because garrisons still don't help stop stupid flipping) and then leave an open patch of land.

                  We send a settler, but everyone else immediately knows about this open land and they all send settlers there. In fact, I'm convinced the AI gives the nearest rival military unit a free settler because there is no way the AI civs could make one as fast as it appears.

                  Worse, civs I'm at war with march settlers brazenly into my territory to their certain doom. It is so dumb it's boring. I did not see that with 1.16.

                  Comment


                  • I loose sound occasionally too. My problem is related to the comp not coming out of sleep mode properly. I find that restarting the computer works to get it back.

                    Salve
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                    (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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                    • Here's another bug. I haven't seen this reported previously either.

                      The "W" wait command doesn't work all of the time. It appears to be random. IMHO, this one definitely needs fixin'.
                      "In Italy for 30 years under the Borgias, they had warfare, terror, murder and bloodshed. But they produced Michelangelo, Leonardo da Vinci and the Renaissance. In Switzerland, they had brotherly love. They had 500 years of democracy and peace. And what did that produce? The cuckoo clock."
                      —Orson Welles as Harry Lime

                      Comment


                      • why can't i change a citizen from a tax collector to a scientist without switching the city governor off? such a seemingly simple thing, yet it forces me to turn the governor off the acomplish

                        Comment


                        • When using the J command, if there are units of that type that have already moved on that tile, they will move to the designated square on the next turn.

                          It should move the presently active units only and not ones that have already moved (my understanding).
                          [c3c] 1.22(f?)
                          For better barbarians, add NoAIPatrol=0 to conquests.ini (see this thread )

                          Comment


                          • Undead Americans

                            GHOST CIV BUG IS NOT FIXED.

                            In my game there is still one undead civ: Americans.

                            No towns, but still in the game.


                            P.S.
                            Game is lighly MODed, but that shouldn't be a problem.

                            Here is the save:
                            Attached Files

                            Comment


                            • I just started a new game and the turns are under 30 seconds (used to be under 10), and I am actually enjoying the game.

                              I have filed lots of little suggestions/bugs about Civ3, but this one area determines whether I will hate or enjoy the game. I can live with about 90% percent of the issues that may have been in the game if only the turns did not take so long.

                              Under 10 seconds (with animations turned off) I find enjoyable.
                              Under 30 seconds (with animations turned on) I find enjoyable with only a slight annoyance.

                              Anything over 30 seconds and I become more and more annoyed with the game and find I want to play it less and less.

                              So, get the game to under 30 seconds for even the Modern Era.
                              1. Don't make AI land units move aimlessly back and forth (aka patrol). Either (1) Give them a destination, (2) make them fortify in a city, (3) make them fortify in forts on borders, or anthing else so the AI stops calculating to move them every turn and thus making the turns longer because of more calculations.
                              2. Stop ships from aimlessly moving back and forth. Either (1) Give them a destination (2) make them fortify and stay there off my coast or (3) move on to discover new lands.
                              3. Stop units from endlessly wandering over railroad systems. Follow idea #1 and keep them in one place and make the AI forget about them (aka don't perform calcuations on them) till they are needed.
                              4. If there are optimizations that need to be done to the way borders are drawn do that.
                              5. See if the issue about the long time before you can play after the city pop-ups can be fixed.
                              6. And most of all, just check all the aspects of the AI's turn and fix areas that are uselessly taking up time -- I only offered suggestions in numbers 1-5; I don't really know what is taking up ALL the time, but some of the things I mentioned have been noticed/suggested by me or others.

                              Why do I keep posting about this? Because I have finally realized that it's not all the little things about the game I dislike, but the tediousness of having to wait a long time for the AI to take it's turn in the modern (and any) era. If turns on large maps averaged about 20 seconds, I'd probably be playing this game more than I'd be here posting about it.

                              Comment


                              • Originally posted by Coracle
                                It really gets me ticked off when we have to raze a city (because garrisons still don't help stop stupid flipping) and then leave an open patch of land.

                                We send a settler, but everyone else immediately knows about this open land and they all send settlers there. In fact, I'm convinced the AI gives the nearest rival military unit a free settler because there is no way the AI civs could make one as fast as it appears.

                                Worse, civs I'm at war with march settlers brazenly into my territory to their certain doom. It is so dumb it's boring. I did not see that with 1.16.
                                I don't think this is a bug. Every AI civ has a reserve of settlers. The instant open territory opens up, they are dispatched to go settle it. Yes, it gets kinda silly when you are in the middle of a war, and are destroying a civ, and you watch a settler/rifleman team leave a besieged city, pass your stack of troops, and try to get to an open spot to resettle. *shrug* Whatever, the AI has been coded to expand aggressively, and this is a side effect of that. It's minor, IMO.

                                I learned pretty quick - if I'm going to war, I build a bunch of settlers right before I attack.

                                -Arrian
                                grog want tank...Grog Want Tank... GROG WANT TANK!

                                The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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