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PATCH v1.21f bugs and issues.

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  • #16
    Re: Civ specifics changed?

    Originally posted by Franses
    I jsut started a new game in 1.21f with my own symmetrical map.

    I generally play the Egyptians but this time I wanted to have Industrious, Scientific. To my surprise I had to select the Persians instead of the Chinese. I noted that also a couple of other Civ's had different specifics then before. Does anyone else have the same changes or is this something that occurs only if you play your own map?
    Persians have always been Ind/Sci, and Chinese were Mil/Ind. It doesn't look like any CSA's have changed.

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    • #17
      Grr why the civilopedia hasnt been updated fully. I, for one, was trying to remember the comfortable worker shortcut keys what were included in the .16 and .17 patches and tried to check them out from civilopedia, but they were not there

      Even the manual shows more worker options then the civilopedia.
      Actually, not even all the original commands are in the pedia.
      Very irritating to start browsing the boards to look "gee what was the improve this city but dont alter - command"
      Hey you forget these things when not playing for 2 months due to .17 patch tech whoring

      Other then this minor problem, it seems to work fine... so far

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      • #18
        Custom city names does not seem to be supported in this patch.

        None of my edited games with new and fixed city names revert back the in game names when I play the game. I built a new edited game with the newer names, but they still revert back to the originals.

        Any suggestions on what I might be doing wrong, which I 'ant.
        I drink to one other, and may that other be he, to drink to another, and may that other be me!

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        • #19
          Re: Re: Civ specifics changed?

          Originally posted by ixnay37


          Persians have always been Ind/Sci, and Chinese were Mil/Ind. It doesn't look like any CSA's have changed.
          OK, so it is wrong in the manual! Did not know that. Sorry.
          Franses (like Ramses).

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          • #20
            Aqueducts are now required in cities that have rivers within their radius, excluding the capital.

            Can someone else confirm this please.


            Todd Hawks:

            but you are aware that a city must be adjacent to a river in order to not need an aqueduct? Not just have a river in its radius.
            My bad. I never noticed that before, oops. :embarassed:
            Was I getting a free ride in my previous games?
            Last edited by MosesPresley; April 19, 2002, 14:50.
            "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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            • #21
              Contact Govenor: option to never build small wonders selected for all cities.

              Result: Govenors in other cities still suggest building Forbidden Palace.

              I've only made it to the middle ages so far.
              "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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              • #22
                Moses Presley,

                I didn't test it yet but you are aware that a city must be adjacent to a river in order to not need an aqueduct? Not just have a river in its radius.

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                • #23
                  Originally posted by Conqueror
                  Grr why the civilopedia hasnt been updated fully. I, for one, was trying to remember the comfortable worker shortcut keys what were included in the .16 and .17 patches and tried to check them out from civilopedia, but they were not there

                  Even the manual shows more worker options then the civilopedia.
                  Actually, not even all the original commands are in the pedia.
                  Very irritating to start browsing the boards to look "gee what was the improve this city but dont alter - command"
                  Hey you forget these things when not playing for 2 months due to .17 patch tech whoring

                  Other then this minor problem, it seems to work fine... so far
                  You should get the Civ III reference file on the Civ III official site. All the keyboard shortcuts are enumerated.
                  Let us be lazy in everything, except in loving and drinking, except in being lazy – Lessing

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                  • #24
                    MosesPresley,

                    You may be confusing the aqueduct with hydro and nuclear plants. The power plants only require fresh water in the city radius. Growth to city size without an aqueduct requires that the fresh water be adjacent to the city square itself.

                    Comment


                    • #25
                      stack command j differentiates

                      the stack command now differentiates between fortified (non active) and active units.

                      That's a pity, now you'll have to wake each separate one of them (unless there's also a new wake all button).

                      This must be a bug instead deliberately designed I presume.

                      AJ
                      " Deal with me fairly and I'll allow you to breathe on ... for a while. Deal with me unfairly and your deeds shall be remembered and punished. Your last human remains will feed the vultures who circle in large numbers above the ruins of your once proud cities. "
                      - emperor level all time
                      - I'm back !!! (too...)

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                      • #26
                        Re: Civ-Editor crashes on German OS

                        Originally posted by ColdFever
                        Running the Civ3-Editor and selecting "scenario properties" crashes the editor on a German OS.

                        I already wrote Firaxis-Mike about this, looks like we can expect another patch-patch
                        OK I've looked into this problem. Apparently Civ3Edit has some issues with non-English OS versions. Try this one. It should give you English menus and non-crashing scenario properties.
                        Attached Files
                        Mike Breitkreutz
                        Programmer
                        FIRAXIS Games

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                        • #27
                          I've done some quick checking but it looks as if we cant add units to 1.21. If this is true its more than a bug!
                          We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
                          If any man be thirsty, let him come unto me and drink. Vampire 7:37
                          Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.

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                          • #28
                            Re: stack command j differentiates

                            Originally posted by AJ Corp. The FAIR
                            That's a pity, now you'll have to wake each separate one of them (unless there's also a new wake all button).
                            AJ:

                            Apparently you can hold down shift while activating the units that are on sentry to speed uyp the activation process.

                            KF

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                            • #29
                              Originally posted by nostromo


                              You should get the Civ III reference file on the Civ III official site. All the keyboard shortcuts are enumerated.
                              Thanks, didnt know that. I assumed it was some sort of help file for the modders or for the editor, so never downloaded it.

                              The file btw looks great when printed out and hanged on the wall next to computer Nice graphics.

                              Comment


                              • #30
                                Originally posted by SpencerH
                                I've done some quick checking but it looks as if we cant add units to 1.21. If this is true its more than a bug!
                                It seems they didn't like us adding units as they turned off this ability. Yet at the same time they added the ability of the Units32.pcx to hold icons for an unlimited number of icons. Same for Resources. Why would you enable one thing and then enable something else that makes the first thing pointless?
                                Yours in gaming,
                                ~Luc

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