Announcement

Collapse
No announcement yet.

PATCH v1.21f bugs and issues.

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Originally posted by The Rusty Gamer
    I just tried it again. I did not press cancel at any time. Same problem. I'd changed the number of players to 4, and for each player I set to starting with future tech and goverment democracy. The difficulty level was set to "Any" by default. After saving and reloading, the number of players had changed to 8, it had put starting techs back to Ancient Times, and had changed the difficulty settings to "Regent" but had left the goverment at democracy. Something is definitely wrong here.
    Hmmm.... it seems you found a bug. It is saving the data properly, it's just not loading it back into the editor properly (so it will work in the game). Also, if you have a map, it should load the player data properly. Needless to say, this will be fixed (and so will the issue with the cancel button).
    Mike Breitkreutz
    Programmer
    FIRAXIS Games

    Comment


    • Originally posted by Grrr
      Yeah, but it won't happen, sadly. They won't be in a hurry to create one as long as people like gramphos do it for them.
      They're not going to be in a hurry as long as there's the possibillity of some dweeb who doesn't know what he's doing ends up crashing the game by making changes. Which is not all that difficult to do.

      Comment


      • Re: Adding units

        Originally posted by Dom Pedro II
        Well, correct me if I'm wrong, but wasn't the ability to add units a product of the hacked editor, not the Firaxis version?
        There was a back door in the editor which apparently they've closed. Not that it really matters. As I've mentioned before somewhere, it's more convenient using the MultiTool.

        Comment


        • Re: Aquaducts

          Originally posted by lorddread



          Something I noticed, but can not confirm it due to a lost book, is that SOME cities over size 6, and next to large lakes no longer need aquaducts. Cities next to oceans do but lake front property don't.
          It's always been that way. Being adjacent to a fresh water lake works the same as being next to a river, you don't need an Aqueduct.

          Comment


          • Re: Civ3, take 3

            Originally posted by Kamrat X

            ¤ Why can´t the AI separate the civs better? I´m playing archipelago. There´s approx. 20 islands of various sizes. 6 ( ) civs (including me) is located on the same frigging island!! And the AI don´t build triremes, so every friggin´civ keeps barging into my territory and wanders aimlessly around until it finds a patch of land on the fringes of my empire (not a big problem, since I´ll eat them in a hundred years or so anyway, but still STUPID!)
            You can change that in the editor in the World Sizes area. There's an option that allows you set the spacing between the various civ's starting positions. The maximum is now 256 squares apart.

            Comment


            • Re: Re: Adding units

              Originally posted by Willem


              There was a back door in the editor which apparently they've closed. Not that it really matters. As I've mentioned before somewhere, it's more convenient using the MultiTool.
              It may be fixed now (I couldnt find a post that said that for sure) but the copy tool had some problems with adding units to 1.21.
              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.

              Comment


              • Re: Re: Re: Adding units

                Originally posted by SpencerH


                It may be fixed now (I couldnt find a post that said that for sure) but the copy tool had some problems with adding units to 1.21.
                Well even Gramphos needs time to make adjustments. I haven't checked his thread yet, but I suspect he's already come out with a new version. At least that's what I read in a post just awhile ago. If not, it won't be long before he does.

                I never bothered much the editor's back door, I always used the MultiTool for adding units etc. And I just read that JimmyH has come up with a new hacked editor with the Add/Delete buttons, so losing the back door isn't a big deal.

                Comment


                • I like the multitool too but I cant add units with v0.91 and civ3 1.21. As you said Gramphos is adjusting.
                  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.

                  Comment


                  • Re: Re: Civ3, take 3

                    Originally posted by Willem


                    You can change that in the editor in the World Sizes area. There's an option that allows you set the spacing between the various civ's starting positions. The maximum is now 256 squares apart.
                    Thanks! I haven´t used the editor before, maybe I´ll have to now...

                    But what I really want is a better AI regarding civ starting positions
                    I love being beaten by women - Lorizael

                    Comment


                    • Why are the 3 awake workers in Tonawanda in the Military advisor's screen (F3) shown as my Iroquois workers, while the right-click menu says they are American? I want to get rid of my native workers, as all improvements are built, and these 3 "American" workers are all workers left for which I pay upkeep.

                      Another question, why have all my workers still the ancient look? I'm a Democracy, and researching Motorized transportation.
                      Attached Files

                      Comment


                      • Here's what I've noticed (sorry if this has been posted, but I don't have time to read all these posts):

                        The foreign advisor screen isn't fixed in any way. I'm not sure how it was supposed to be fixed, but there are still only eight spots and the first civs that I meet don't necessarily show up first.

                        Trading with the computer has been completely screwed up. Any time I offer them any gold per turn, it goes to "they would never accept this deal". Even if the deal would otherwise be acceptible, they still won't take any gold per turn. Not only this, but they refuse to trade me any technology. I couldn't get Theology or Engineering, even in exchange for 300 gold, World Map, and all my cities. The price of Contact with so and so seems to have risen a lot as well.
                        World War 2 Worldwide
                        Muddy Flood Plains
                        World Map

                        Comment


                        • Originally posted by Yurt
                          Trading with the computer has been completely screwed up. Any time I offer them any gold per turn, it goes to "they would never accept this deal". Even if the deal would otherwise be acceptible, they still won't take any gold per turn. Not only this, but they refuse to trade me any technology. I couldn't get Theology or Engineering, even in exchange for 300 gold, World Map, and all my cities. The price of Contact with so and so seems to have risen a lot as well.
                          AI doesn't have positive income.
                          Since they put very high science rate.

                          And if AI doesn't have positive income, it won't offer per turn deals.
                          NEVER!

                          This usually happens in ancient & medivial eras.

                          Comment


                          • Yes, Id noticed that the AI would never seem to take GoldPerTurn .. you can offer 100gold .. no probls, ask for 1 gold per turn (equivellent to 20gold) and NO WAY ... (I saw this in 1.17f also)

                            Im wondering if this is because the Civ's now will not go for GoldPerTurn if they are running a negative per turn economy themselves ???

                            Has anybody noticed the AI being fine about gold per turn later on in the game, after banks ?? cos you get a nice little gold boom just after building a load of banks, and maybe the AI has more money then with which to trade for Gold per turn.

                            I think the algorithm should say, if I can accept (eg 200Gold) then 10GPT or less is acceptable. In the opposite situation, where the AI has little money in the treasury, but it does have say 30GPT .. it should accept a GPT rate which may not be in its favour .. eg 15GPT (as we all do in our lives, LOANS) but of course, only where it really really see's value in the purchase. eg lots of rioting, need luxury desperatly .. falling behind in Science .. need science desperatly ..

                            Has anybody tried trading Gold for GPT ?? I use to do this on previous versions, and if the treasury of the AI was low, you could sometimes give 200, and take 13GPT ... anybody done this recently ???
                            "Wherever wood floats, you will find the British" . Napoleon

                            Comment


                            • Originally posted by Mike Breitkreutz FIRAXIS Hmmm.... it seems you found a bug. It is saving the data properly, it's just not loading it back into the editor properly (so it will work in the game). Also, if you have a map, it should load the player data properly. Needless to say, this will be fixed (and so will the issue with the cancel button).
                              Real soon I hope. There's a bug with setting the starting tech to future in any case because when you run the mod, within a couple of turns the program crashes to the desktop.
                              Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                              Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                              Comment


                              • No oil in my game

                                I just played a new game started under v 1.21f using my Dell Windows XP computer.

                                There is NO OIL in the game. On my completely random maps theres was no tundra and no desert, hence no oil.

                                I started a thread called Firaxis: why is there NO OIL in my game? (heidlejohn is my member name). I also found only 6 luxuries in the game. The no oil thread has a zipped file to verify this problem.

                                Anyone else having resource oddities with the new patch?
                                What OS are you using if you have the problems?
                                Checking the postings to my no oil thread, I haven't seen any Firaxis response to this problem nor have I received any emails to see if they are looking into it.
                                John Heidle

                                Comment

                                Working...
                                X