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PATCH v1.21f bugs and issues.

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  • Originally posted by Methos
    I found a bug or at least an annoying feature with the governors.

    The year was around 1850 AD, I had all my cities set to governor rule, building only improvements, no units or wonders.
    Then suddenly every city started to produce workers. Which was really annoying.
    So I had to got to every city and change their production to Wealth before they stopped. It got me about 30 workers, before I got the chance to stop them.

    Why did this happen?

    And why can't you make the governors in EVERY city stop at one click???
    Yes, it almost gives me a headache when that happens. Sometimes it happens out of the blue, but I have often seen it when for some reason my number of workers has decreased, be it by rejoining cities, losing some to an enemy or when giving "enslaved" workers back to there mothercountry. I think the governors are a very nice feature both on automatic and when they just gives you suggestions (so you don't have to go to the city-screen to select production for your city), but that worker-"feature"... please give us a fix on that one.

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    • I'd like to see "Wake all" and "Fortify all" added to the unit right-click menu.

      Bye!

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      • In my game, I am no longer getting the 1000-year culture bonus. The cities under consideration have never been captured. (I tried to attatch the saved game, but it was too large.)

        Also, I am currently mobilized for war. I have bribed the rest of the world to join me in my effort (Yes, this is probably to easy to do), and my enemies will soon perish. When both the civs I am fighting are killed, will my mobilization return to normal, or do I have to sign a peace treaty first? If I do, that stinks; obliterating all my enemies should be a legitimate way to end war mobilization.

        One minor bug I haven't yet seen mentioned: When I capture an enemy city and intall a new governor, the game zooms to the city screen. The unit I just used to capture the city does not appear in the garrison. I exit the city screen and double click on the city. Now the unit appears in the garrison, as it should. This bug doesn't really effect gameplay, but it is annoying (many minor bugs probably fit that description).

        I am using the 1.21f patch and did not notice the culture problem until I installed it (I was in the middle of the relevant game when I installed the patch).

        Someone mentioned not being able to request diplomatic agreements with other civs. Note that you need an embassy with the civ in question to negotiate diplomatic agreements. Some agreements also require nationalism.
        "God is dead." - Nietzsche
        "Nietzsche is dead." - God

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        • Originally posted by JohnM2433
          In my game, I am no longer getting the 1000-year culture bonus. The cities under consideration have never been captured. (I tried to attatch the saved game, but it was too large.)

          Also, I am currently mobilized for war. I have bribed the rest of the world to join me in my effort (Yes, this is probably to easy to do), and my enemies will soon perish. When both the civs I am fighting are killed, will my mobilization return to normal, or do I have to sign a peace treaty first? If I do, that stinks; obliterating all my enemies should be a legitimate way to end war mobilization.
          When mobilized, your cities produce half their normal culture (which means each culture improvement produces half -- i.e., no "doubling effect" of the 1000 yr. improvement while mobilized).

          Destroying (or making peace) with even one of the two civs you're at war with will take you out of mobilization.

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          • What is the 1000-year bonus to culture???
            In the GREAT BANANA we trust, for only he can set us free!

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            • worker crash bug and ships attacking own cities bug.


              Don't know if this has been mentioned before but I want to report what happened to me in my current game.

              Using 1.21f, standard map, regent, med continents.

              I used the "go to" command to move a stack of workers to a tile. They had to pass through one of my cities to get there. When they tried to enter the city they all died and the game crashed to the desktop.

              Another bug I saw was when I tried to move a destroyer into a coastal city for repairs, the destroyer attacked the city and died.

              One final bug.

              I nuked a city. Captured and razed it. Captured enemy worker then appeared in the unit screen but was not visible in the main map. Pressed space bar and waited to move next turn. Worker became visible.

              All of this happened in the modern ages during the year 2011.
              signature not visible until patch comes out.

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              • Originally posted by Methos
                What is the 1000-year bonus to culture???
                Once an improvement has been around for a 1000 years, the culture it produces doubles.

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                • After thinking about what I reported in my above post I came to another question.

                  Is it possible that if you do a clean Civ3 install and then immediately patch to 1.21f that the worker bug is still active?

                  I hope that the next patch that comes out is a complete package. Meaning that if one does a clean install and then patches with the latest patch everything should work. Including having the workers dress properly in their appropriate ages.

                  Now one would have to patch 1.16, then 1.17 then 1.21 to make everything work properly. Just a theory.
                  signature not visible until patch comes out.

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                  • 1.21f has all previous patches in it.

                    The funny thing about the "attack my own units bug" is it is almost always when nukes are used.
                    Was gone for two years, I'm back now.
                    in a 3D world is there a difference between these: b d q p | / - \
                    3D Unit tutorial
                    My units: MechWalker,Rocket soldier,Hover Tank,Crawler,Hover Copter

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                    • Originally posted by Catt


                      When mobilized, your cities produce half their normal culture (which means each culture improvement produces half -- i.e., no "doubling effect" of the 1000 yr. improvement while mobilized).

                      Destroying (or making peace) with even one of the two civs you're at war with will take you out of mobilization.
                      Thanks! So I guess the "missing" culture wasn't a bug after all; that's good to know. I didn't realize that mobilizing for war had any effect on culture -- I don't think that's mentioned in the manual or the Civilopedia. If it isn't, it should be.

                      Does one of the civs I'm at war with have to be destroyed by me personally to bring me out of war mobilization, or will it also work if one of my allies finishes them off?
                      "God is dead." - Nietzsche
                      "Nietzsche is dead." - God

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                      • Originally posted by Level
                        1.21f has all previous patches in it.

                        The funny thing about the "attack my own units bug" is it is almost always when nukes are used.
                        Interesting, because in my current game I have used nukes quite a bit. The bugs I saw didn't begin until after I launched my first nuke. Hmmm...... Firaxis please fix this.
                        signature not visible until patch comes out.

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                        • Originally posted by JohnM2433
                          Does one of the civs I'm at war with have to be destroyed by me personally to bring me out of war mobilization, or will it also work if one of my allies finishes them off?
                          Works even if you never fire a shot at that enemy -- the "mobilization off trigger" is a new state of peace, whether that comes from a peace treaty or from the permanent retirement () of any enemy due to any cause.

                          Catt

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