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1.29F Download - Feeback - Bugs reporting

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  • Originally posted by ThePlagueRat
    Skimmed through the firaxian patch report, and noticed a little bit elementary goody stuff. Ok nice, but I saw something alarming too:

    "Restricted roads/railroads from being built on terrain that has no road bonus. "

    What's this **** supposed to mean?
    Aha! I am SO glad that it was documented SOMEWHERE!
    In the version 1.29 Editor; Terrain tab I had changed Tundra's Terraform Bonus for Roads to '0' (from '1'). My intent was to make tundra useless except for colonies (I had also disabled planting forests on tundra).

    Then in the 1300's (AD) I went to build a road on tundra and was unable to do so. Now all the tundra that didn't already have forests on it is TOTALLY worthless, and any strategic resources on it will be totally unaccessible.

    Comment


    • I've noticed that I've had to turn off the damn muzak that comes with the game a number of times. It seems to be able to turn itself on with 1.29. Wierd stuff.
      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


      • Incorrect screens for Theory of Evolution advancements

        I'm not sure if this is new to 1.29, but I don't recall seeing it in 1.21 (though I might not have been paying attention). I just got Theory of Evolution, and I got two screens which were for The Great Library. The message was something like "The Iriquois and the Persions have taught us Feudelism, what would you like to research next?". I'm not sure if it was exacly that, but the point is it was clearly a Great Library screen, and I got it when being offered my choices from the Theory of Evolution. 1.29 patch, no mods.

        Obviously not a big deal since I got my tech advancements, but it was a bit odd that since the Iriquois and the Persians had learned Feudelism I was going to get Atomic Theory...

        Comment


        • I almost finished my WWII scenario, and I wanted to playtest what I have so far, but the game crashes once the scenario loads.....Every time I get this message :
          ""CIVILIZATION3 caused an invalid page fault in
          module CIVILIZATION3.EXE at 0167:004ff716.
          Registers:
          EAX=01674ff8 CS=0167 EIP=004ff716 EFLGS=00010216
          EBX=00000043 SS=016f ESP=00adf7b4 EBP=00000041
          ECX=00000000 DS=016f ESI=ffffffff FS=107f
          EDX=005b7fff ES=016f EDI=0061e3e8 GS=0000
          Bytes at CS:EIP:
          8b 11 ff 52 54 8b 0d 44 4f 5f 00 8b 97 44 08 00
          Stack dump:
          0286ec74 00000043 00000003 00000001 00000041 ffffffff 0286ec74 00000003 00000045 00462a11 00000001 00000040 ffffffff 00000043 00000000 0286ec74 "

          Anyone has any idea what might be causing it?
          Here is the file for people to look at

          Comment


          • Entering a new age is still not announced when you get there by trading techs.
            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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            • Replay shows wrong graph label

              In the replay at the end of the game, the histograph is initially labeled "power" but it is really "score". If you select something different from the drop-down, you get the correct graph. (or if you select power again, you get the actual powergraph). The wrong graph is displayed only before you touch the dropdown menu.

              I'm not playing Civ3 until they fix this!

              Comment


              • The AI refuses to make an offer for your World or Territory Map if it thinks it should cost more than it can pay (even though you would be satisfied with less).
                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

                Comment


                • Re: Replay shows wrong graph label

                  Originally posted by alexman
                  In the replay at the end of the game, the histograph is initially labeled "power" but it is really "score". If you select something different from the drop-down, you get the correct graph. (or if you select power again, you get the actual powergraph). The wrong graph is displayed only before you touch the dropdown menu.

                  I'm not playing Civ3 until they fix this!

                  A small bug exsisting from v1.07

                  I wonder why Firaxis dodn't noticed it.

                  Still, it's not realy crucial for gameplay, just annoying.

                  Comment


                  • Originally posted by Ribannah
                    The AI refuses to make an offer for your World or Territory Map if it thinks it should cost more than it can pay (even though you would be satisfied with less).
                    hi ,

                    indeed , and sometimes when you give it , the AI refuses it , or becomes upset , yet he "knows" less then you

                    there should be more control over such things , ....

                    and most of the things asked in my sig only where given half , ......

                    Firaxis , please give us some feedback and most important , fix some things

                    have a nice day
                    - RES NON VERBA - DE OPRESSO LIBER - VERITAS ET LIBERTAS - O TOLMON NIKA - SINE PARI - VIGLIA PRETIUM LIBERTAS - SI VIS PACEM , PARA BELLUM -
                    - LEGIO PATRIA NOSTRA - one shot , one kill - freedom exists only in a book - everything you always wanted to know about special forces - everything you always wanted to know about Israel - what Dabur does in his free time , ... - in french - “Become an anti-Semitic teacher for 5 Euro only.”
                    WHY DOES ISRAEL NEED A SECURITY FENCE --- join in an exceptional demo game > join here forum is now open ! - the new civ Conquest screenshots > go see them UPDATED 07.11.2003 ISRAEL > crisis or challenge ?

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                    • The civilopedia entry for 'Economics' fails to mention the new ability to double the effect of wealth production.

                      Yes, I know it's a rather small bug, but Firaxis really seems to care about civilopedia typos ...
                      "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

                      Comment


                      • Originally posted by lockstep
                        The civilopedia entry for 'Economics' fails to mention the new ability to double the effect of wealth production.
                        How do you double the effect? I couldn't find anything in the readme file.

                        Comment


                        • Reported this before, but it still happens (and already did in Civ2).
                          Sometimes when you re-allocate a city's workers and then put them back on the original squares, the number of shields after waste is one lower, and there's no way to restore what you got before except by reloading the autosave. Very, very annoying when you're building the Forbidden Palace and waste is already increasing all the time (because you've founded more cities ).
                          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

                          Comment


                          • Originally posted by Lucilla
                            How do you double the effect? I couldn't find anything in the readme file.
                            Just by researching Economics. From then on, producing 'wealth' in a city will yield the double amount of gold per turn.
                            "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

                            Comment


                            • Good to know, thanks lockstep.

                              Comment


                              • This is an editor bug, but the supposedly "appropriate" thread over in the Creation forum has turned into a long persistent whine about the lack of event scripting. So I'm reporting this here...

                                The "Allow Cities" checkbox does not work when you uncheck it. For instance, I set desert, jungle and tundra to not allow cities. First game I started there was a huge mass of tundra to my south. Part way through the game the AI English come along a plop a city down in the tundra. So much for that new "feature" in the editor.
                                "Stuie has the right idea" - Japher
                                "I trust Stuie and all involved." - SlowwHand
                                "Stuie is right...." - Guynemer

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