November 6, 2003, 18:55
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#1
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Warlord
Local Time: 12:01
Local Date: November 2, 2010
Join Date: Jun 2001
Location: Aberystwyth
Posts: 232
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Conquests Bug Thread
Are there really no bugs out there?
Well just a few so far:
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Mesopotamia: Industrial workers appear in the 3rd age.
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Napoleon: French can take half of Europe by offering MPP in exchange for cities, thus winning the scenario in turn 1.
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Slave graphics are working for workers that I capture, but not for those I build in a city with 100% alien population. The produced worker/slave is correctly labeled as being of the civ the pop came from, but it looks like a worker native to me (civ original graphics).They do display properly if the game is saved and reloaded.
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The game is awarding twice the GPT payments it should
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the game seems to be continously reusing the first and only the first SGL name.
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__________________
"An Outside Context Problem was the sort of thing most civilisations encountered just once, and which they tended to encounter rather in the same way a sentence encountered a full stop" - Excession
Last edited by Myrddin; November 10, 2003 at 18:22.
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November 6, 2003, 19:09
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#2
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King
Local Time: 05:01
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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Not sure I could call this a full-fledged bug, but . . .
Imagine a stack of Javelin Throwers assaulting a city. A victorious Jav manages to enslave a worker in victory. The next active unit becomes the newly-enslaved worker. Rather than move the worker anywhere, we choose to press "w" and have the worker wait while the next available Jav steps up for the next attack.
In these circumstances, the "w" command doesn't work -- in order to skip past the worker's turn it is necessary to either (i) manually right click on the stack and select a Jav not yet used, or (ii) waste the worker's turn by hitting space bar. After the next Jav attack, the worker again becomes the active unit, requiring a repeat of the process. Under Civ / PTW, I don't recall ever having a similar issue with battle-spawned units (leaders).
Minor annoyance at most.
Catt
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November 6, 2003, 19:12
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#3
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Deity
Local Time: 08:01
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Why not just use F to fort the worker for now and then come back? I use that to avoid having the unit pop up over and over, while I do something else. Of course you have to remember to come back to it.
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November 6, 2003, 19:13
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#4
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Emperor
Local Time: 08:01
Local Date: November 2, 2010
Join Date: Oct 2000
Location: Potomac Falls, Virginia
Posts: 6,258
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I'm playing the Mayans right now and planning an attack with Javelin Throwers. I guess I'm about to discover that "bug" as well. Thanks for the tip.
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November 6, 2003, 19:20
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#5
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Emperor
Local Time: 14:01
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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hi ,
if there are , well still not seen a single one
have a nice day
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November 6, 2003, 19:25
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#6
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King
Local Time: 05:01
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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Originally posted by vmxa1
Why not just use F to fort the worker for now and then come back? I use that to avoid having the unit pop up over and over, while I do something else. Of course you have to remember to come back to it.
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The end point is the sticker - having to remember to come back. I routinely use "w" since it normally skips the unit but comes back to it at the end of the unit cycle (so I don't have to rely on my failing memory).
Had a similar "hot key" failure at another point in the game. A unit (can't remember which kind) was active and I tried to use SHFT-D to access a list of civs for diplomacy but it wouldn't work -- had to go through the F4 screen. At the end of the turn, SHFT-D was working just fine. It could have been an unavailable unit command (perhaps the unit was a worker and the SHFT-D command does something for workers?).
Catt
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November 6, 2003, 19:34
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#7
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King
Local Time: 05:01
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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Quote:
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Originally posted by Catt
Not sure I could call this a full-fledged bug, but . . .
Imagine a stack of Javelin Throwers assaulting a city. A victorious Jav manages to enslave a worker in victory. The next active unit becomes the newly-enslaved worker. Rather than move the worker anywhere, we choose to press "w" and have the worker wait while the next available Jav steps up for the next attack.
In these circumstances, the "w" command doesn't work -- in order to skip past the worker's turn it is necessary to either (i) manually right click on the stack and select a Jav not yet used, or (ii) waste the worker's turn by hitting space bar. After the next Jav attack, the worker again becomes the active unit, requiring a repeat of the process. Under Civ / PTW, I don't recall ever having a similar issue with battle-spawned units (leaders).
Minor annoyance at most.
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Playing now (and Alt-Tabbing back to 'Poly) -- same series of events but this time the "w" command worked a charm. So, not necessarily reproduceable.
Catt
Last edited by Catt; November 6, 2003 at 20:49.
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November 6, 2003, 20:01
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#8
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Emperor
Local Time: 08:01
Local Date: November 2, 2010
Join Date: Sep 1999
Posts: 3,361
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If there are truly no new bugs, I will be quite happy.
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November 6, 2003, 20:16
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#9
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King
Local Time: 13:01
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Scio Me Nihil Scire
Posts: 2,532
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there must be bugs. there's no such thing as a bug-free game nowadays.
__________________
Quod Me Nutrit Me Destruit
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November 6, 2003, 20:58
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#10
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Deity
Local Time: 08:01
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Here is what I just noticed, this may have been around and I never noticed.
I captured a city and see teh resource box as Iron. I look at teh trade screen and it shows I need a road to that city and I have a city on an island that need sea connection.
Great I connect the road and now can upgrade spears to UU.
I look at trade and it shows one Iron and claims it is near acity other than the two I already mentioned. I do not see any. I use Ctl-Shift-M and none? The captured city has none either?
The iron near the city mentioned in the trade screen is far away an in English land? I have not learned any new tech, so no new connection to the iron on the island????
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November 6, 2003, 21:51
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#11
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Deity
Local Time: 08:01
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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This not a bug so much as it should be changed, when you hit F8 you always get the status report. I would prefer it retain the last selection you used. I mostly want to see the score of all the civs, when I go there.
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November 6, 2003, 22:04
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#12
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Prince
Local Time: 07:01
Local Date: November 2, 2010
Join Date: Sep 2002
Location: Washington, DC
Posts: 682
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England, the Age of Discovery
I appear to be gaining more gold each turn then I should (yeah, I’ve seen worse bugs ). Even when I'm running a deficit I'm gaining gold, e.g. when I'm running a deficit of -7 I'm gaining about 20gpt.
Maybe I’m just missing something… as usual.
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November 6, 2003, 22:17
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#13
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BreakAway Games
Local Time: 12:01
Local Date: November 2, 2010
Join Date: Oct 2003
Posts: 14
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Randolph: Have you returned any treasure units yet? Do you realize that each one returned gives you 1000 VP AND 200 gold?
__________________
BreakAway Games
Producer, Civ 3: Conquests
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November 6, 2003, 22:27
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#14
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Prince
Local Time: 07:01
Local Date: November 2, 2010
Join Date: Sep 2002
Location: Washington, DC
Posts: 682
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Yes I realize that. I'm talking about gold per turn, not income from treasure. Good thought, but no.
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November 6, 2003, 23:00
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#15
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Deity
Local Time: 08:01
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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At least two of teh areial view of my cities do not reflect the current Wonders. I just finished Knights Templar and I see nothing in the view for it. In fact the only wonder I see if Collosus.
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November 7, 2003, 00:06
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#16
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King
Local Time: 05:01
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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Quote:
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Originally posted by Catt
Playing now (and Alt-Tabbing back to 'Poly) -- same series of events but this time the "w" command worked a charm. So, not necessarily reproduceable.
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Happened again; this time with an MGL. I have a save from the point the MGL is active and unwillingly to yield to the "w" command, but on reloading the save, the "w" command works correctly.
Catt
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November 7, 2003, 03:49
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#17
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Deity
Local Time: 08:01
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Catt could you fort it?
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November 7, 2003, 05:13
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#18
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Deity
Local Time: 14:01
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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Myrrdin, could you edit these bud reports into your first post?
( Or perhaps Catt can do it (second post ))
It makes it easier for everyone to keep track of.
__________________
#There’s a city in my mind
Come along and take that ride
And it’s all right, baby, it’s all right #
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November 7, 2003, 07:13
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#19
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Chieftain
Local Time: 12:01
Local Date: November 2, 2010
Join Date: Oct 2003
Location: Phoenix Ny
Posts: 59
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I believe I have found a bug unfortunately.... In Rise of Rome as Rome I attempt to upgrade my original legionary 1's in a city. This doesnt work however....i proceed to then upgrade some unorigignal legionary 1's in the same city same turn. However though when i moved these legionarys to a nearby city they were suddenly able to upgrade. Kind of confusing. Hopefully its not as im going to replay the scenario again today to see if it happens again. Ill post back if i find anything
__________________
"I came, I saw, and.....then I went home."
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November 7, 2003, 08:01
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#20
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Deity
Local Time: 00:01
Local Date: November 3, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Quote:
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Originally posted by vmxa1
At least two of teh areial view of my cities do not reflect the current Wonders. I just finished Knights Templar and I see nothing in the view for it. In fact the only wonder I see if Collosus.
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It has been reported around that there are no new images for the new Wonders in the City Screens. I guess this is either a feature that they didn't have time for, or one that may be added in a future patch.
grappleman - did that city you failed to upgrade in have a Barracks? Usually you need a Barracks to upgrade units in that city, so this may be the case for the scenario as well.
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November 7, 2003, 08:26
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#21
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Settler
Local Time: 07:01
Local Date: November 2, 2010
Join Date: Nov 2001
Posts: 24
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Rise of Rome
I have been playing this scenario for many hours, and honestly have not had a single problem or "Bug". I am totally amazed (and pleased). I am sure something will come up, but so far, this is one solid program!
Some cities do not create Legionaries or upgrade Legionaries to level II, but they are usually smaller ones, and I think this is a feature included to add variety, realism, and challenge.
The only negative thing I have encountered is the very long delays between turns when one is well into the scenario, but this is understandable considering the size of the map and numbers of units/civs moving units!
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November 7, 2003, 11:23
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#22
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Deity
Local Time: 08:01
Local Date: November 2, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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Quote:
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Imagine a stack of Javelin Throwers assaulting a city. A victorious Jav manages to enslave a worker in victory. The next active unit becomes the newly-enslaved worker. Rather than move the worker anywhere, we choose to press "w" and have the worker wait while the next available Jav steps up for the next attack.
In these circumstances, the "w" command doesn't work -- in order to skip past the worker's turn it is necessary to either (i) manually right click on the stack and select a Jav not yet used, or (ii) waste the worker's turn by hitting space bar. After the next Jav attack, the worker again becomes the active unit, requiring a repeat of the process. Under Civ / PTW, I don't recall ever having a similar issue with battle-spawned units (leaders).
Minor annoyance at most.
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Catt,
I've had that happen occasionally with Leaders in PTW. So it's been around since before C3C.
-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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November 7, 2003, 12:34
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#23
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King
Local Time: 06:01
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Wichita,KS,USA
Posts: 1,044
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Quote:
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Originally posted by Catt
The end point is the sticker - having to remember to come back. I routinely use "w" since it normally skips the unit but comes back to it at the end of the unit cycle (so I don't have to rely on my failing memory).
Had a similar "hot key" failure at another point in the game. A unit (can't remember which kind) was active and I tried to use SHFT-D to access a list of civs for diplomacy but it wouldn't work -- had to go through the F4 screen. At the end of the turn, SHFT-D was working just fine. It could have been an unavailable unit command (perhaps the unit was a worker and the SHFT-D command does something for workers?).
Catt
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Workers use SHFT-D for Clear Damage so avoid trying SHFT-D when a Worker is active.
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Originally posted by vmxa1
At least two of teh areial view of my cities do not reflect the current Wonders. I just finished Knights Templar and I see nothing in the view for it. In fact the only wonder I see if Collosus.
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http://forums.civfanatics.com/showth...threadid=67829
Post #15 by Gobi Bear:
P.S. Aerial View pictures: We discussed this numerous times and made a conscious decision to use the time it would have taken to create those in other areas on additional unit art, etc. We knew we weren't going to support Aerial View within each Conquest, so it seemed like dropping Aerial View support entirely from the expansion and focusing those energies elsewhere was the best decision for everyone.
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November 7, 2003, 13:04
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#24
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Deity
Local Time: 14:01
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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Looks like a good decision or trade-off to me.
__________________
#There’s a city in my mind
Come along and take that ride
And it’s all right, baby, it’s all right #
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November 7, 2003, 13:46
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#25
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Emperor
Local Time: 05:01
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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There's a minor problem in the editor, the help docs won't come up when I press the button. I have to run them seperately in the backround while I'm fiddling with my mod and trying to figure out the new additions.
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November 7, 2003, 13:54
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#26
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Deity
Local Time: 08:01
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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I do not mind if they want to drop support for new items in the view, but they could mention it in the readme or the manual.
Then we could move on and ignore it.
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November 7, 2003, 14:08
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#27
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Prince
Local Time: 06:01
Local Date: November 2, 2010
Join Date: May 1999
Location: Huntsville AL
Posts: 300
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Maybe a bug Report - Or perhaps a feature I forgot about.
Playing as Sumerians on a normal epic game. My UU did not spawn a Golden age until I had a victory involving another Civ. Victories over Barbarians had no consequences. Whether this is a bug, or an original feature I dunno, but it's the firsttime I've ever noticed it.
Other than that.. No Bugs so far - Woo Hoo!
Kevin P.
__________________
---- "What gunpowder did for war, Blake has done for the AI" - Diadem ----
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November 7, 2003, 14:22
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#28
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Emperor
Local Time: 07:01
Local Date: November 2, 2010
Join Date: Feb 2002
Location: Back in BAMA full time.
Posts: 4,502
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only victories over civs trigger golden age
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November 7, 2003, 16:24
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#29
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Princess
Local Time: 13:01
Local Date: November 2, 2010
Join Date: Apr 2002
Location: Edinburgh, Scotland
Posts: 541
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Originally posted by SpencerH
only victories over civs trigger golden age
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This is not a bug. This is how it worked in Civ3 / PtW all the time. When your UU kills a barbarian it doesn't trigger a golden age.
Or do you mean, that in C3C world wonders no longer trigger a golden age?
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November 7, 2003, 17:43
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#30
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Emperor
Local Time: 05:01
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Quote:
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Originally posted by Willem
There's a minor problem in the editor, the help docs won't come up when I press the button. I have to run them seperately in the backround while I'm fiddling with my mod and trying to figure out the new additions.
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What help button?!
I used F1, and it works fine.
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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