November 7, 2003, 20:03
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#31
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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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Quote:
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Originally posted by Lucilla
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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My post was in answer to the post preceeding it. Sorry for the confusion.
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November 7, 2003, 20:43
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#32
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Settler
Local Time: 12:01
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 10
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Agricultural Food Problem
With agricultural races, if your town center is not near a river, the city does not get the food bonus (two food instead of three). Irrigating to the city does not seem to change this food deficit. Of course, when the cities are near rivers, and your race is agricultural, you get the normal three food (and shield and trade).
Is this a bug or a feature?
Does it change with aqueducts or government types?
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November 7, 2003, 21:38
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#33
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BreakAway Games
Local Time: 12:01
Local Date: November 2, 2010
Join Date: Feb 2003
Posts: 38
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Re: Agricultural Food Problem
Quote:
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Originally posted by Scippio
With agricultural races, if your town center is not near a river, the city does not get the food bonus (two food instead of three). Irrigating to the city does not seem to change this food deficit. Of course, when the cities are near rivers, and your race is agricultural, you get the normal three food (and shield and trade).
Is this a bug or a feature?
Does it change with aqueducts or government types?
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That is how it is supposed to work, Agr civs need to be on a river to get the bonus food in their city centre. It doesn't change with aqueducts or government.
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November 7, 2003, 21:54
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#34
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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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Continuing mild confusion regarding the worker action costs. Playing as Mayans (Industrious) and just went into anarchy for a government switch. Building a road on flat terrain takes 6 turns whether or not I use native workers or slaves. If memory serves, although anarchy always dropped worker efficiency through the floor, the disparity in performance between natives and slaves always remained constant. Of course this could be a design decision, but I've not seen it mentioned anywhere before.
Catt
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November 7, 2003, 22:03
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#35
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Settler
Local Time: 12:01
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 10
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Re: Re: Agricultural Food Problem
Quote:
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Originally posted by Merepatra
That is how it is supposed to work, Agr civs need to be on a river to get the bonus food in their city centre. It doesn't change with aqueducts or government.
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What makes you think that that is the way it is supposed to work? The documentation states otherwise, not mentioning rivers at all. Rivers don't give food bonuses to anything. So, I am confused about the "suppose to be" aspect of your response -- was it posted (written) elsewhere that this was intended, or are you a playtester or employee?
Thanks.
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November 7, 2003, 22:06
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#36
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Warlord
Local Time: 05:01
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Vancouver, BC
Posts: 139
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Re: Re: Agricultural Food Problem
Quote:
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Originally posted by Merepatra
That is how it is supposed to work, Agr civs need to be on a river to get the bonus food in their city centre. It doesn't change with aqueducts or government.
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That's weird, I'm playing epic game with Dutch who are seafaring and agricultural, my cities founded on rivers while in despotism do get 3 food in the center, while non-river cities only get 2. But as soon as I changed to monarchy, all my cities get 3 food in the center square.
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November 7, 2003, 23:35
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#37
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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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Re: Re: Re: Agricultural Food Problem
Quote:
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Originally posted by Scippio
What makes you think that that is the way it is supposed to work? The documentation states otherwise, not mentioning rivers at all. Rivers don't give food bonuses to anything. So, I am confused about the "suppose to be" aspect of your response -- was it posted (written) elsewhere that this was intended, or are you a playtester or employee?
Thanks.
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Did you see that he was from BreakAway Games? If that is the case, he is speaking form knowledge. Check your C3C credits.
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November 7, 2003, 23:40
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#38
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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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Again not so much a bug as "unfriendly behavior" in a design. Selecting F7 to determine where the world's wonders are built -- the four new ancient / early middle age wonders (Zeus, Artemis, Mausollo, Knight's Templar) appear at the very bottom of the wonder list (after all the middle age techs for example).
Catt
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November 7, 2003, 23:55
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#39
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Settler
Local Time: 12:01
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 10
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Re: Re: Re: Re: Agricultural Food Problem
Quote:
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Originally posted by vmxa1
Did you see that he was from BreakAway Games? If that is the case, he is speaking form knowledge. Check your C3C credits.
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Hey, how about that! I noticed the Breakaway games in the reply, but didn't realize they were associated with Civ3 until I read your reply.
Glad they responded so quickly!
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November 7, 2003, 23:55
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#40
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King
Local Time: 07:01
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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She. Merepatra is a she.
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November 7, 2003, 23:56
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#41
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BreakAway Games
Local Time: 12:01
Local Date: November 2, 2010
Join Date: Feb 2003
Posts: 38
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Re: Re: Re: Agricultural Food Problem
Quote:
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Originally posted by PeaSoup
That's weird, I'm playing epic game with Dutch who are seafaring and agricultural, my cities founded on rivers while in despotism do get 3 food in the center, while non-river cities only get 2. But as soon as I changed to monarchy, all my cities get 3 food in the center square.
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Ooops thats what can happen when I do an answer without checking my notes  . Yes you do get the extra food in the city centre when you change out of despotism to any Government that doesn't have the Standard Tile Penalty flag checked, which in the standard game means you get the extra food in all Governments except Despotism.
By the way, I'm a she not a he
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November 8, 2003, 04:30
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#42
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Emperor
Local Time: 07:01
Local Date: November 2, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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the mayan UU is an archer-based unit with no "zero-range bombard", was that intended?
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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November 8, 2003, 05:08
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#43
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Warlord
Local Time: 05:01
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Vancouver, BC
Posts: 139
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Re: Re: Re: Re: Agricultural Food Problem
Quote:
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Originally posted by Merepatra
Yes you do get the extra food in the city centre when you change out of despotism
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Thanks for confirming, just checking to see if I'm playing a different game.. hah
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November 8, 2003, 05:29
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#44
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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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Quote:
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Originally posted by SpencerH
My post was in answer to the post preceeding it. Sorry for the confusion.
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My fault. Didn't read the previous posts closely enough.
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November 8, 2003, 08:37
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#45
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Settler
Local Time: 12:01
Local Date: November 2, 2010
Join Date: Nov 2001
Posts: 10
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Communication/map trading bug?
I'm playing a modified game (gave the Hittites all Civ attributes) just to move through my first epic game quickly to see what's different. I'm in 200 AD and never saw options (during diplomacy) to trade World maps or communications with other civs. Anyone else notice anything like this?
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November 8, 2003, 11:55
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#46
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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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Re: Re: Re: Re: Agricultural Food Problem
Quote:
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Originally posted by Merepatra
Ooops thats what can happen when I do an answer without checking my notes . Yes you do get the extra food in the city centre when you change out of despotism to any Government that doesn't have the Standard Tile Penalty flag checked, which in the standard game means you get the extra food in all Governments except Despotism.
By the way, I'm a she not a he
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So just to clarify - Agr civs get +1 food bonus on centre tiles whether on rivers or not, but due to the Despotism penalties this third food is lost. However, being located on a river tile removes that penalty?
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November 8, 2003, 12:09
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#47
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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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Re: Communication/map trading bug?
Quote:
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Originally posted by Sherkon
I'm playing a modified game (gave the Hittites all Civ attributes) just to move through my first epic game quickly to see what's different. I'm in 200 AD and never saw options (during diplomacy) to trade World maps or communications with other civs. Anyone else notice anything like this?
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Communications Trading requires Printing Press.
Map Trading requires Navigation.
Catt
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November 8, 2003, 12:11
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#48
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Emperor
Local Time: 07:01
Local Date: November 2, 2010
Join Date: Sep 2002
Location: Maryland Heights, MO
Posts: 6,188
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Re: Re: Re: Re: Re: Agricultural Food Problem
As I recall, that's the way it's supposed to work. Same behvivor on fresh water lake.
Agr civs in areas not on rivers (or fresh lakes) get half price aquaducts instead.
Quote:
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Originally posted by MrWhereItsAt
So just to clarify - Agr civs get +1 food bonus on centre tiles whether on rivers or not, but due to the Despotism penalties this third food is lost. However, being located on a river tile removes that penalty?
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__________________
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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November 8, 2003, 12:51
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#49
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Settler
Local Time: 08:01
Local Date: November 2, 2010
Join Date: Jun 2001
Location: Florida, USA
Posts: 22
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This is minor, but still incorrect as far as I can tell
I am playing an epic game as Portugal with France as my main opposition.
Demographics on F11 shows my population as ranked 1st
Victory status screen on F8 shows France having 25% of world population to my 22%.
These two facts seem to contradict each other
Martin.
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November 8, 2003, 13:52
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#50
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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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Non-reproducible crash report -
Game crashed to desktop upon eliminating the first Ai Civ during gameplay. Game did not crash until I clicked "Show me the big picture".
I reloaded from the autosave. DUplicated every click choice I could think of I made duting that turn. Took out the Babylonians, chose "big picure" and all was well, no Crash.
If there is a report of other similar crashes, I will resurect the savegame and monkey with the setting to try and reproduce it again. (Side note - One thing I did not reproduce last night was that I turned off music that turn about 90 seconds before attacking)
Just FYI - as I couldn't reproduce it, it is still a phantom problem.
Thanks
Kevin P.
__________________
---- "What gunpowder did for war, Blake has done for the AI" - Diadem ----
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November 8, 2003, 15:37
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#51
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King
Local Time: 12:01
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Scotland. I can't be more specific else they'll find me.
Posts: 2,277
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Quote:
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Originally posted by mjs0
This is minor, but still incorrect as far as I can tell
I am playing an epic game as Portugal with France as my main opposition.
Demographics on F11 shows my population as ranked 1st
Victory status screen on F8 shows France having 25% of world population to my 22%.
These two facts seem to contradict each other
Martin.
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Sounds like a typical statistics report to me
__________________
A witty quote proves nothing. - Voltaire
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November 8, 2003, 15:44
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#52
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King
Local Time: 12:01
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Scotland. I can't be more specific else they'll find me.
Posts: 2,277
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Quote:
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Originally posted by Catt
Again not so much a bug as "unfriendly behavior" in a design. Selecting F7 to determine where the world's wonders are built -- the four new ancient / early middle age wonders (Zeus, Artemis, Mausollo, Knight's Templar) appear at the very bottom of the wonder list (after all the middle age techs for example).
Catt
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This is fixable... it will just be a real pain to do it which is presumably why they didn't bother.
All you'd need to do to fix it is to swap the tech details in the editor including all the string referrence files for graphics and so on so that the order in which they are listed is the order in which you would like them to occur in the wonder's listing. The wonders Breakaway added to the game are listed at the bottom ( I imagine ) in the civlopedia just like any user-cloned wonder would have been.
It's a major job for minimal benefit. The easiest way to do it would be to make a list of all the wonders and all the spaces and then work out which ones you have to move where rather than trying to do it one at a time which will be far too confusing. You can take all the details down in excel or something and then just re-enter them for each wonder which needs moving.
Or just not.
__________________
A witty quote proves nothing. - Voltaire
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November 8, 2003, 16:12
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#53
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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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Re: Communication/map trading bug?
Quote:
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Originally posted by Sherkon
I'm playing a modified game (gave the Hittites all Civ attributes) just to move through my first epic game quickly to see what's different. I'm in 200 AD and never saw options (during diplomacy) to trade World maps or communications with other civs. Anyone else notice anything like this?
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The map trading ability has been moved to Navigation. And communication trading has been moved to Printing Press.
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November 8, 2003, 16:14
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#54
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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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Well it's not a bug, but I think the graphics for the Corragh are way to small, it's hard to see the thing on my map. I realize it's supposed to be a small ship, but that doesn't mean the graphics have to be that way as well.
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November 8, 2003, 16:14
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#55
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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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Re: Re: Communication/map trading bug?
Quote:
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Originally posted by Willem
The map trading ability has been moved to Navigation. And communication trading has been moved to Printing Press.
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hi ,
one of the best things
it spices up the game a bit
have a nice day
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November 8, 2003, 16:17
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#56
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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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Quote:
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Originally posted by Uber KruX
the mayan UU is an archer-based unit with no "zero-range bombard", was that intended?
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All archer type units in the game now have zero-range bombard. It's about time they got around to doing that, I've had that in my mod right from the beginning.
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November 8, 2003, 16:18
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#57
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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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Re: Re: Re: Communication/map trading bug?
Yeah, I like it too. It makes the Expansionist trait much more valuable to have now, even into the Middle Ages.
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November 8, 2003, 16:57
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#58
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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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Re: Re: Re: Re: Communication/map trading bug?
Quote:
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Originally posted by Willem
Yeah, I like it too. It makes the Expansionist trait much more valuable to have now, even into the Middle Ages.
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hi ,
mixed together with the industrious trait it still remain the most powerfull trait combo , .....
have a nice day
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November 8, 2003, 17:22
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#59
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King
Local Time: 12:01
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Vancouver, Canada
Posts: 1,141
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In the victory screen, I'd like to see a memory function included so the game remembers where you last left off.
It's a pain everytime I press f8 to have to see the new victory page. I like the stats, but if i'm concerned about power or score, i migth be switching in and out several times and it would be nice to have the f8 screen remember which tab I last viewed and present that.
Anyone want to see "Top Military Rival" included as a stat? Maybe not in F8, but in F3.
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November 8, 2003, 17:30
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#60
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Emperor
Local Time: 07:01
Local Date: November 2, 2010
Join Date: Sep 2002
Location: Maryland Heights, MO
Posts: 6,188
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If classic Civ III 1.29f is any guide, there was no possibilty of a crash the second time because of you turning off the sound prior to attacking. (Whenever civ 3 has crashed on my machine, it's always been in sound.dll.) I've simply gotten into a habit of turning off sound prior to non-trival trade deals with the AI and turning it back on afterwords as a work-around.
Quote:
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Originally posted by kwpulliam1973
Non-reproducible crash report -
Game crashed to desktop upon eliminating the first Ai Civ during gameplay. Game did not crash until I clicked "Show me the big picture".
I reloaded from the autosave. DUplicated every click choice I could think of I made duting that turn. Took out the Babylonians, chose "big picure" and all was well, no Crash.
If there is a report of other similar crashes, I will resurect the savegame and monkey with the setting to try and reproduce it again. (Side note - One thing I did not reproduce last night was that I turned off music that turn about 90 seconds before attacking)
Just FYI - as I couldn't reproduce it, it is still a phantom problem.
Thanks
Kevin P.
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__________________
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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