November 19, 2003, 21:21
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#241
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Chieftain
Local Time: 12:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Winnipeg, Canada
Posts: 62
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Can someone check out this map to see if the barbarian camps, goody huts and other overlays (apart from rivers) are appearing properly?
They don't show up in the map editor anymore (they're invisible but there, as I can modify them), but they are clearly visible in the game.
__________________
"It is not given to man to know what is right and what is wrong. Men always did and always will err and in nothing more than in what they consider right and wrong."
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November 19, 2003, 21:52
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#242
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King
Local Time: 14:02
Local Date: November 2, 2010
Join Date: May 2002
Location: Sweden
Posts: 1,333
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November 19, 2003, 22:01
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#243
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King
Local Time: 07:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Quote:
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Originally posted by Selanne
Can someone check out this map to see if the barbarian camps, goody huts and other overlays (apart from rivers) are appearing properly?
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They appear for me. Try hitting ctrl-shift-m.
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November 19, 2003, 22:09
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#244
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King
Local Time: 07:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Quote:
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Originally posted by statusperfect
i can't upgrade my damyo... i have 112 gold and barracks
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It looks like you just need more gold. You have the tech for Shogun-4. This would cost 180 gold to upgrade.
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November 19, 2003, 22:32
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#245
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Deity
Local Time: 00:02
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 RobC
Mr. WIA, go back two pages in this thread. Arrian and I both reported this bug already -- it has to do with the target city having the Great Wall in it. Link to post
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Ah yes, but did you test all this stuff out and find out that all you do is essentially kill the Palace's culture?
Will test more later... I have some additional questions about what happens to the Palace when it goes.
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November 19, 2003, 22:54
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#246
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King
Local Time: 07:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Quote:
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Originally posted by Feephi
I was able to do collateral damage to a city barracks with a Berserk attacking from the sea. Is that supposed to happen?
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In some of the scenarios (for example, the Middle Ages), yes.
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November 19, 2003, 22:54
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#247
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King
Local Time: 05:02
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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Missing Tourism Civlopedia Link
From the city view screen, if you right-click on the gold icons next to Great Wonders generating tourism gold, the only civiliopedia options presented are the wonder itself and "culture." This is true even for captured wonders which do not produce any culture.
Catt
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November 19, 2003, 22:56
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#248
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King
Local Time: 05:02
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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Longbowmen Civilopedia Entry
This one has probably been around since vanilla, since I can't imagine a reason to revisit it as part of C3C. The civilopedia entry for Longbowmen describes them as a powerful "attacker of the ancient age." That would be true with an attack of 4, but longbowmen are not available until the middle ages.
Catt
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November 19, 2003, 23:08
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#249
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Chieftain
Local Time: 12:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Winnipeg, Canada
Posts: 62
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Problem solved. Rebooted computer from a few days ago. And then reinstalled Civ. I don't know what changed on my computer, but going back a few days solved it. i can now see the overlays.
__________________
"It is not given to man to know what is right and what is wrong. Men always did and always will err and in nothing more than in what they consider right and wrong."
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November 20, 2003, 01:45
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#250
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Settler
Local Time: 12:02
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 10
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Quote:
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Originally posted by Gyromancer
Actually, I posted the same bug back a few pages. I've only seen it in multiplayer, so I think it's related to that.
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The animation also plays, not just the sound -- and I have only noticed it in multiplayer, which is now the only way I play Civ.
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November 20, 2003, 01:45
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#251
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Emperor
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Apr 2000
Location: New Haven, CT
Posts: 4,790
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Rise of Rome: Scythian Rider still has Keshik Civilopedia entry.
__________________
"You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran
Eschewing silly games since December 4, 2005
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November 20, 2003, 04:18
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#252
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King
Local Time: 14:02
Local Date: November 2, 2010
Join Date: May 2002
Location: Sweden
Posts: 1,333
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Quote:
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Originally posted by WarpStorm
It looks like you just need more gold. You have the tech for Shogun-4. This would cost 180 gold to upgrade.
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thanks warpstorm. when we've got you we don't need ataris support
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November 20, 2003, 06:47
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#253
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Warlord
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Vancouver, BC
Posts: 139
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This seemed more like a gameplay change rather than a bug, but I was unable to build connecting railroads into newly conquered cities as seen by the screen shot below.
The railroads around Warwick and Canterbury were built the same turn the cities were captured, and the Infantry will actually spend movement points when moving into Canterbury.
The tiles do get the railroad bonus, as well as the movement bonus.
When I captured another city and waited until the resistance was over before building railroads, this did not happen. And interestingly enough, Warwick and Canterbury became connected to the rail network the same turn the 3rd city's resistance died... so that may be a bug.
The former owner of these cities, the English had not learned steampower, so I'm not sure if that had something to do with this.
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November 20, 2003, 07:12
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#254
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Settler
Local Time: 12:02
Local Date: November 2, 2010
Join Date: Oct 2003
Posts: 3
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Minor bug, but annoying. Playing as Sassanid Persians in Fall of Rome Scenario. In the desert surrounding my cities are at least four incense deposits. After roading to more than one of these deposits, my workers are unable to colonize...incense only...gold silver, ivory, spice colonies function as normal. The colonize button doesn't even appear as possible orders with the worker standing on the resource. Is this a bug or some esoteric restriction that I've simply never encountered before?
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November 20, 2003, 11:54
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#255
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Warlord
Local Time: 04:02
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Franky's Cellar
Posts: 241
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Quote:
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Originally posted by WarpStorm
quote:
Originally posted by Feephi
I was able to do collateral damage to a city barracks with a Berserk attacking from the sea. Is that supposed to happen?
In some of the scenarios (for example, the Middle Ages), yes.
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Incidentally, if a ground unit has the collateral damage flag set, do they still have defensive bombard ability, or does setting the collateral damage flag mean that the bombard values are only used for collateral damage when attacking cities?
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November 20, 2003, 12:08
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#256
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Emperor
Local Time: 07:02
Local Date: November 2, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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Quote:
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Originally posted by Worldly_One
Minor bug, but annoying. Playing as Sassanid Persians in Fall of Rome Scenario. In the desert surrounding my cities are at least four incense deposits. After roading to more than one of these deposits, my workers are unable to colonize...incense only...gold silver, ivory, spice colonies function as normal. The colonize button doesn't even appear as possible orders with the worker standing on the resource. Is this a bug or some esoteric restriction that I've simply never encountered before?
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are the incence in your borders?
... and gold isn't a luxury? (is it in the scenario?)
__________________
"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 20, 2003, 14:30
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#257
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Emperor
Local Time: 14:02
Local Date: November 2, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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 my ex girlfriend thought of me!
so, i got the game today
and already a first new bug (i looked through this thread and didn't see it mentioned, but maybe i just missed it.
in the sengoku scenario i got a massive tech lead because
a) the civs don't scout enough (they probably only know their neighbors)
b) didn't pop their huts (even if just next to their borders)
c) the daimyo didn't leave the capital (whereas mine did all the early exploring... they won't attack me anyway!) and
d) all research the same stuff. they all took the upper militaristic branch first (metal working, sword smithing), then the religious (ancenstor worshipping) and the pottery/masonry branch. they completely omitted the alphabet line
as i immedaitly went for alphabet i got all techs in that branch (permanently tech-whoring) while nearly all others only had the 4 same techs (pottery, MW, AW and SS). i then traded masonry and alphabet to them for many other techs giving me a comfortable tech lead.
so this bug isn't really a bug it's more an unbalancing human advantage.
possible solutions:
- give the civs a flavor and make them prefer certain branches... at least the first 1-2 techs.
- make the alphabet branch more attractive (obviously king-upgrades counts a lot more than literature)
so, i'm off to playing further...
but i just can't get used to the damn shift-D... why can't that stay diplomacy (and shift-E espionage) and the new "clear damage" gets ctrl-shift-D?
__________________
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
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November 20, 2003, 14:38
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#258
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Emperor
Local Time: 14:02
Local Date: November 2, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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oh... and the hojo are a bit too powerful. 4 luxuries in a 4 tile radius and 4 more in a 8 tile radius. coupled with a beautiful grassland-forrest-hill territory.
i do like the 1 tile islands with the barb-camps on them (no marines/berseks means no attacking those islands). the land units may not get away from it, but there will permanently be some nice galleys floating arount until the culture border swallows the huts...
__________________
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
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November 20, 2003, 19:15
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#259
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King
Local Time: 07:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Quote:
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Originally posted by RobC
Incidentally, if a ground unit has the collateral damage flag set, do they still have defensive bombard ability, or does setting the collateral damage flag mean that the bombard values are only used for collateral damage when attacking cities?
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They seem to get defensive bombard.
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November 20, 2003, 19:58
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#260
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Warlord
Local Time: 04:02
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Franky's Cellar
Posts: 241
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Quote:
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Originally posted by WarpStorm
They seem to get defensive bombard.
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That's too bad...don't know if this would be too hard to change in a patch, but it would be nice to make this optional. It's a little weird that Berserkers/Warlords can have defensive bombard...
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November 20, 2003, 23:03
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#261
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Deity
Local Time: 00:02
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 sabrewolf
b) didn't pop their huts (even if just next to their borders)
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The AI tends not to pop huts they somehow know are full of barbs. So I pop them, thinking "what luck!", and unless I'm Expansionistic it's trouble.
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November 21, 2003, 01:00
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#262
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Emperor
Local Time: 06:02
Local Date: November 2, 2010
Join Date: Dec 1999
Location: Huntsville, Alabama
Posts: 6,676
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More on the railroad situation: I've been trying to do some railroad blitzing and had trouble with cities not connecting to the rail network. In one case, several turns went by without any of my captured cities connecting until finally, the turn before I took the last enemy city, everything magically connected. At least three of the cities that connected had resisters in.
If this is a feature rather than a bug, the rules that control it are not nearly as obvious or intuitive as they ought to be. But I imagine it's a bug.
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November 21, 2003, 01:23
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#263
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King
Local Time: 05:02
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 nbarclay
More on the railroad situation: I've been trying to do some railroad blitzing and had trouble with cities not connecting to the rail network. In one case, several turns went by without any of my captured cities connecting until finally, the turn before I took the last enemy city, everything magically connected. At least three of the cities that connected had resisters in.
If this is a feature rather than a bug, the rules that control it are not nearly as obvious or intuitive as they ought to be. But I imagine it's a bug.
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I read elsewhere (but haven't tested) that the RRs become magically connected in all cities at the first cultural expansion by any city. Could this explain your experience?
Has got to be a bug, IMHO.
Catt
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November 21, 2003, 04:15
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#264
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Settler
Local Time: 12:02
Local Date: November 2, 2010
Join Date: Oct 2003
Posts: 3
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Quote:
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Originally posted by Uber KruX
are the incence in your borders?
... and gold isn't a luxury? (is it in the scenario?)
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The Incense is outside the borders of the city...that's why I spent the time, trouble, and energy to "road" to the deposits. And in this scenario, gold and silver ARE strategic resources...actually required to build Great Wonders.
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November 21, 2003, 05:47
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#265
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Warlord
Local Time: 12:02
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 141
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I posted a lot earlier in the thread about the rr thing. It does indeed seem to do with whether or not the civ u are at war with has steam power or not... Very annoying.
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November 21, 2003, 09:32
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#266
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Emperor
Local Time: 14:02
Local Date: November 2, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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i guess this RR bug/feature couters a human expoit. with 3-tile moving attackers (eg. cavalry) you can do an extremely fast warfare by taking a city, connecting it to the RR network and sending in the next wave of attackers for the 2nd layer of cities. this is my favorite warfare method against tech-wise weaker civs... you can stay in democracy and the AI will offer peace after just 3 rounds.
this "feature" forces me to build the RR around the city which often hasn't been connected by roads (eg if on hills/mountains)... so i'll lose momentum...
however, rule explainaition may be nice
__________________
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
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November 21, 2003, 13:42
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#267
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Emperor
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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I'm running into a problem with the footfall sounds not working after I reload a saved game. Last night I had several units that made no sound at all as they travelled. The problem seems to be worse with my Scouts, they seem to have it the most, but last night it also happened to my Swordsman, Warrior and Spearman.
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November 23, 2003, 11:23
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#268
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King
Local Time: 05:02
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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Irrigate through hill cities
I think this one was fixed early in PTW's lifecycle. You can chain irrigation through a city on a hill, bringing irrigation to parched areas normally cut off from fresh water until Electricity.
Catt
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November 23, 2003, 11:27
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#269
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King
Local Time: 05:02
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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Expansionist Incas Destroy Scouts
The Incas, an expansionist civ, cannot capture scouts as other expansionist civs can -- enemy scouts are killed rather than captured. It's possible this is intended, since Incas build Chasqui Scouts instead of normal scouts, but I don't think so -- the Koreans can capture enemy cannons even though they can never build cannons; Incas also actually start with a normal scout.
Catt
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November 23, 2003, 14:20
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#270
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King
Local Time: 13:02
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Vienna, Austria
Posts: 1,529
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Catt: Incas start with a normal scout because Civ3 only allows for 3 different starting units: settler (mandatory), worker, and a third unit (scout) that every expansionist civ starts with. So the Incas start with a normal scout although they can't build more scouts, and there's no way to make the Chasqui Scout the Inca's starting unit (that is, besides making it EVERY expansionist civ's starting unit  , and I'm still not sure if this would work). The limit of three starting units is also the reason that seafaring civs don't start with a curragh.
The problem that Incas cannot capture scouts can be corrected by changing the upgrade chain to Scout - Chasqui Scout - Explorer and making the normal scout available for the Incas. They still won't be able to build normal scouts because the Chasqui is available at the same time - that's also how it works with Cannon and Hwach'a.
__________________
"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
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