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Old December 23, 2003, 11:15   #1
sabrewolf
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Conquests Bug Thread (post BETA 1.12-patch)
i recommend a new thread for specifying bugs that either are new in the BETA patch or havn't been corrected yet.

simply for better overview reasons.

i'll start with the firaxis-mentioned bug:

Quote:
NOTE: CHOOSING RANDOM IN MULTIPLAYER CAN CAUSE AN OOS WHEN LOADING THE MATCH. WE RECOMMEND THAT YOU PICK YOUR CIVILIZATION FOR THE TIME BEING. THIS WILL BE ADDRESSED IN THE NEXT PATCH.
so no random civilization choice in MP until next patch (Q2/04?)
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Old December 23, 2003, 13:07   #2
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Found in editor:
Stealth Fighter still can stealth attack Smoke-Jaguar the Mayan king unit. (Assuming stealth attack from planes works.)
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Old December 23, 2003, 18:01   #3
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Something keeps switching the ingame music back on.

This time it was someone opening a load game in the multiplayer menu screen. It has happened at least once before but I am not sure what triggered it that time. All I remember is being in the multiplayer menu screen and hearing the drumrolls music. I thought it was kinda cool until I realised I had switched the music off. I checked in preferences and had to click it off again.

Nice patch so far

Edit: I can confirm that the music switchs back on when the host loads a load game.
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Old December 23, 2003, 18:05   #4
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PBEMs load their settings from time to time (quite annoying)
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Old December 23, 2003, 18:05   #5
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Re: Conquests Bug Thread (post BETA 1.12-patch)
Quote:
Originally posted by sabrewolf


so no random civilization choice in MP until next patch (Q2/04?)
I think you can choose random but there is a much higher chance of a crash.
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Old December 23, 2003, 18:52   #6
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the incan civlopedia entry is incomplete.
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Old December 23, 2003, 19:05   #7
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Quote:
Originally posted by Uber KruX
PBEMs load their settings from time to time (quite annoying)
Shouldn't they load their settings? So the rest of the time you can reset the settings on your own computer?
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Old December 23, 2003, 19:39   #8
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they load the settings of the last person to have played. thats usually not you.
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Old December 23, 2003, 20:19   #9
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This deals with corruption and FP post v1.12 and is in the "maybe" pile since it is a continuation of a saved game and 1.12 may not support save files.

Worth a look for any one interested.

http://www.apolyton.net/forums/showt...hreadid=104812
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Old December 23, 2003, 20:29   #10
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Everytime I try to start the game I get a message to insert the Conquests CD when it is in the CDRom drive, So I can't play.
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Old December 23, 2003, 23:09   #11
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That is probably caused by Securom and has been reported in every flavor of CivIII/PTW and C3C. Contact Firaxis or Atari for a no-cd patch.
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Old December 23, 2003, 23:24   #12
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It's very unlikely to have a legal no-cd patch, I think.
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Old December 23, 2003, 23:43   #13
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In some cases they will help you get a legal no-cd patch.
Obviously you will have to provide some proof htat you actually own the game (legally).
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Old December 23, 2003, 23:45   #14
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I think it's best that people make the destinction between an 1.0 C3C game loaded with the new patch and a new game started in 1.12.
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Old December 24, 2003, 01:35   #15
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Incans not getting agricultural bonus
I don't know if this was before or after the patch, but I first noticed it afterwards:

(A new game created after the patch)

Type: Hotseat.

The Sumerians (Agricultural) are getting the bonus food in center square

The Incans (Agricultural) are not.

Any ideas?

(saved game attached)

I have checked another game with Incans and they had the same problem in the other one.
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File Type: sav bug, 2310 bc.sav (138.7 KB, 3 views)
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Old December 24, 2003, 02:08   #16
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The difference is the river. Cities (for Agricultural civs) next to fresh water (lakes and rivers) gain the bonus during Despotism, their other cities don't.

Last edited by kring; December 24, 2003 at 02:19.
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Old December 24, 2003, 06:06   #17
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Quote:
Originally posted by alva
I think it's best that people make the destinction between an 1.0 C3C game loaded with the new patch and a new game started in 1.12.
good idea, alva!
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Old December 24, 2003, 15:20   #18
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Reposted (from the other thread):

Very minor bug in 1.12: In the main menu you can't get to the "Exit" option with the keyboard, you have to use the mouse to exit. Has probably to do with the new "Play last world" menu option.
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Old December 24, 2003, 15:22   #19
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Graphics bug in the scientific advisor screen...
... and only there, the other advisors are alright.
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Old December 24, 2003, 15:28   #20
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Enemy unit vanishing bug?
During the AI turn, the Hittites will land a Medieval Infantry at Avignon-9. Before the AI turn ends, this unit vanishes. This is not necessarily a bug, may be they can't afford it anymore and it's disbanded by force, but shouldn't that be before they move it? Anyway, here is a save. Just end the turn.

EDIT: Just read alva's proposal... It's a new game, started with 1.12. I didn't play epic games in 1.00/1.02.
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Old December 24, 2003, 20:23   #21
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An hour or so into my first 1.12 game. (And enjoying it BTW )
I've noticed that the 'apply these default Governor settings to all new cities indicator thing' doesn't seem to work, i.e. when I put the settings as I want them via the Governor and check this box, new cities do not have those settings.

Also, I've seen an amusing example of the "peaceful" Barbarians noted elsewhere. In PTW I enjoyed the annoyance of the Raging Horde level of Barbs, so I set this game at that level. I got the Barb. Uprising notice and watched as 17 Barb Horsemen left their camp and finished their turn one square away from my city which had only one spearman in it. I also had a worker working one square away from where they stopped. As I am playing this game to check out how things are working I choose not to move the worker. I wondered where the Barbs would attack next turn. Well, they didnt! All 17 Barb Horsemen fortified within reach of my poorly defended city, and unprotected worker and are still there some 20+ turns later!
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Old December 24, 2003, 21:00   #22
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They really trimmed the barbs. I had 10 next to a town with two wounded AC and they never attacked.
Another civ has one spear and a settler come by and the horsemen sat there, until I finally killed them all a few at a time.
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Old December 25, 2003, 04:57   #23
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Considering soren wasn't even sure what he did to make the barbs better in ptw, it's probably difficult for the C3C team to revert the bards to its original state without deleting a whole bunch of AI modifications.

I noticed that AI was really ignored in the dev chat CivFanatics sponsored. I had prepared a bunch of quesitons but could not make the chat when they delayed it to a new time and date. What ended up happening was someone asking a very generic question about Navy AI and being given the stock marketing response that (paraphrasing here) "there were many AI tweaks and navy AI was improved"

Would be nice to know what exactly these AI tweaks are instead of playing the guessing game.
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Old December 25, 2003, 05:11   #24
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Re: Enemy unit vanishing bug?
Quote:
Originally posted by Sir Ralph
During the AI turn, the Hittites will land a Medieval Infantry at Avignon-9. Before the AI turn ends, this unit vanishes. This is not necessarily a bug, may be they can't afford it anymore and it's disbanded by force, but shouldn't that be before they move it? Anyway, here is a save. Just end the turn.
I think I can comfirm that it's forced disbanded by bankruptcy. I have spotted this phenomenon several times in 1.00/1.02. And yes, it's disbanded after move.
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Old December 26, 2003, 17:16   #25
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Having trouble playing MP with more than two humans
Can't seem to get into the game setup window together with more than two human players for an Internet MP game. Not sure if its a bug, but I thought I'd mention it.

http://apolyton.net/forums/showthrea...hreadid=105052
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Old December 26, 2003, 17:24   #26
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Quote:
Originally posted by b_ramsdell
Everytime I try to start the game I get a message to insert the Conquests CD when it is in the CDRom drive, So I can't play.
The same to me.
I can't play too.
Somebody knows how to turn off securom?

I'm really excited to play.
I had got Civ3 recently but still haven't played because of corruption calculation problem.
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Old December 26, 2003, 19:02   #27
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The SPHQ still works outside communism.
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Old December 27, 2003, 16:55   #28
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I got the same error message but I think it was because of my dumbass CD drive. It started working again next time I tried it, just when I had written out an e-mail, taken screenshots and tried to find the correct support e-mail address from Atari (Their support page is abominable). However, when I had the same problem with Civ 3, a very helpful staff member of Firaxis provided me with a no-CD patch, so if you can contact them it's better I should think. They might not have one yet since they're working on a regular patch at the mo...
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Old December 27, 2003, 18:33   #29
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Quote:
Originally posted by alexman
The SPHQ still works outside communism.
Are you sure this is a bug?

I think that the SPHQ should work outside Communism. As corruption is supposed to be the same across one's empire under Communism, I don't see much benefit to the SPHQ under Communism.
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Old December 27, 2003, 18:33   #30
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Upgrading "*" units
I've noticed that if you upgrade a unit which has previously got you an MGL it's unit description dosn't alter.

i.e. If an elite "*" tank is upgraded to Modern Armor it's still called Tank after the upgrade.

Of course you can manually rename it.
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