December 5, 2001, 04:03
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#1
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Warlord
Local Time: 19:00
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Aachen, Germany, Old Europe, Axis of Evil
Posts: 182
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science advisor broken after adjusting rules
Yesterday I tried the editor for the first time and made some minor adjustments to some units (the usual things: privateer attack +1, destroyer movement +1, ...).
Worked fine, but afterwards the science advisor screen didn't work anymore. The graphics were broken (the smooth curved lines between the advances suddenly were straight and didn't connect the advances properly) and much worse: No matter what I clicked, I had no reaction.
Thus I'm not able to change research projects during progress, but only after finishing a project, which is some kind of a problem.
Anybody know, how to fix this or another way to change research projects during progress (some kind of a shortcut or something like this)?
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December 5, 2001, 07:46
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#2
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Warlord
Local Time: 19:00
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Netherlands
Posts: 136
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I have the same problem with my game.
Normal world
12 Civs.
It seems that if you use the editor, change something and then play the scenario the science screen doesnt work anymore. Quite a bummer and more than a nuisance!
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December 5, 2001, 11:27
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#3
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King
Local Time: 12:00
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Born in the US; damned if I know where I live now
Posts: 1,574
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This is a known issue, and I believe that it is to be corrected in the patch.
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December 5, 2001, 12:13
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#4
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Warlord
Local Time: 19:00
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Aachen, Germany, Old Europe, Axis of Evil
Posts: 182
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Quote:
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Originally posted by uh Clem
I believe that it is to be corrected in the patch.
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Good to hear!
Thanx for the info.
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December 5, 2001, 12:49
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#5
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King
Local Time: 12:00
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Born in the US; damned if I know where I live now
Posts: 1,574
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...although I didn't see it mentioned in the list Jeff just posted. Did I miss it?
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December 5, 2001, 17:16
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#6
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Settler
Local Time: 18:00
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 13
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I started a new thread before I saw this, but I have the same problem. I just changed the # of civs/map. Its kind of useless to mod anything if this is what happens.
X
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December 5, 2001, 17:34
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#7
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Technical Director
Local Time: 20:00
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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Quote:
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Originally posted by uh Clem
...although I didn't see it mentioned in the list Jeff just posted. Did I miss it?
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No, you didn't miss it. It is not in the list, but they have said that is should be fixed.
__________________
ACS - Technical Director
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December 5, 2001, 20:45
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#8
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Settler
Local Time: 10:00
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 10
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Hopefully this will be fixed in the patch (I think I heard a rumor some time ago). In the meantime, there is a simple workaround that works fine if you are only making simple tweaks like changing values (no mods to the tech tree). The funky Science Advisor behavior happens when the game sees that it's using nonstandard rules and tries to draw the lines in dynamically. But you can fool it by giving it different "standard rules".
First make a backup copy of the file civ3mod.bic in the CivilizationIII folder. Then move your modified bic file to that folder and rename it civ3mod.bic. When you start, use the "new game" button instead of the "load scenario" option.
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December 5, 2001, 21:41
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#9
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Firaxis Games
Local Time: 13:00
Local Date: October 31, 2010
Join Date: Mar 2000
Location: The Metropolis known as Hunt Valley
Posts: 612
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It *IS* in the list. It's like "modified technology trees now display properly" or something to that effect. Doesn't really accurately capture the problem but it IS in the patch.
Dan
__________________
Dan Magaha
Firaxis Games, Inc.
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December 5, 2001, 21:59
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#10
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Warlord
Local Time: 13:00
Local Date: October 31, 2010
Join Date: Nov 2001
Location: MD
Posts: 184
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Woohoo
I stopped trying to modify the rules because of this bug.  Back to the drawing board
__________________
'Ice cream makes computers work better! Just spoon it in..."
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December 6, 2001, 05:31
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#11
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Warlord
Local Time: 19:00
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Aachen, Germany, Old Europe, Axis of Evil
Posts: 182
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Quote:
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Originally posted by beorhtwulf
First make a backup copy of the file civ3mod.bic in the CivilizationIII folder. Then move your modified bic file to that folder and rename it civ3mod.bic. When you start, use the "new game" button instead of the "load scenario" option.
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If the patch doesn't fix it properly (although I believe it will (Thanx to Firaxis)) I will try this. Thanx alot!
Last edited by Der PH; December 6, 2001 at 06:04.
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December 6, 2001, 14:36
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#12
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Emperor
Local Time: 15:00
Local Date: October 31, 2010
Join Date: Jan 2000
Location: ( o Y o )
Posts: 5,048
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What i don't like in the science advisor is the 'tree' part of it... the techs are connected by lines which go from the top-left of one box to the other, straight...
I saw a science advisor screen (without the tech boxes) which featured nice arrows between the techs. (while exploring the .pcx files in the \art directory)
__________________
Indifference is Bliss
Progressive Game ID #0023
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December 6, 2001, 14:46
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#13
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Technical Director
Local Time: 20:00
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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Quote:
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Originally posted by HsFB
What i don't like in the science advisor is the 'tree' part of it... the techs are connected by lines which go from the top-left of one box to the other, straight...
I saw a science advisor screen (without the tech boxes) which featured nice arrows between the techs. (while exploring the .pcx files in the \art directory)
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The PCXs are used with the default rules. But I hope they fix this to at least draw the lines from mid right to mid left.
__________________
ACS - Technical Director
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December 7, 2001, 12:25
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#14
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Warlord
Local Time: 19:00
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Netherlands
Posts: 136
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December 7, 2001, 12:54
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#15
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Emperor
Local Time: 15:00
Local Date: October 31, 2010
Join Date: Jan 2000
Location: ( o Y o )
Posts: 5,048
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Quote:
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Originally posted by Gramphos
The PCXs are used with the default rules. But I hope they fix this to at least draw the lines from mid right to mid left.
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I am not using a mod or anything, but they do work if i start a new game...
(which i have never kept on playing, i need to do it to load my games.
__________________
Indifference is Bliss
Progressive Game ID #0023
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December 7, 2001, 22:25
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#16
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Settler
Local Time: 12:00
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 11
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science advisor is sort of fixed
I just installed the patch, added my personal civilization to the bic file and put it in the scenario folder.
I started a new game and at first, the science advisor displayed properly with the funky straight lines but then after 20 or so turns, the lines disappeared. I could still select advances so it is an "improvement" over pre-patch scenarios but you still can't see the dependencies.
I also have the problem on the Foreign advisor screen (no lines after the first time looking at the screen) and certain ghost images carry over from the main screen to the advisor screen.
Non of this happened before the patch.
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December 8, 2001, 00:18
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#17
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Settler
Local Time: 12:00
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 11
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updated patch
The updated patch appears to fix the problem
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