February 15, 2002, 19:08
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#31
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Prince
Local Time: 07:35
Local Date: November 1, 2010
Join Date: Aug 2001
Location: of the Barbarians
Posts: 600
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The map below shows the location of the barbarian civs in the save game I posted above.
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None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?
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February 15, 2002, 20:51
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#32
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Warlord
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Oct 1999
Posts: 158
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1. I expereienced random spots all over my map where one tile was visible to me that I had not explored. These single tiles scattered over the whole world were in active visibility mode where I could see units moving through them.
2. When I view the research tree it does not show me what improvements or units are avaialbe in the box. I have to double click on the box, opening the civilopedia, to see what will become available.
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February 15, 2002, 20:57
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#33
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Chieftain
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 52
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ok i am the most powerful civ, offering a peace treaty to france so i can focus on other things... i ask for one of their cities in return for peace, my advisor tells me "We're getting close to a deal here"
so i figure i'll offer some gold, just to tip the scales over the top. no matter what my offer of gold, from 1 to 200 pieces, offering gold immediately sends the deal to "They would never accept such a deal!"
this seems strange to me...
Last edited by DaXX; February 16, 2002 at 00:05.
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February 15, 2002, 21:05
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#34
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Emperor
Local Time: 22:35
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Several "civilopedia" bugs (yep, they still exisst).
-In bonus resouse section (concepts) game still give +1 food.
-In maintaince section (concepts) Costall Fortress upkeep is 2 (should be 0)
-in ZOC concepts, wrong units are in list (not fixed in 1.16f also): rider, horsemen, etc...
-there are even some more (don't rember)
Advice to Firaxis:
When making balance chages, check all entries in Civlopeia. (new patch , new errors)
Especialy since cost, maintaince and similar chages are not in README (and they should be).
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February 15, 2002, 21:10
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#35
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Prince
Local Time: 16:35
Local Date: October 31, 2010
Join Date: Jan 2000
Location: herndon, va, usa
Posts: 436
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Quote:
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1. I expereienced random spots all over my map where one tile was visible to me that I had not explored. These single tiles scattered over the whole world were in active visibility mode where I could see units moving through them.
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i got that one too. it's really strange.
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it's just my opinion. can you dig it?
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February 15, 2002, 21:24
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#36
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Warlord
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Oct 1999
Posts: 158
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Quote:
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Originally posted by Kevin Ar18
1. I expereienced random spots all over my map where one tile was visible to me that I had not explored. These single tiles scattered over the whole world were in active visibility mode where I could see units moving through them.
2. When I view the research tree it does not show me what improvements or units are avaialbe in the box. I have to double click on the box, opening the civilopedia, to see what will become available.
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#1 only happened in a certain game
#2 has resolved itself when I closed and restarted Civ3 -- when it did happen it affected all games
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February 15, 2002, 21:25
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#37
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Emperor
Local Time: 13:35
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Quote:
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1. I experienced random spots all over my map where one tile was visible to me that I had not explored. These single tiles scattered over the whole world were in active visibility mode where I could see units moving through them.
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Ditto. For me, it happens to be the Persian city of (IForgetItsName). I am continuing a game in the late Industrial age (1790's). It seems that it's going to stay visible forever.
Of course, this could be a spy or information source (I have not established a spy in Persia), or some other "feature"/surprise that Firaxis is not disclosing.
EDIT: Yes, I later found that there were several other lit tiles scattered about (none were adjacent)
Last edited by Jaybe; February 16, 2002 at 19:18.
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February 15, 2002, 22:40
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#38
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Settler
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Feb 2002
Location: London, Ontario
Posts: 1
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Since installing the patch this morning I've had games crashing with invalid page faults, etc, about every fifteen minutes or so, sometimes more frequently. Before the patch had "illegal" crashes maybe once every two or three sessions, now it's constant. Firing the game up after a crash now produces a black screen and the illegal error box which hangs my machine until reboot. Unhappy.
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February 16, 2002, 02:51
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#39
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Settler
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Feb 2002
Location: New Jersey
Posts: 2
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Graphic corruption
Since installing the patch I've been seeing some serious corruption, mostly of fonts in the game. Overall the fonts are readable but they look like they are missing about 30% of the characters. The worst problems I've seen so far though are in diplomatic mode, some text either is not displayed or is being pushed off the screen. Civilopedia entries are messed up looking too. In any case this is making the game very difficult to play - it is also hard to explain, so here are some screenshots - hope everything will be clear. For the record I have a geforce2 MX400 video card with the latest Nvidia drivers on Windows 2000.
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February 16, 2002, 03:00
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#40
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Settler
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Feb 2002
Location: New Jersey
Posts: 2
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Can't Attach File
Ok, I'm trying to attach a screenshot per my message above, but it is not working.... I have a 127K JPG file that I am "attaching" with the browse tool next to "attach file" and it acts like it is uploading the file but it never appears in the post. Help!
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February 16, 2002, 07:24
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#41
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Prince
Local Time: 21:35
Local Date: October 31, 2010
Join Date: May 2001
Location: Gidea Park, Essex
Posts: 678
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Civilisation placement tools:
1. Civbreed
2. Grampos CPT
DO NOT WORK if you have patched to 1.17f...
This is only an issue as after 4 months still no correct civilisation placements possible with the editor etc...pathetic.
PLUS
The game still doesn't check all drives for the cd:
thus since my primary drive is dead at the moment I had to re-install to play running the install through my secondary drive (how I play b4...I put on the no-cd hack when my primary drive died).
I am reverting back to 1.16f more likely than not till they get the playtesting on this patch done...and that will take them AGES as per usual
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February 16, 2002, 07:58
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#42
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Emperor
Local Time: 22:35
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Quote:
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Originally posted by kittenOFchaos
thus since my primary drive is dead at the moment I had to re-install to play running the install through my secondary drive (how I play b4...I put on the no-cd hack when my primary drive died).
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1.17f no-cd is out
Won't say where.
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February 16, 2002, 08:36
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#43
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Prince
Local Time: 21:35
Local Date: October 31, 2010
Join Date: May 2001
Location: Gidea Park, Essex
Posts: 678
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I know
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February 16, 2002, 09:54
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#44
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Prince
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Aug 2000
Posts: 371
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Can anyone confirm the following:
The 1.16 version allowed us to enter a city in civil disorder to fix the problem. This works in 1.17 as well. However, in 1.16, I can see the city resource effects of moving my workers around or changing them into entertainers. I cannot see these effects in the 1.17 version. Keep in mind that this is occuring in the city display screen WHILE the city is in disorder.
Example:
A city producing one extra food per turn goes into civil disorder. The game zooms me to the city so I can fix it. Now, do I remove the worker off of the hill, which is producing one food, while cutting down on shields, or do I remove the worker on grasslands (two foods) and slowly starve the city while maintaining higher shield output? The unfortunate thing is, I can no longer see the effects of moving or removing the workers.
The big surprise came when this first happened. I converted a worker off of some grasslands but did not see the red, international "no" symbols in the food box, so I assumed my city was not starving. The next turn . . . BAM! . . . the "starvation" warning poped up and my city immeiately lost a population point!
Then again, this could be seen as an additional penalty for allowing your city to fall into disorder. Hmmm . . . I'll continue playing my game with this in mind.
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February 16, 2002, 10:27
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#45
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Emperor
Local Time: 22:35
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Now War Chariot is upgraded to Horsemen.
That's bad idea.
Why?
Since someone whould actualy want to build cheap War Ch. (not to happen if owning Horseback riding).
At least Impi don't upgrade to pikemen (good idea).
It would be nice to have Hoplites not to upgrade to Musketmen (go directly to Riflemen)
Why?
1/3/1, 20 cost vs 2/4/1, 60 cost
For next patch:
make musketmen to: 3/4/1, 50 cost (french to 4/4/1, 50 cost)
Fix obsolenece problems:
Don't want Swordsmen in modern age:
Suggestion: upgrade bow & sword to Rilfemen
Similar to Ironclads & frigates:
Suggestion: don't know for now.
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February 16, 2002, 16:33
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#46
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Technical Director
Local Time: 22:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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deleted
Was no bug
__________________
ACS - Technical Director
Last edited by Gramphos; February 16, 2002 at 18:04.
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February 16, 2002, 17:10
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#47
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Settler
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Boston
Posts: 19
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hoped this would be fixed with 17, but alas...
Game locks when fighter tries to shoot down bomber over Lyon.
Any game developers have family in Lyon or something?
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February 16, 2002, 17:35
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#48
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Emperor
Local Time: 13:35
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by player1
Similar to Ironclads & frigates:
Suggestion: don't know for now.
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Transports.
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February 16, 2002, 18:07
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#49
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Deity
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Oregon Coast, USA! or Bohol, Philippines!
Posts: 16,064
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I upgraded an elite warrior to a legionary. Then, I reloaded the game several turns prior to making the upgrade for an unrelated reason. When I went to upgrade the warrior again it didn't allow me to. The upgrade/lightening button didn't appear at all. From this point on I was unable to upgrade any warriors.
__________________
I'm not profane, I type the stars.
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February 16, 2002, 18:55
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#50
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Warlord
Local Time: 21:35
Local Date: October 31, 2010
Join Date: Nov 2001
Location: in other words a gang leader aspiring to Presidency
Posts: 145
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"Neutral" worker in 1.17f
I play the Egyptians and captured a Roman worker. While waiting for orders only "Worker (Egypt)" is shown as unit description instead of "Roman worker (Egypt)". This is true for all captured workers. When right-clicking on a stack, though, the description is correct.
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February 16, 2002, 19:00
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#51
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Technical Director
Local Time: 22:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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Re: "Neutral" worker in 1.17f
Quote:
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Originally posted by Killerdaffy
I play the Egyptians and captured a Roman worker. While waiting for orders only "Worker (Egypt)" is shown as unit description instead of "Roman worker (Egypt)". This is true for all captured workers. When right-clicking on a stack, though, the description is correct.
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Exactly the same problem I have (not the one I edited away). Jeff said somthing about changing it because of localized language versions in the chat, but I think it is supposed to be Worker (Roman), if you right click on it it says (Roman) Worker.
I sent him the details via e-mail.
__________________
ACS - Technical Director
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February 16, 2002, 19:15
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#52
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Emperor
Local Time: 13:35
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Stack Movement
I have 2 transports (loaded to capacity) in the same tile. 'j' does not move them both -- have to move them individually. Must be because they are loaded with non-transport units.
Would probably get the same results if I had 2 armies in the same tile.
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February 16, 2002, 19:42
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#53
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King
Local Time: 16:35
Local Date: October 31, 2010
Join Date: Jan 2000
Location: Massachusetts, USA
Posts: 2,048
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That is odd, because it's not like you are actually 'moving' the units in the sense that they are using their respective movement allowances. I would indeed like to see the transport issue resolved.
-FMK.
__________________
It's a wonder that you still know how to breathe.
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February 16, 2002, 20:33
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#54
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Warlord
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Oct 2001
Posts: 143
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Quote:
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Originally posted by player1
Now War Chariot is upgraded to Horsemen.
That's bad idea.
Why?
Since someone whould actualy want to build cheap War Ch. (not to happen if owning Horseback riding).
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It's a moot point. Egyptians can't build Horsemen. So, their war chariots don't "upgrade" to horsemen, they go directly to knights.
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February 16, 2002, 20:39
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#55
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Prince
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Feb 2001
Posts: 910
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Upkeep Costs
There seems to be a bug involving upkeep costs.
Here is what happened. I built granaries in several cities (forgot how many ), and started work on the Pyramids a little bit later. I successfully acquired the Pyramids, which made the granaries I built rather redundant- so I decided to sell them off rather than pay upkeep for something I get for free.
After selling off the ones I built, there shouldn't be any upkeep at all. Yet, in several cities, I have an upkeep cost of 4 on the Domestic Advisor screen, yet on the city screen, there is only a total of 3 upkeep cost listed.
I have attached a game save for your convience.
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February 16, 2002, 20:44
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#56
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Prince
Local Time: 07:35
Local Date: November 1, 2010
Join Date: Aug 2001
Location: of the Barbarians
Posts: 600
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A minor display bug
If you're playing with a mod where Scientists or Taxmen require advances to become available, the Science advisor screen shows these on the appropriate screen. Good.
The bug is that the icons of Scientists and Taxmen that it uses are reversed.
The attached image shows the effect of setting Taxmen to a prerequisite of Currency, and Scientists to a prerequisite of Invention. The icon with the Currency advance is a picture of a wizard, and the icon with Invention is a bald bloke that has to be a tax collector.
__________________
None, Sedentary, Roving, Restless, Raging ... damn, is that all? Where's the "massive waves of barbarians that can wipe out your civilisation" setting?
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February 16, 2002, 20:44
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#57
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Warlord
Local Time: 00:35
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Kazakhstan
Posts: 143
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Another bug: Barbarian Army, ICBM etc.
Hi folk!
Wonderful barbaian Army, ICBM, Stelth Bomber, Nuke Subs etc!!!
All units but UUs is available for Barbarians. Terrorists?!
What's kinda a joke...
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February 16, 2002, 20:56
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#58
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Technical Director
Local Time: 22:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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The game does not save random for me if I select to be a random civ.
__________________
ACS - Technical Director
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February 16, 2002, 20:59
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#59
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Emperor
Local Time: 22:35
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Quote:
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Originally posted by woody
It's a moot point. Egyptians can't build Horsemen. So, their war chariots don't "upgrade" to horsemen, they go directly to knights.
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Egyptians CAN build Horsemen (if having tech).
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February 16, 2002, 21:31
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#60
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Settler
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Canada
Posts: 14
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eliminator is a retard
Hey Eliminator are you that stupid that you havent figured out thats what they did with civ 2 is by putting out a multiplayer patch MORON
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