February 19, 2002, 18:10
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#151
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Warlord
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Oct 1999
Posts: 158
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Can I include this as a bug report?  cause it's really annoying at times.
Say, you want to demand a city or even give a city to another civilization. When you are in the negotiation screen you are unable to look at your map to see the name of the correct city to chose.
Make a way so you can click on the map and move around to find the proper city to discuss in the negotiation.
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February 19, 2002, 20:09
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#152
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Settler
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Feb 2002
Posts: 10
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Has any body else had trouble with the summary replay screen at the end of a game? It just doesn't work at all for me. I click the play button and nothing happens, I click the forward one turn button and nothing happens, I click the fast forward and guess what?....nothing happens!
I was really disappointed when I couldn't get it to work, I don't think it was in Civ II, but I remember it from Civ I and I was looking forward to finding out what everybody else had been up to. I'm running windows XP pro BTW.
The replay didn't work with the last patch either. I had hoped that it'd been fixed this time.
Also, the civilopedia entry for air missions states that ctrl-R is the shortcut for rebasing when in fact it is shift-R.
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February 19, 2002, 21:00
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#153
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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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Originally posted by Wjousts
Has any body else had trouble with the summary replay screen at the end of a game? It just doesn't work at all for me. I click the play button and nothing happens, I click the forward one turn button and nothing happens, I click the fast forward and guess what?....nothing happens!
I was really disappointed when I couldn't get it to work, I don't think it was in Civ II, but I remember it from Civ I and I was looking forward to finding out what everybody else had been up to. I'm running windows XP pro BTW.
The replay didn't work with the last patch either. I had hoped that it'd been fixed this time.
Also, the civilopedia entry for air missions states that ctrl-R is the shortcut for rebasing when in fact it is shift-R.
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As I recall from the last game I finished (some weeks ago), it takes several seconds/couple minutes for the Replay to be prepared. Get out of your seat for a couple minutes and come back to it.
Use the mouse-over the rebase icon for the keyboard shortcut.
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February 20, 2002, 01:13
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#154
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Chieftain
Local Time: 14:35
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 47
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NO ERRORS HERE
The NoCD Patch works good for 1.17f and eliminated the problem finding the CD I bought with my hard-earned cash.
Everything else seems to be working fine after playing a full AND CHALLENGING game! I have a HP 700MHZ with 320MB and WinME so a pretty standard setup... all-in-one deal.
Why can't Infogrames have a set of 20 hardcore game testers? I nominate Libertarian, Yin26, and the rest to test the game and get this game FIXED!
Why? We need Multiplayer now!!! Stop fixing stupid 'pre-gold edition' bugs. It's embarassing for everyone!
__________________
Castle Wolfenstein or Civilization 3? So little time...
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February 20, 2002, 04:50
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#155
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Prince
Local Time: 21:35
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Colombo
Posts: 310
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Come across a bug last night .. but was not able to re-create it by re-loading the auto ..
My machine is a p4, 2Ghz 256Mb Ram, running XP-HE. I installed the patch the other day so im now running 1.17f.
I started as the persians, large map, 5 civs on warlord (ok I wanted an easy game  ) ..
by the year 2550BC (or around that time) I got a history report, on wealthiest Civs I think .. when this appeared, the music kept repeating the .5sec sample .. the mouse kept stopping, and moving in jerks of 10 seconds on/off .. as if there was another process which had suddenly taken the processor and left everything else struggling to go. It took me ages to get to exit, and it wouldn't .. so I was forced to re-boot.
On re-loading Civ and the game, same problem did not occur.
__________________
"Wherever wood floats, you will find the British" . Napoleon
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February 20, 2002, 06:06
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#156
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Warlord
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Jan 2002
Posts: 178
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ESPIONAGE SCREWUP
The normal costs for Espionage-related actions are ridiculously high for such such problematic and minimally effective functions. I would never even bother with Espionage if I couldn't lower the costs a lot.
Well, I tried to Edit the Diplomats and Spies section of some mods and it appears impossible now to change their much too high costs!!
Bad move Firaxis. I'm going back to 1.16.
Or is this just a bug??
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February 20, 2002, 08:27
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#157
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Deity
Local Time: 22:35
Local Date: October 31, 2010
Join Date: Jun 2001
Posts: 11,112
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Quote:
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Originally posted by Rimpy
More worrisome is the fact that units will appear in a place other than their actual location. A unit will be highlighted (with the white circle) and when I choose "go to" by holding down the mouse button, the path will originate from a completely different location. Sometimes cities will appear to be empty that actually have units, and cities will appear to have units but are actually empty.
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That is annoying, I didn't know it was standing right next to an enemy city but instead it showed it was standing right next to, so I chose to move it to the square i actually was standing on which made it walk right next to the city I wanted to attack
If you want to see the bug for yourself I have apllied an save game! You can see the bug at my city situated in north of the northern island
EDIT: It seems like the bug is gone when reloading, I just loaded the game, but I can't find the "fake tank", but you could try it for youself, I think I have 3-4 armies in the game at that time.
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This space is empty... or is it?
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February 20, 2002, 10:41
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#158
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Deity
Local Time: 16:35
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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I apologize if this has been mentioned before, but the thread is getting kinda long...
I am no longer getting the popup warning when another civ starts a Wonder. Yes, I set up embassies with all my rivals. No warning whatsoever was given (causing some irritation when the AI beat me to Copernicus, Bach's and Leo's).
Has this been changed, or is this a bug?
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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February 20, 2002, 11:00
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#159
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Prince
Local Time: 14:35
Local Date: October 31, 2010
Join Date: Apr 1999
Location: In a dark and scary hole!
Posts: 728
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Quote:
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Added "Show Wonder Initiation" preference
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Goto preferences, near the bottom there is a check box, make sure it is checked blue.
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Sorry....nothing to say!
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February 20, 2002, 11:24
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#160
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Deity
Local Time: 16:35
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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ACooper,
Thank you, kind sir. My bad, my stupid. I must've missed that when I read the list of changes.
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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February 20, 2002, 11:47
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#161
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Prince
Local Time: 14:35
Local Date: October 31, 2010
Join Date: Apr 1999
Location: In a dark and scary hole!
Posts: 728
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There are so many preferences that it is hard to keep track. I did this one myself and that is why it sticks in my mind.
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Sorry....nothing to say!
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February 20, 2002, 11:52
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#162
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Emperor
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Jan 2002
Location: of poor english grammar
Posts: 4,307
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Re: Re: * Astonished *
Quote:
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Originally posted by Willem
Well Lib seems happy with it overall, does that say anything to you?
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That's impossible man!!
__________________
-Never argue with an idiot; He will bring you down to his level and beat you with experience.
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February 20, 2002, 11:55
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#163
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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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More detail on the army group move bug
In my experience (3 times in one game) it happens when you have a combined stack of army contents and army (modern tanks for me). Select a unassociated tank and stack move it, and the unassociated tanks move to their destination, while the army-associated tanks move one tile. The army stays put. In fact, I couldn't get the army to move at all in its emptied state. I recall having trouble moving the tanks away from the army, though I could freely move them back to the army for reloading.
When the tanks are removed from the army, they have full hit points, which I think gives an interesting insight into army dynamics and explains why an army of 4 units with less than 4 hps remaining can exist. When you restore the full hp tanks to the army, the army returns to having less-than-full hps.
I think the partial movement bug also indicates that army moves probably consist of a shuffle of units and army in some bizarre Astaire/Rogers fashion.
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February 20, 2002, 12:12
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#164
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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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Re: Re: Re: * Astonished *
Quote:
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Originally posted by Spectator
That's impossible man!!
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Yes I know it's hard to believe, but I actually caught him saying some good things about the new patch, especially the group movement. He sounded down right pleased.
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February 20, 2002, 12:58
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#165
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Prince
Local Time: 14:35
Local Date: October 31, 2010
Join Date: Apr 1999
Location: In a dark and scary hole!
Posts: 728
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Re: Re: Re: Re: * Astonished *
Quote:
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Originally posted by Willem
Yes I know it's hard to believe, but I actually caught him saying some good things about the new patch, especially the group movement. He sounded down right pleased.
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I'll let Lib talk for himself, but it seems he has gone back to his old ways in his recent posts.
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Sorry....nothing to say!
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February 20, 2002, 14:32
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#166
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Prince
Local Time: 14:35
Local Date: October 31, 2010
Join Date: Jan 2002
Location: reprocessing plutonium, Yongbyon, NK
Posts: 560
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Re: NO ERRORS HERE
Quote:
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Originally posted by Jodo Kast
Why can't Infogrames have a set of 20 hardcore game testers? I nominate Libertarian, Yin26, and the rest to test the game and get this game FIXED!
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Really. Why does it seem like this game wasn't play-tested? It's not like they'd actually have to pay anyone. Beer, pizza and an occasional stripper are all I would need to stay locked in a room with Civ.
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February 20, 2002, 15:29
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#167
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Emperor
Local Time: 16:35
Local Date: October 31, 2010
Join Date: Dec 1969
Location: USA
Posts: 3,197
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After installing the patch I can no longer access the editor from the start menu. I can however access the editor from "My Computer" and "explore".
__________________
"I say shoot'em all and let God sort it out in the end!
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February 20, 2002, 15:35
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#168
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Settler
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Dec 2001
Posts: 15
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Just playing Persians. Warriors do NOT upgrade.
I have Iron and barracks - but don't get option to upgrade.
Civilopedia says warriors upgrade to immortals.
But I can confirm that they don't.
Mmmm. Just restarted the game next day and now I can upgrade my warriors into Immortals. Maybe it was because I didn't have enough money - 40gp? But doesn't the advisor then say "You haven't enough gold".
Anyway I'm happy now - even with Immortals I'm getting my arse kicked but the Russains & Germans on Emporer level. This is hard!
Last edited by geoffbland; February 21, 2002 at 12:48.
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February 20, 2002, 15:36
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#169
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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 Dr Strangelove
After installing the patch I can no longer access the editor from the start menu. I can however access the editor from "My Computer" and "explore".
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Just create a shortcut, then move it into
C:\Windows\Start Menu\Programs\Infogrames Interactive\Civilization III\.
If you don't know to make a shortcut, right click on the icon then look for Create Shortcut. It's still on my system, so you probably just had a wierd bug when yuo installed it.
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February 20, 2002, 16:33
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#170
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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. Has this been fixed in this patch? If not, it needs to. When you capture an enemy city, sometimes you will get unhappiness because the other Civ had performed conscription. This should not be that way, of course, since you did not perform the conscription.
2. We still need a wake all command.
"Wake All" - essentially this would wake all units in that square
Reason - This would improve the time it takes to work with many units later in the game.
3. Also, may I suggest the following method for unit grouping (if there is need for further refinement in the future):
"Group" and "Ungroup" (or "link" and "unlink") - this would allow you to group all units within a square into a "single unit" so to speak. You can then move this group to your destination and select the ungroup command to use the units individually.
Has no advanages. The units are still individual units when attacked.
Cannot attack as a group.
The AI does not use this feature. It's sole purpose is to help the human player get things done faster (with less tedium). Since the AI does not care about tedium it does not need the feature. And whenever an AI encounters a group, they are seen as individual units cause they are.
If you move a group of units into a tile with some other units, you can just hit the group command to group everything in that tile into one.
Reason - It would improve the time it takes to move many units later in the game. Since this method doesn't require any complicated setup process for each "grouping" it could be quickly and repeatedly done in a turn to get things done.
"Group" (workers) - this is not a different command, but for workers, the "group" command needs to work a little differently to be more effective. Whenever there are workers in a group and you tell the group to perform some terrain improvement, one by one, each worker in the group should contribe to the improvement till it is done. Each worker that works on the improvement is effectively removed from the group. Thus, you can move on with what's left in the group to another location and work on more improvements with the remaining workers.
Reason - This would prevent the added tedium of having to ungroup workers or the annoyances of not being able to use all the workers in one turn.
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February 20, 2002, 18:45
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#171
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Settler
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Aug 2001
Location: NY
Posts: 28
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Talk about a skilled Anasazi Village...
IT GAVE ME AN ARMY !?!?!?
It isn't a scenario. I knew expansionist civs got better huts, but this is ridiculous...
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February 21, 2002, 10:49
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#172
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Chieftain
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Dec 2001
Location: hull
Posts: 36
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change of government
In my first game post 1.17f, playing as the Egyptians, when I wanted to change government from anarchy to monarchy, and from monarchy to democracy, I chose 'change of government', the message comes up saying that everything is in revolt, and then I immediately get to choose what government I want. All in the same turn - no turn of anarchy. Is this meant to happen (fine by me) or is it a bug?
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February 21, 2002, 11:08
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#173
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King
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 1,267
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Quote:
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I'll let Lib talk for himself, but it seems he has gone back to his old ways in his recent posts.
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Actually, I have no recent posts. This is my first post since Ming jacked me up for daring to question how Ironik got away with his famous vulgarity.
At any rate, I'm hanging out at the EU2 site now. There, my very first thread was answered by the lead programmer. I've just bought the game, and it is en route to me. I visit here from time to time out of a morbid curiosity.
I'm glad you're happy, Coop. Of all my adversaries, I respect you the most.
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"Entia non sunt multiplicanda praeter necessitatum." — William of Ockham
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February 21, 2002, 11:09
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#174
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Settler
Local Time: 14:35
Local Date: October 31, 2010
Join Date: Feb 2002
Posts: 1
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Re: 1.17f Bug Reports
Quote:
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Originally posted by Libertarian
"Ask for build orders after unit construction" option no longer works.
Problem was a conflict in options, not a bug. Sorry
(Edited for follow up)
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Actually, there *is* a bug here. In 1.16f, you could have both 'Ask for build orders after unit construction' *and* 'Automatically build same unit type' selected, and you would get the pop-up menu with the same unit type selected as the default, which you could then change.
In 1.17f, if you have those two options checked, it doesn't ever ask you about the city, and just keeps churning out the same unit type.
Still better than the original, but I miss the loss of functionality.
-Lucian
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February 21, 2002, 11:24
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#175
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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 Libertarian
At any rate, I'm hanging out at the EU2 site now. There, my very first thread was answered by the lead programmer. I've just bought the game, and it is en route to me. I visit here from time to time out of a morbid curiosity.
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So long, and don't let the door hit you on the way out.
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February 21, 2002, 11:27
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#176
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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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Re: change of government
Quote:
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Originally posted by gillskill
In my first game post 1.17f, playing as the Egyptians, when I wanted to change government from anarchy to monarchy, and from monarchy to democracy, I chose 'change of government', the message comes up saying that everything is in revolt, and then I immediately get to choose what government I want. All in the same turn - no turn of anarchy. Is this meant to happen (fine by me) or is it a bug?
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The earlier in the game that you switch governments, the less time you spend in Anarchy. I've had a few games where I'd get Monarchy from some hut right off the bat, and it didn't take very long at all to switch over.
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February 21, 2002, 11:28
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#177
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Firaxis Games
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Dec 1999
Posts: 126
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Re: change of government
Quote:
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Originally posted by gillskill
In my first game post 1.17f, playing as the Egyptians, when I wanted to change government from anarchy to monarchy, and from monarchy to democracy, I chose 'change of government', the message comes up saying that everything is in revolt, and then I immediately get to choose what government I want. All in the same turn - no turn of anarchy. Is this meant to happen (fine by me) or is it a bug?
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Sounds like you were playing a civ with religious civilization strength. They switch on the following turn.
Jeff
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February 21, 2002, 11:47
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#178
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Chieftain
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Dec 2001
Location: hull
Posts: 36
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But I'm sure there used to be 1 turn of anarchy. This time there is none - just an immediate change IN THE SAME TURN!
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February 21, 2002, 11:54
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#179
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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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Re: Re: change of government
Quote:
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Originally posted by Jeffrey Morris FIRAXIS
Sounds like you were playing a civ with religious civilization strength. They switch on the following turn.
Jeff
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Jeff, please don't run away. Could you please clarify this fix regarding government buildings? Does this mean that gov specific buildings only work with the gov selected or is it something else entirely? The readme isn't exactly clear on what the fix does.
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February 21, 2002, 12:06
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#180
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King
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 1,267
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Quote:
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So long, and don't let the door hit you on the way out.
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Why so nice? You're a Civ3 supporter; you may hurl curses at me if you wish.
__________________
"Entia non sunt multiplicanda praeter necessitatum." — William of Ockham
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