May 2, 2002, 03:54
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#241
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King
Local Time: 01:12
Local Date: November 1, 2010
Join Date: May 2001
Location: appendix of Europe
Posts: 1,634
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Quote:
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Originally posted by exeter0
I don;t think that the AI to AI trading parameter affects how prolific the tech trading is... it just affects how equally and fairly it trades with the human player.
So in some respects... now that the human player is now a Tech 'whorer' tech trading and consequently tech progression will occur even more rapidly.
I would try increasing the Minimum research time - Increase it from 8 (or whatever the base is for your difficulty setting) to say 12 and see how that goes.
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it does affect the game a lot. lower ai trading a bit, and it really separates superpowers from laggards, although it usually does not slow down the research much (top research nations still progress very quickly)
reducing AI to AI rate does not make it more fair to human, it only makes it tougher vsv other AI
i edited tech rate on standard, 12, (115 AI to AI) to 280 or 300 (cant remember). as civs disappeared, tech advancing slowed down. while we all had nationalism by 1600, i could not lanuch spaceship before 2002, so as civs disappear, tech rate slows down.
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joseph 1944: LaRusso if you can remember past yesterday I never post a responce to one of your statement. I read most of your post with amusement however.
You are so anti-america that having a conversation with you would be poinless. You may or maynot feel you are an enemy of the United States, I don't care either way. However if I still worked for the Goverment I would turn over your e-mail address to my bosses and what ever happen, happens.
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May 2, 2002, 11:43
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#242
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Emperor
Local Time: 19:12
Local Date: October 31, 2010
Join Date: Apr 2002
Location: pittsburgh
Posts: 4,132
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Q: Playing Monarch as Babylon last night I received Monarchy from Germany as part of a peace treaty. That should have triggered a wonder in my build lists and the wonder was not yet finished by another civ. But the wonder failed to show up. Has anyone else received techs in deals and not been able to build the wonders associated with them?
Lucilla's Answer: Another explanation could be, that you don't know all civs yet. I'm not sure whether you would be informed about a wonder being finished by a civ you didn't have contact with.
Thanks Lucilla. That could be it. The game was on the setting with the most ocean space and it's possible my group of civs was far enough behind others on techs to make this explanation right on.
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Illegitimi Non Carborundum
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May 3, 2002, 17:08
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#243
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Chieftain
Local Time: 17:12
Local Date: October 31, 2010
Join Date: Jan 2002
Posts: 51
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Quote:
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Originally posted by jshelr
Lucilla's Answer: Another explanation could be, that you don't know all civs yet. I'm not sure whether you would be informed about a wonder being finished by a civ you didn't have contact with.
Thanks Lucilla. That could be it. The game was on the setting with the most ocean space and it's possible my group of civs was far enough behind others on techs to make this explanation right on.
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In my current 1.21f game, I've received notifications when another uncontacted and unseen civ has beaten me to a wonder.
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May 5, 2002, 00:27
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#244
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Settler
Local Time: 23:12
Local Date: October 31, 2010
Join Date: Mar 2002
Posts: 11
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I'm not sure if this is a bug of 1.21 or 1.17 but I used to be able to remove old units from an army with the J command. If I had an army of tanks I would move it to a stack of individual tanks, select one of the individual tanks and move it to another square with J. This moved all the tanks including the ones in the army leaving an empty army which I could then fill with modern armour units. This no longer works in 1.21 - the tanks remain in the army. Is that how it is supposed to work?
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May 5, 2002, 02:29
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#245
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Prince
Local Time: 10:12
Local Date: November 1, 2010
Join Date: Aug 2001
Location: of the Barbarians
Posts: 600
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Two bugs
Here are two bugs I have found in 1.21f:
Barbarian Encampment Bug
When I disperse barbarian encampments with Warriors, the focus does not move to the next unit after combat. The active unit remains the warrior even though the warrior has no movement points left. Other things are wrong as well when this happens - other units will tend to keep the focus later on, and I have also experienced one or two crashes.
Draw Buffer Bug
If CIV3 is run a few times between reboots, I sometimes get the error "Unable to allocate draw buffer; terminating program" when I start CIV3. TO fix this, I must reboot.
Details
OS is Win98 SE
256Mb RAM
NVIDIA RIVA TNT2 video card
Soundblaster AudioPCI sound card
Playing with a mod (see attachment). Mod introduces nothing new (no new units, buildings and the like), but changes various settings in the game. Mod details are included in the zip file.
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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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May 5, 2002, 06:58
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#246
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Chieftain
Local Time: 17:12
Local Date: October 31, 2010
Join Date: Mar 2002
Location: San Antonio, Texas
Posts: 90
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ReallyClang, I'm not sure, but what you're describing was probably a bug before the patch, i don't think you are supposed to be able to move units out of armies....
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May 5, 2002, 07:09
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#247
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King
Local Time: 00:12
Local Date: November 1, 2010
Join Date: Dec 1969
Location: Scio Me Nihil Scire
Posts: 2,532
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__________________
Quod Me Nutrit Me Destruit
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May 5, 2002, 10:08
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#248
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King
Local Time: 00:12
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Vienna, Austria
Posts: 1,529
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Quote:
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Originally posted by ReallyClang
I'm not sure if this is a bug of 1.21 or 1.17 but I used to be able to remove old units from an army with the J command. If I had an army of tanks I would move it to a stack of individual tanks, select one of the individual tanks and move it to another square with J. This moved all the tanks including the ones in the army leaving an empty army which I could then fill with modern armour units. This no longer works in 1.21 - the tanks remain in the army. Is that how it is supposed to work?
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From the v1.21 readme: Fixed stack movement bug involving armies.
So I'd say, yes, that's how it's supposed to work.
__________________
"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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May 5, 2002, 12:20
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#249
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King
Local Time: 23:12
Local Date: October 31, 2010
Join Date: Jun 2000
Location: Bristol
Posts: 2,228
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I've just installed the patch onto a clean installation, and I can't start the game - I keep getting a Windows dialogue box saying 'DRIVE READ ERROR Please insert Civilisation III Disc into CD drive'.
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May 5, 2002, 21:07
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#250
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Local Time: 01:12
Local Date: November 1, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
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Here's a small glitch : I named my latest save "1.21f". The saving / loading box will not display it. But I can still save / load it if I type the name entirely. I suppose it comes from the point I have in "1.21f"
Another bug, specific to 1.21f : I changed some team colours in the editor (only using the 16 first colours, as I've always done without problems). I have some problems with the orange, that I swiched back to the Brits. But still, in my first 1.21 game, the Americans were orange, and in the attached save, the Egyptians are orange.
A more interesting bug : sometimes, a per turn offer is violently rejected by the AI. I know the AI refuses gold per turn which is superior to my profit, but here, the AI refused a luxury. In this saved game, go talk to the French. If you ask them chemistry for printing press, they'll refuse ("I doubt they will accept this proposal"). If you throw 150 gold lump in, they'll accept. But if you throw wine instead, they'll radicalize themselves while refusing. I don't understand why. It seems the French will trade wine only for a luxury.
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May 5, 2002, 22:56
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#251
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Prince
Local Time: 19:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Picksburgh
Posts: 837
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1.21 right of passage bug?
I sent a unit of mine into AI territory. The AI gave me the warning message to get out of its territory. I ignored that message and next turn it said get out or declare war, so I declared war. I had no diplomatic agreements active with this civ, just an informal peace. All other civs now treat me as if I broke a ROP agreement. When I try to do an ROP with any civ, they tell me explicitly that I have broken an ROP in the past. This has to be a bug. I've never seen this happen before.
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May 6, 2002, 03:39
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#252
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King
Local Time: 01:12
Local Date: November 1, 2010
Join Date: May 2001
Location: appendix of Europe
Posts: 1,634
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well, that's a penalty for basically sneak attacking another civ
__________________
joseph 1944: LaRusso if you can remember past yesterday I never post a responce to one of your statement. I read most of your post with amusement however.
You are so anti-america that having a conversation with you would be poinless. You may or maynot feel you are an enemy of the United States, I don't care either way. However if I still worked for the Goverment I would turn over your e-mail address to my bosses and what ever happen, happens.
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May 6, 2002, 05:42
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#253
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Prince
Local Time: 19:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Picksburgh
Posts: 837
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Quote:
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Originally posted by LaRusso
well, that's a penalty for basically sneak attacking another civ
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I wasn't attacking, I just wanted to move my unit to the other side of AI territory and this was the only way I could do it.
If Firaxis intended it to be a penalty, why do I get confusing ROP refusal messages from other civs telling me I broke an ROP when I never had an ROP in the first place? At least, your foreign advisor should pop up and warn you you will never be able to sign an ROP the rest of the game if you proceed with this action.
So I take you have seen this before and it doesn't bother you?
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May 7, 2002, 08:47
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#254
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Chieftain
Local Time: 07:12
Local Date: November 1, 2010
Join Date: Nov 2001
Location: USA
Posts: 40
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Sorry if this has already been answered but, how can one get rid of the "pop in the CD to start"...
i.e. how can i start this without the CD...
thanks
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May 7, 2002, 09:38
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#255
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Warlord
Local Time: 15:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: 3rd Rock from the sun
Posts: 158
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Bugs
I have had several games now where my advisor says I cannot trade with some nation but when I go into the trade screen I can trade.
Workers on automatic will constantly irrigate and then mine over and over. I know there is a command to stop them from doing this. However, once I use that command even though there are tiles to be worked the worker will skate off to another city never finishing the tiles at city I want. This is VERY annoying when on large worlds with 50+ cities using 60+ workers is just to much.
Quite a few other bugs but I think most have been spoken about even though it is not know what Firaxis is actually fixing.
__________________
Thanks ~ Desert Fox (Real Nickname)
Fleet Admiral - NeoTech Games Network - Game News & Game Modding Community
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May 8, 2002, 00:01
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#256
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King
Local Time: 23:12
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of the Virtual Serengeti
Posts: 1,826
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agoodfella, go to gamecopyworld
of course, you should only use this if you actually own the game, but since the game still seems to be a beta version, I guess you are in the moral clear.
__________________
Gnu Ex Machina - the Gnu in the Machine
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May 8, 2002, 00:10
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#257
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Settler
Local Time: 18:12
Local Date: October 31, 2010
Join Date: Feb 2002
Location: In front of my PC
Posts: 15
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Re: Bugs
Quote:
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Originally posted by Desert Dog
I have had several games now where my advisor says I cannot trade with some nation but when I go into the trade screen I can trade.
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The advisor will give this message when there is no road/harbor/airport route connecting your capital the the capital of the other civ. The restriction on trading in this situation seems to be limited to luxuies and resources
Quote:
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Workers on automatic will constantly irrigate and then mine over and over. I know there is a command to stop them from doing this. However, once I use that command even though there are tiles to be worked the worker will skate off to another city never finishing the tiles at city I want. This is VERY annoying when on large worlds with 50+ cities using 60+ workers is just to much.
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The command to automate while leaving current improvements alone is SHIFT-A. The command to automate only the current city is SHIFT-I. Unfortunately, I don't think there is a command that combines both.
__________________
Wis Ort | Quas Lor | Vas Wis Ylem | In Wis | An Sanct Lor | Vas In Sanct | Port Ort Wis | An Tym
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May 8, 2002, 10:13
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#258
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Prince
Local Time: 17:12
Local Date: October 31, 2010
Join Date: Mar 2000
Location: USA
Posts: 788
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I believe (CTRL)-(SHIFT)-(I) will do this.
__________________
Yours in gaming,
~Luc
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May 8, 2002, 18:42
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#259
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Emperor
Local Time: 18:12
Local Date: October 31, 2010
Join Date: Mar 2002
Location: listening too long to one song
Posts: 7,395
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One thing that I just noticed, maybe its been mentioned before, its proably not a bug, but annoys me, is that when I have a queue full of say, Mws, then learn chivalry, one would hope that the mws in the queue would be all replaced with knights. instead, its just the one being produced, then my city wants to put out a pikeman. quite annoying when you have 20 cities do that in a span of 3 turns.
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May 8, 2002, 19:08
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#260
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Civ4: Colonization Content Editor
Local Time: 00:12
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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Quote:
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Originally posted by Feephi
If Firaxis intended it to be a penalty, why do I get confusing ROP refusal messages from other civs telling me I broke an ROP when I never had an ROP in the first place?
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I second this information. It has been a bug in 1.17f too. I reported it, but it got not fixed. I also had no RoP (and never had before), and got penaltized this way after attacking a civ, even though I declared war before the attack.
I found another strange thing, that looks like a bug to me: I (playing Iroquois) have several cities with both iron and horses in their resource box, that are able to build Mounted Warriors and Knights at the same time. This shouldn't be so, as I can upgrade MW's to Knights. I have a city screenshot and a savegame and will post them on request.
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May 8, 2002, 20:33
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#261
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Prince
Local Time: 23:12
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Southeast England , UK
Posts: 592
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When adding new Luxury resources, the city screen crashes whenever I transport a new luxury to it. May be to do with the luxury graphics, though there are 16 slots in the graphics file.. maybe I need to add a new civolpedia entry. Or maybe this isn't implented yet? I've changed tonnes of other stuff in this scenario too.
I think having ,say 16 luxuries could be interesting, making it harder to cut off a civs luxury supply as theres so many.
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May 9, 2002, 11:46
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#262
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Settler
Local Time: 23:12
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Athens, GA
Posts: 5
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I didn't see if this had been mentioned before, but in 1.21, if you set modified values for the base/improved output of tiles, only they improved values are used.
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May 9, 2002, 13:10
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#263
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Warlord
Local Time: 00:12
Local Date: November 1, 2010
Join Date: Aug 1999
Location: du bon peuple de France (et de Bretagne)
Posts: 137
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When a localized Patch v1.21f ?
Good to back on this forum after quite a while. But CivIII deserves this, I guess.
It is seems that I have the same issue than some others with patch 1.21 : I get a message requesting to insert the CD while launching the patched CivIII.
I have a French localized version (1.16f). The game is protected with Laserlok (checked with Clony). Is it the same protection with the original US version ?
I know that there must be noCD cracks somewhere, but I hate these protection issues when I have purchased the game.
Does anyone have an idea when Infogrames will release localized version of patch 1.21f ?
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May 9, 2002, 18:19
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#264
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Civ4: Colonization Content Editor
Local Time: 00:12
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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Alanus: There are a lot of rants about this in the German Infogrames forum. The admin said, they are working on all localized 1.21f right now, btw. in France, and will finish roughly in mid of May. But it would be not the first time, that Infogrames lies.
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May 10, 2002, 07:33
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#265
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Warlord
Local Time: 00:12
Local Date: November 1, 2010
Join Date: Aug 1999
Location: du bon peuple de France (et de Bretagne)
Posts: 137
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Sir Ralph :
thanks for the information. I cannot read German, but I checked the French forum of Infogrames, and eventually posted a new thread on this topic.
The admin wrote a few days ago that he didn't even know when it would be released
Trouble is, I don't care about the localization (I can translate myself the modified texts) : the only thing I want is a working .exe
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May 10, 2002, 07:57
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#266
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King
Local Time: 19:12
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
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Quote:
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Originally posted by jshelr
Q: Playing Monarch as Babylon last night I received Monarchy from Germany as part of a peace treaty. That should have triggered a wonder in my build lists and the wonder was not yet finished by another civ. But the wonder failed to show up. Has anyone else received techs in deals and not been able to build the wonders associated with them?
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You should get notification of a wonder being built whether you have contact with the civ or not. Also, if you hit [F7] or [F8] (can't remember which... and I'm at work...) you will get a list of all wonders currently built or being built.
Hope that helps.
__________________
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
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May 10, 2002, 15:59
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#267
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Emperor
Local Time: 01:12
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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hi ,
a worker "harvest's" a forest , so far so good , .....but then he plants the forest again , cuts it down again , and , ......10 new shields , over and over again .............grrrrrr
have a nice day
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May 10, 2002, 17:29
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#268
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Warlord
Local Time: 23:12
Local Date: October 31, 2010
Join Date: Dec 2001
Posts: 185
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you only get the 10 shield bonus once now..i thought.
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May 10, 2002, 19:05
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#269
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Princess
Local Time: 00:12
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Edinburgh, Scotland
Posts: 541
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Quote:
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Originally posted by Redstar
you only get the 10 shield bonus once now..i thought.
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That's correct, it was changed in version 1.16.
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May 10, 2002, 19:38
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#270
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Emperor
Local Time: 01:12
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by Redstar
you only get the 10 shield bonus once now..i thought.
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hi ,
check again , saw it a dozen times , with 1.21 final , on sveral different comp and programs , makes no sence , ......they fixed it , and now its back , .....
have a nice day
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