July 18, 2002, 21:29
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#31
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Prince
Local Time: 23:34
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Your Mom's House... Why?
Posts: 481
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I have to work Friday night and then saturday morning
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July 18, 2002, 21:29
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#32
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Emperor
Local Time: 06:34
Local Date: November 1, 2010
Join Date: Mar 2000
Posts: 8,278
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Well done, Firaxis
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Banana
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July 19, 2002, 01:29
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#33
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Prince
Local Time: 15:34
Local Date: November 1, 2010
Join Date: Aug 2001
Location: of the Barbarians
Posts: 600
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Quote:
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A day earlier than expected, Firaxis Games released the latest and considered last patch for Civilization III, v1.29f, on their website.
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I got the date right two weeks ago! Here's what I wrote on July 3:
Quote:
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I expect this patch to be labelled 1.27f when it is released ... My guess for the release date for the patch: Thursday, 18 July.
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Pity I was two numbers out on the patch number ...
Reference: http://apolyton.net/forums/showthrea...87#post1090887
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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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July 19, 2002, 09:01
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#34
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Chieftain
Local Time: 22:34
Local Date: October 31, 2010
Join Date: Jun 2002
Posts: 75
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Here's one (very minor) bug: Clicking "Help" in the Editor while on the "Natural Rescources" page brings up the help screen for -- "Improvements and Wonders"
Very minor problem.
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July 19, 2002, 09:58
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#35
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Prince
Local Time: 00:34
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Philadelphia, PA
Posts: 978
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Quote:
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Originally posted by Palleon
I've also noticed that when you make a new unit, it doesn't appear like a civopedia entry is created. I just made a new unit, and tried to load my mod, and it said that text was missing for it. So I guess we'll still need to use the multitool to make new things...
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Quote:
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To add a civilopedia entry you only need edit civilopedia.txt. Notepad is really all you need.
Dan
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That really sucks. The editor should at least ask you, "Would you like to create a civilopedia entry for your new unit / improvement / wonder / civilization?" and then open civilopedia.txt with a blank entry waiting for you.
This came from the thread that got closed. "1.29f comments"
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July 19, 2002, 10:56
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#36
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Prince
Local Time: 22:34
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 812
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Not really a bug, but annoying. If you add a new civ rather than being given access to every unit they are given access to no units forcing you to go through and manually flag every unit for the civ for them to be able to build it.
Ideally, it'd give a new civ every unit that is flagged as buildable for every other civ + scouts if flagged expansionistic.
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July 19, 2002, 11:29
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#37
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King
Local Time: 22:34
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Liberal Socialist Party of Apolyton. Fargo Chapter
Posts: 1,649
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__________________
Nothing to see here, move along: http://selzlab.blogspot.com
The attempt to produce Heaven on Earth often produces Hell. -Karl Popper
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July 19, 2002, 11:48
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#38
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Prince
Local Time: 23:34
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Your Mom's House... Why?
Posts: 481
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Err... When you save one map and load another... Some of the cities will be on the new map.
I saved my map then loaded the earth map and saw some of the cities that were on the other map.
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July 19, 2002, 13:00
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#39
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Warlord
Local Time: 21:34
Local Date: October 31, 2010
Join Date: May 2002
Location: Utah, USA
Posts: 282
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Are you importing or opening?
It could be merging the BICs.
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July 19, 2002, 13:01
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#40
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Prince
Local Time: 23:34
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Your Mom's House... Why?
Posts: 481
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Opening
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July 19, 2002, 15:09
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#41
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King
Local Time: 04:34
Local Date: November 1, 2010
Join Date: Apr 2002
Location: The British Empire
Posts: 1,105
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I've noticed longer saved game load times! It seems to hang around on 100% for a while! And i somtimes have no sound in game!
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July 19, 2002, 18:01
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#42
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Prince
Local Time: 04:34
Local Date: November 1, 2010
Join Date: Sep 1999
Location: Toronto, Canada
Posts: 831
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downloaded, installed it and created first scenario. At first some confusion. But its so far perfect. Great job. Scenario works so far so good.
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Civfan (Warriorsoflight)
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July 19, 2002, 19:36
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#43
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Prince
Local Time: 23:34
Local Date: October 31, 2010
Join Date: Feb 2002
Posts: 915
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The IMPORT feature worked smoothly. I just moved my mod to another folder, installed 129, and then imported through the Editor my values back in.
It was also simple to change a little text so that my different Great Wonder did not cause an error notice.
Too bad Firaxis didn't correct the craziness of Culture Flipping; make subs and privateers useful; slow down Settler Diarrhea; give us Diplomatic control for scenarios. etc.
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July 19, 2002, 22:50
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#44
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Prince
Local Time: 01:04
Local Date: November 1, 2010
Join Date: Aug 2001
Location: St. John's, NF
Posts: 331
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Anyone else find that the editor works a lot slower now? It used to work fine but now it gobbles up my memory and I have to wait a second or two after every change.
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You sunk my Scrableship!
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July 19, 2002, 23:05
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#45
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King
Local Time: 23:34
Local Date: October 31, 2010
Join Date: Mar 2002
Location: Dallas, TX
Posts: 2,824
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What is the version of the editor in 1.29? Is it 1.50?
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July 20, 2002, 01:23
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#46
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Warlord
Local Time: 21:34
Local Date: October 31, 2010
Join Date: May 2002
Location: Utah, USA
Posts: 282
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The Patch is version 1.29, the editor is version 1.50, and the BIC is version 4.01
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July 20, 2002, 06:07
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#47
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Settler
Local Time: 20:34
Local Date: October 31, 2010
Join Date: Jul 2002
Location: Southern California
Posts: 10
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I made a standard size map with 8 civs each starting with 10 cities and 2 units in each city beginning in the modern ages; I get a crash every time someone tries to take the last English city on my map. I don't think it is the act of destroying a civ because I have destroyed the Egyptians with no crashes. All the cities on the map are ones I placed in the new editor. Has anyone ran into this problem as of yet or do you think it might just be a bug in my save game? Anyway I just thought I would post this bug if it is one. It’s kind of funny though because the English have one city left and I have modern armor surrounding their entire city protecting it from the entire world that is at war with them, never had to have "peace keepers" before
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July 20, 2002, 09:49
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#48
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Prince
Local Time: 04:34
Local Date: November 1, 2010
Join Date: Aug 2000
Posts: 371
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Quote:
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The IMPORT feature worked smoothly.
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A compliment?
Okay, who took over Coracle's PC?
Sorry . . . (Chronus heads for the exit door)
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July 20, 2002, 10:16
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#49
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Prince
Local Time: 05:34
Local Date: November 1, 2010
Join Date: May 2002
Location: Germany
Posts: 720
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The game asked me for the CD, which was in the CD Rom drive? Never had that before, although I think it was an issue for some people a couple patches ago. As soon as I changed the CD to the other drive everything was ok.
__________________
Excellence can be attained if you Care more than other think is wise, Risk more than others think is safe, Dream more than others think is practical and Expect more than others think is possible.
Ask a Question and you're a fool for 3 minutes; don't ask a question and you're a fool for the rest of your life! Chinese Proverb
Someone is sitting in the shade today because someone planted a tree a long time ago. Warren Buffet
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July 20, 2002, 10:42
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#50
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Chieftain
Local Time: 04:34
Local Date: November 1, 2010
Join Date: Nov 2000
Location: USA
Posts: 62
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Too Many Resources (STILL)
I've had this bug since the original unpatched version and posted it once here, four times to Infogrames Support (with NO response) and all the patches up to 1.29f have NOT fixed this issue.
I have a save game you will have to reference, let me know where to send it - OR - you can download it from:
http://www.disorganized-mayhem.com/C3CrashSave.zip
I've tried this game on 3 different machines and I have the same issue on all three machines.
Game Year 1920, I launch an attack and take over a city (Mauk Chuk) with 3 ivory resources around it. The game crashes whether I choose to raze the city or take it over with my own governer. It crashes as soon as I decide to install my own governer. If I raze the city, depending on which patch I've played with, it either crashes right then or when I end my turn.
I suspect this is because of the amount of resources I currently have and I am adding a yet another new resource.
PLEASE HELP!
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July 20, 2002, 11:20
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#51
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Emperor
Local Time: 01:34
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Botanic Garden, Rio
Posts: 5,124
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Re: Too Many Resources (STILL)
Quote:
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Originally posted by be0wulfe
Game Year 1920, I launch an attack and take over a city (Mauk Chuk) with 3 ivory resources around it. The game crashes whether I choose to raze the city or take it over with my own governer. It crashes as soon as I decide to install my own governer. If I raze the city, depending on which patch I've played with, it either crashes right then or when I end my turn.
I suspect this is because of the amount of resources I currently have and I am adding a yet another new resource.
PLEASE HELP!
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The same happened with me, with 1.29 and 1.21. It's a mod?
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July 20, 2002, 19:05
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#52
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Chieftain
Local Time: 04:34
Local Date: November 1, 2010
Join Date: Nov 2000
Location: USA
Posts: 62
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Re: Re: Too Many Resources (STILL)
Quote:
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Originally posted by Aro
The same happened with me, with 1.29 and 1.21. It's a mod?
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I've actually tried both with an unmodded bic and with my personal mods, with no difference.
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July 20, 2002, 20:02
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#53
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Chieftain
Local Time: 21:34
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Alberta
Posts: 98
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Adding a resource or a luxery to an already "ok" deal in diplomacy will cause the computer to want even more.
A single sqaure of culture border was located off the mainland diagonal to the normal cultural borders over the ocean.
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July 20, 2002, 20:24
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#54
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Warlord
Local Time: 22:34
Local Date: October 31, 2010
Join Date: Nov 2001
Location: America
Posts: 136
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When I upgrade my Knights to Calvary it costs me zero gold. This has happened in two games. It is a "good bug", but it is still a bug...
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July 20, 2002, 21:24
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#55
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Settler
Local Time: 04:34
Local Date: November 1, 2010
Join Date: Apr 2002
Posts: 16
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Possible bug
When an Elite unit spawns a Leader, you can rename the Elite Unit--not the Leader. Nice if you want to know which unit created the leader, but not so nice when you want to name the leader. IIRC, this is not the behavior they were looking for in the code, right?
I'm going to see if I can reproduce this in a different game, as well.
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July 20, 2002, 21:26
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#56
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Prince
Local Time: 04:34
Local Date: November 1, 2010
Join Date: Jan 2001
Location: United Kingdom of Great Britain
Posts: 393
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I think renaming the unit was the effect they wanted, as that unit will produce no more leaders. Also, you can already rename leaders in the editor.
I may be wrong though...
Chris
__________________
Quote:"He who has not learned to obey cannot be a great leader."
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July 20, 2002, 21:27
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#57
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Warlord
Local Time: 14:34
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Sydney
Posts: 266
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What's Doing???
In a scenario I made I was able to rebase my fighter on a land square! I didn't make them mobile or anything but it happened one turn and never again. The fighter is still there but it can only move back into a city.
Now that never happened before! Is that really a bug, I kinda like it
__________________
"Show me a man or a woman alone and I'll show you a saint. Give me two and they'll fall in love. Give me three and they'll invent the charming thing we call 'society'. Give me four and they'll build a pyramid. Give me five and they'll make one an outcast. Give me six and they'll reinvent prejudice. Give me seven and in seven years they'll reinvent warfare. Man may have been made in the image of God, but human society was made in the image of His opposite number, and is always trying to get back home." - Glen Bateman, The Stand (Stephen King)
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July 20, 2002, 23:48
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#58
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Prince
Local Time: 23:34
Local Date: October 31, 2010
Join Date: Apr 2002
Location: Waterloo, Ontario
Posts: 687
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Quote:
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Originally posted by Jeph
I was watching the TV the other day (WOW) and I seen a mac comercial bagging the PC. " I get no more blue screens of death" I was thinking, you also don't get customability, good games, and apparrantly 1.29 patch I feel bad for you BUY A PC!
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Heh, some guys made up a commercialish movie making fun of that commercial, here. Haven't watched it myself, the linup on fileplanet's way too long. But I'm sure it's good for a laugh .
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I AM.CHRISTIAN
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July 21, 2002, 02:14
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#59
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Warlord
Local Time: 20:34
Local Date: October 31, 2010
Join Date: Jan 2002
Location: Vancouver, BC
Posts: 116
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My only gripe is that it doesn't take me to the Hall of Fame after I've finished a game. It used to back before v121 came out.
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July 21, 2002, 07:38
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#60
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Chieftain
Local Time: 22:34
Local Date: October 31, 2010
Join Date: May 2002
Posts: 48
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Re: Possible bug
Quote:
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Originally posted by hallumj
When an Elite unit spawns a Leader, you can rename the Elite Unit--not the Leader. Nice if you want to know which unit created the leader, but not so nice when you want to name the leader. IIRC, this is not the behavior they were looking for in the code, right?
I'm going to see if I can reproduce this in a different game, as well.
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Actually, this is excatly the intended behaviour.
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