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Old July 31, 2002, 15:50   #121
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Quote:
Originally posted by ThePlagueRat
Skimmed through the firaxian patch report, and noticed a little bit elementary goody stuff. Ok nice, but I saw something alarming too:

"Restricted roads/railroads from being built on terrain that has no road bonus. "

What's this **** supposed to mean?
Aha! I am SO glad that it was documented SOMEWHERE!
In the version 1.29 Editor; Terrain tab I had changed Tundra's Terraform Bonus for Roads to '0' (from '1'). My intent was to make tundra useless except for colonies (I had also disabled planting forests on tundra).

Then in the 1300's (AD) I went to build a road on tundra and was unable to do so. Now all the tundra that didn't already have forests on it is TOTALLY worthless, and any strategic resources on it will be totally unaccessible.
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Old July 31, 2002, 18:05   #122
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I've noticed that I've had to turn off the damn muzak that comes with the game a number of times. It seems to be able to turn itself on with 1.29. Wierd stuff.
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Old August 1, 2002, 01:49   #123
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Incorrect screens for Theory of Evolution advancements
I'm not sure if this is new to 1.29, but I don't recall seeing it in 1.21 (though I might not have been paying attention). I just got Theory of Evolution, and I got two screens which were for The Great Library. The message was something like "The Iriquois and the Persions have taught us Feudelism, what would you like to research next?". I'm not sure if it was exacly that, but the point is it was clearly a Great Library screen, and I got it when being offered my choices from the Theory of Evolution. 1.29 patch, no mods.

Obviously not a big deal since I got my tech advancements, but it was a bit odd that since the Iriquois and the Persians had learned Feudelism I was going to get Atomic Theory...

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Old August 1, 2002, 15:34   #124
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I almost finished my WWII scenario, and I wanted to playtest what I have so far, but the game crashes once the scenario loads.....Every time I get this message :
""CIVILIZATION3 caused an invalid page fault in
module CIVILIZATION3.EXE at 0167:004ff716.
Registers:
EAX=01674ff8 CS=0167 EIP=004ff716 EFLGS=00010216
EBX=00000043 SS=016f ESP=00adf7b4 EBP=00000041
ECX=00000000 DS=016f ESI=ffffffff FS=107f
EDX=005b7fff ES=016f EDI=0061e3e8 GS=0000
Bytes at CS:EIP:
8b 11 ff 52 54 8b 0d 44 4f 5f 00 8b 97 44 08 00
Stack dump:
0286ec74 00000043 00000003 00000001 00000041 ffffffff 0286ec74 00000003 00000045 00462a11 00000001 00000040 ffffffff 00000043 00000000 0286ec74 "

Anyone has any idea what might be causing it?
Here is the file for people to look at
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Old August 1, 2002, 19:31   #125
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Entering a new age is still not announced when you get there by trading techs.
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Old August 3, 2002, 20:00   #126
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Replay shows wrong graph label
In the replay at the end of the game, the histograph is initially labeled "power" but it is really "score". If you select something different from the drop-down, you get the correct graph. (or if you select power again, you get the actual powergraph). The wrong graph is displayed only before you touch the dropdown menu.

I'm not playing Civ3 until they fix this!

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Old August 4, 2002, 03:00   #127
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The AI refuses to make an offer for your World or Territory Map if it thinks it should cost more than it can pay (even though you would be satisfied with less).
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Old August 4, 2002, 03:13   #128
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Re: Replay shows wrong graph label
Quote:
Originally posted by alexman
In the replay at the end of the game, the histograph is initially labeled "power" but it is really "score". If you select something different from the drop-down, you get the correct graph. (or if you select power again, you get the actual powergraph). The wrong graph is displayed only before you touch the dropdown menu.

I'm not playing Civ3 until they fix this!

A small bug exsisting from v1.07

I wonder why Firaxis dodn't noticed it.

Still, it's not realy crucial for gameplay, just annoying.
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Old August 4, 2002, 10:41   #129
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Quote:
Originally posted by Ribannah
The AI refuses to make an offer for your World or Territory Map if it thinks it should cost more than it can pay (even though you would be satisfied with less).
hi ,

indeed , and sometimes when you give it , the AI refuses it , or becomes upset , yet he "knows" less then you

there should be more control over such things , ....

and most of the things asked in my sig only where given half , ......

Firaxis , please give us some feedback and most important , fix some things

have a nice day
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Old August 4, 2002, 11:51   #130
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The civilopedia entry for 'Economics' fails to mention the new ability to double the effect of wealth production.

Yes, I know it's a rather small bug, but Firaxis really seems to care about civilopedia typos ...
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Old August 5, 2002, 12:45   #131
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Quote:
Originally posted by lockstep
The civilopedia entry for 'Economics' fails to mention the new ability to double the effect of wealth production.
How do you double the effect? I couldn't find anything in the readme file.
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Old August 5, 2002, 16:25   #132
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Reported this before, but it still happens (and already did in Civ2).
Sometimes when you re-allocate a city's workers and then put them back on the original squares, the number of shields after waste is one lower, and there's no way to restore what you got before except by reloading the autosave. Very, very annoying when you're building the Forbidden Palace and waste is already increasing all the time (because you've founded more cities ).
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Old August 5, 2002, 17:09   #133
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Quote:
Originally posted by Lucilla
How do you double the effect? I couldn't find anything in the readme file.
Just by researching Economics. From then on, producing 'wealth' in a city will yield the double amount of gold per turn.
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Old August 5, 2002, 17:38   #134
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Good to know, thanks lockstep.
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Old August 6, 2002, 07:54   #135
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This is an editor bug, but the supposedly "appropriate" thread over in the Creation forum has turned into a long persistent whine about the lack of event scripting. So I'm reporting this here...

The "Allow Cities" checkbox does not work when you uncheck it. For instance, I set desert, jungle and tundra to not allow cities. First game I started there was a huge mass of tundra to my south. Part way through the game the AI English come along a plop a city down in the tundra. So much for that new "feature" in the editor.
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Old August 6, 2002, 10:07   #136
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If there is a forest on tundra you can still build on it.
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Old August 6, 2002, 10:35   #137
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Quote:
Originally posted by Ribannah
Reported this before, but it still happens (and already did in Civ2).
Sometimes when you re-allocate a city's workers and then put them back on the original squares, the number of shields after waste is one lower, and there's no way to restore what you got before except by reloading the autosave. Very, very annoying when you're building the Forbidden Palace and waste is already increasing all the time (because you've founded more cities ).
hi ,

indeed , and sometimes when you capital is take over it happens to , aldo in a lesser extend , it does only half the job , ....

have a nice day
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Old August 6, 2002, 12:20   #138
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Quote:
Originally posted by Stuie
This is an editor bug, but the supposedly "appropriate" thread over in the Creation forum has turned into a long persistent whine about the lack of event scripting. So I'm reporting this here...

The "Allow Cities" checkbox does not work when you uncheck it. For instance, I set desert, jungle and tundra to not allow cities. First game I started there was a huge mass of tundra to my south. Part way through the game the AI English come along a plop a city down in the tundra. So much for that new "feature" in the editor.
I saw the same happening, but I was not able to build on desert, whereas the AI apperantly was. So I could restrict myself, but not the AI
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Old August 6, 2002, 13:29   #139
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hi ,

when making the rules this or that , the AI seems to do what he wants , sometimes he accepts this rule , sometimes not

have a nice day

Last edited by Panag; August 6, 2002 at 13:46.
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Old August 6, 2002, 13:44   #140
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hi ,

while making a map , when placing cities and towns , have the time they dont show up on the map , when you load the scenario they are there , but when you place units or towns on the map you only get there name or number , ....

in about 50% , .....

Firaxis

have a nice day
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Old August 6, 2002, 21:23   #141
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is it just me or have i not noticed this before. played a game last night where i made a Right of passage agreement, and then couldnt recind the agreement ever.. Eventually I had to wipe out the other civ to prevent him building citys in my gaps in my civ. Are Right of passages permanent or the same as other agreements lasting only 20 turns.
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Old August 7, 2002, 06:29   #142
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what's a "feebacK" in the post listing... do I get money back for an original defective game?
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Old August 7, 2002, 06:49   #143
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Quote:
Originally posted by Lucilla
I saw the same happening, but I was not able to build on desert, whereas the AI apperantly was. So I could restrict myself, but not the AI
The AI built cities on desert? Then this new editor feature IS buggy. Too bad ....

Well, Mike B also didn't succeed with government-specific improvements/wonders in the first try and fixed it in v1.21, so I'm quite sure restricted city founding will also work eventually.
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Old August 7, 2002, 11:23   #144
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Quote:
Originally posted by Stuie
This is an editor bug, ...

The "Allow Cities" checkbox does not work when you uncheck it. For instance, I set desert, jungle and tundra to not allow cities. First game I started there was a huge mass of tundra to my south. Part way through the game the AI English come along a plop a city down in the tundra. So much for that new "feature" in the editor.
If there is forest on the tundra, then they can build a city there. I had disallowed cities on tundra also.

WARNING: As documented somewhere around here, if you give roads a commerce value of zero on a terrain (same editor tab, 1.29), then you CANNOT BUILD roads there! This means no colonies. Moral to the lesson: test your rule changes on smaller maps!
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Old August 8, 2002, 10:23   #145
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Quote:
Originally posted by Rasputin
is it just me or have i not noticed this before. played a game last night where i made a Right of passage agreement, and then couldnt recind the agreement ever.. Eventually I had to wipe out the other civ to prevent him building citys in my gaps in my civ. Are Right of passages permanent or the same as other agreements lasting only 20 turns.
hi ,

and they claim you can remake the deals every 20 turns , .......

you are not the only one with the problem , ....

have a nice day
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Old August 8, 2002, 10:34   #146
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Quote:
Originally posted by Rasputin
is it just me or have i not noticed this before. played a game last night where i made a Right of passage agreement, and then couldnt recind the agreement ever.. Eventually I had to wipe out the other civ to prevent him building citys in my gaps in my civ. Are Right of passages permanent or the same as other agreements lasting only 20 turns.
In the Diplomacy screen click active and cancel the one you want.
In the prefrences menu you can make it so it always pops up after 20 years.
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Old August 8, 2002, 11:22   #147
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Quote:
Originally posted by Level


In the Diplomacy screen click active and cancel the one you want.
In the prefrences menu you can make it so it always pops up after 20 years.
hi ,

it seems to have its own live from time to time , ...

have a nice day
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Old August 10, 2002, 20:04   #148
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In 350 BC, my OCC game has France on 1201 culture points and my single city Paris on only 1172 ....

It appears that the turn I chose a new government (Republic), no culture was accumulated in Paris, while it did count for France!

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Old August 10, 2002, 20:15   #149
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Quote:
Originally posted by Ribannah
In 350 BC, my OCC game has France on 1201 culture points and my single city Paris on only 1172 ....

It appears that the turn I chose a new government (Republic), no culture was accumulated in Paris, while it did count for France!

hi ,

hey , Ribannah , got a SAV(e)

also mail a sav to firaxis , this is the kind of stuff they asked for , .....

9 out of 10 the are going to come up with some "logical" explanation , .....

have a nice night
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Old August 11, 2002, 09:34   #150
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bugs:

trade diplomacy: When you have prefs set to 'renegotiate deals', and an existing trade (gems for cash, for example) ends after 20 turns, the other civ is contacted. He wants to continue the deal, but if you choose to renegotiate, sometimes he wont even accept the original deal any more!!! VERY frustrating!!

Suing for peace: you arent able to sweetalk a weak civilization into giving you more stuff after kicking their tail by adding trade, technology, etc. to the pile. Say you want them to surrender a second city, in adittion to other things: "i doubt they will accept this deal". But add a tech to your pile, or resources, or even a couple of your OWN cities, and suddenly: "They would never accept this deal!!"

establishing embassies: Only way to establish embassies seems to be to right click on your capital, and select from the subsequent menu. This menu item is wrongly labelled "conduct espionage'.
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