September 15, 2002, 10:15
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#211
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Emperor
Local Time: 05:34
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Praha, Czech Republic
Posts: 5,581
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Re: Re: Re: Bugs/Problems.....
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Originally posted by E_T
From the Cixilopedia: On the trade & trade routes page
Water routes: In order to use a water route, YOUR civilization must be able to SAFELY trasverse EVERY SQUARE of the route and this depends upon having Mapmaking, Navigation and/or Magnatism.
I wonder why Astronomy isn't listed, anyways, there is a viable water route, there wouldn't be if you couldn't use the route planner (i.e. goto)!
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No savegame attached, but anyway...
I believe that the pedia is not 100% precise defining what "safely traversing" means. AFAIK, it means that every square of the trade-route must be safe for your vessels, even if they FINISH their turn there.
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September 15, 2002, 10:31
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#212
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King
Local Time: 20:34
Local Date: October 31, 2010
Join Date: Mar 2002
Location: Anaheim, California
Posts: 1,083
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Where is the SAVE?
It doesn't really matter about the save. You DON'T have a viable path. You said there is a SEA tile in the way. EVERY tile along at least one path must be coastal.
Maybe the civolopedia has it wrong but the fact is you have sea tiles in the way. Even one is enough to block trade. YOU can go cover the sea tiles because you can move three but the path still crosses sea tile. The goto algorithym is not the arbiter of what counts as a viable path. Again all it takes IS ONE SEA TILE to stop trade.
You have not found a bug in the game. Just a bug in your understanding of how trade works. Without looking it up it could be due to the Civalopedia but its still not a game bug.
Naw its not the Civalopedia, its your interpretation. It says EVERY square and you don't have that. It would be more precise if it said STOP on every square but sea tile are still not safe to travel on. You could get blocked for instance and be stuck so the sea tiles are a risk even if you have a chance of crossing them.
If you look at the techs themselves you will see that Navigation says
New Ability Harbors can be connected by ocean squares.
Astronomy says
New Ability Harbors can be connected by sea squares
Well you don't have Astronomy so you CAN NOT be connected by sea tiles.
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September 15, 2002, 11:34
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#213
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Emperor
Local Time: 00:34
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Orlando, Florida
Posts: 8,807
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Save file
Opps, forgot the file. Here it is.....
__________________
Worship the Comic here!
Term IV Deputy Foreign Minister for Trade of Apolytonia, Term V CP & Term VI DM of Apolytonia, Term VII SMC of Apolytonia - SPDGI
Minister of the Interior of the PTW InterSite Demo Game
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September 15, 2002, 13:15
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#214
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Deity
Local Time: 00:34
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Remember you can send a galley across the sea using the goto and it may even make it. It may not, it has percentage of a change to survive in a sea tile at the nd of the turn. That is why you read about players sending galley after galley out to try to get across until one lucks out and makes it. That does not mean you can have trade across those tiles. If one does not care for the game, that fine. When one complains about it not working and does not uderstand the rules, that is a shame.
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September 17, 2002, 11:37
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#215
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Deity
Local Time: 06:34
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Switzerland
Posts: 11,056
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Did anyone notice this bug ?
I load a save, say Elizabeth, 2150 BC,
then I make Zoom out with the 'Z' key.
Immediately after this, I load an older save of the same game, say Elizabeth, 3050 BC.
I was astonished to see some parts of the unknown world !
This effect disappears as soon as you move your mouse, but it's very annoying !
Could you reproduce this bug with your own saves ?
You can see it on this screenshot :
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September 17, 2002, 12:04
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#216
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Deity
Local Time: 00:34
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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I have seen "ghost" overlays. The times that have been a problem is when it leaves me where I can not see what my move is as I can not see the unit I wanted to move.
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September 17, 2002, 18:12
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#217
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Emperor
Local Time: 06:34
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 astrologix
Did anyone notice this bug ?
I load a save, say Elizabeth, 2150 BC,
then I make Zoom out with the 'Z' key.
Immediately after this, I load an older save of the same game, say Elizabeth, 3050 BC.
I was astonished to see some parts of the unknown world !
This effect disappears as soon as you move your mouse, but it's very annoying !
Could you reproduce this bug with your own saves ?
You can see it on this screenshot :
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hi ,
do you have a save
post it here and send a copy to Firaxis
have a nice day
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September 17, 2002, 20:01
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#218
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Queen
Local Time: 05:34
Local Date: November 1, 2010
Join Date: Aug 2000
Location: The Netherlands, Embassy of the Iroquois Confederacy
Posts: 1,578
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This could just be slow graphics, instead of a bug.
__________________
A horse! A horse! Mingapulco for a horse! Someone must give chase to Brave Sir Robin and get those missing flags ...
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September 18, 2002, 00:41
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#219
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Deity
Local Time: 00:34
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Not in my case. I have a radon 8500 on one box and Gforce 3 on the other and they 1.6G or higher. I can not image a they are too slow.
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September 18, 2002, 03:20
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#220
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Deity
Local Time: 06:34
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Switzerland
Posts: 11,056
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Yes, Panag. Here are the saves.
I have a Pentium III 800 MHz, 256 MB and an ATI graphic card 32MB. My comp is OK !
This bug allows cheating in the first stages of a game. FIRAXIS : It must be fixed !
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September 18, 2002, 03:21
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#221
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Deity
Local Time: 06:34
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Switzerland
Posts: 11,056
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And here is the second save :
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September 18, 2002, 04:34
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#222
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Queen
Local Time: 05:34
Local Date: November 1, 2010
Join Date: Aug 2000
Location: The Netherlands, Embassy of the Iroquois Confederacy
Posts: 1,578
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I just tested it and you are right, I get the same effect.
Then I tested it with saves of one of my own games (AU 105) and I get the same again. So it is indeed another bug.
__________________
A horse! A horse! Mingapulco for a horse! Someone must give chase to Brave Sir Robin and get those missing flags ...
Project Lead of Might and Magic Tribute
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September 18, 2002, 05:08
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#223
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Deity
Local Time: 06:34
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Switzerland
Posts: 11,056
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Anyone could say to me the best FIRAXIS's e-mail adress where I could send those saves ?
Thanks
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September 18, 2002, 06:01
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#224
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Deity
Local Time: 06:34
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Switzerland
Posts: 11,056
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Quote:
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Originally posted by Ribannah
I just tested it and you are right, I get the same effect.
Then I tested it with saves of one of my own games (AU 105) and I get the same again. So it is indeed another bug.
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Thank you, Ribannah
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September 18, 2002, 14:00
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#225
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King
Local Time: 21:34
Local Date: October 31, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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Quote:
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Originally posted by astrologix
Anyone could say to me the best FIRAXIS's e-mail adress where I could send those saves ?
Thanks
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If you go to www.firaxis.com, select "Contact" and then "Game Feedback" you'll have an option to send a bug report.
BUT - read the bug report instructions -- they DO NOT WANT SAVED GAMES sent to them -- just describe the problem and provide the information they request in the bug report. They will get back to you if they want a saved game - I've used the bug report before and the QA team seems to deal with reports seriously and fairly promptly.
Catt
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September 18, 2002, 15:07
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#226
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Deity
Local Time: 06:34
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Switzerland
Posts: 11,056
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Done.
Thank you Catt :-)
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September 22, 2002, 01:35
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#227
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Deity
Local Time: 00:34
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Not sure if this is a bug or I am missing something, but why does the foriegn advisor screen revert back to War and Peace lines. I hate that, I select all and next time I come back they usually no longer selected?
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September 22, 2002, 02:04
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#228
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Emperor
Local Time: 21:34
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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vmxa1, in my experience the F4 show only the War/Peace lines when you first load up the game. During your play session they stay as you have them selected.
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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September 22, 2002, 10:50
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#229
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Emperor
Local Time: 06:34
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 ,
any more problems , ......
the more that are found now , the faster they can be fixed , ...
have a nice day
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September 22, 2002, 14:41
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#230
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Deity
Local Time: 00:34
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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I do not understand why it would not have a default of all anyway, what is the harm?
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September 23, 2002, 11:19
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#231
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Warlord
Local Time: 04:34
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Venezuela
Posts: 200
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I dont know if this has been posted, there is a huuuuge stealtech bug/exploit.
How to exploit:
1- Set your research to go for a tech that someone else has.
2- Steal that tech from someone.
3- When the Sci advisor popup asks you what to research next, select in the dropdown something that the other civ has.
4- Instead of clicking "Oki" click "Wha's tha big pic"
Choose tech, go back to step 1.
If you do this and they have no more tech you get locked in a screen that asks you to choose what to steal but nothing can be stolen so you cant get out of it.
This can lead to real SEVERE cheating in multiplayer since ALL YOUR TECHS can be stolen in 1 turn for the price of stealing ONE tech.
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September 23, 2002, 17:30
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#232
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Chieftain
Local Time: 04:34
Local Date: November 1, 2010
Join Date: Jul 2002
Location: United Kingdom
Posts: 76
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Quote:
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Originally posted by XOR
I dont know if this has been posted, there is a huuuuge stealtech bug/exploit.
How to exploit:
1- Set your research to go for a tech that someone else has.
2- Steal that tech from someone.
3- When the Sci advisor popup asks you what to research next, select in the dropdown something that the other civ has.
4- Instead of clicking "Oki" click "Wha's tha big pic"
Choose tech, go back to step 1.
If you do this and they have no more tech you get locked in a screen that asks you to choose what to steal but nothing can be stolen so you cant get out of it.
This can lead to real SEVERE cheating in multiplayer since ALL YOUR TECHS can be stolen in 1 turn for the price of stealing ONE tech.
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I presume PTW is going to include all post 1.29f bugs.
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September 28, 2002, 19:20
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#233
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Settler
Local Time: 23:34
Local Date: October 31, 2010
Join Date: Sep 2002
Posts: 2
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bug.........
Ok, I'm playing the Greeks on Monarch difficulty and I have a Jet Fighter on Point-Defense on a Carrier off the coast of India (whom I'm at war with). Now, everytime my Jet Fighter shoots down an Indian Bomber the game locks up. This has happened on 2 seperate occasions. To get around it I take the Jet Fighter off Point Defense but I'd rather not have to do that since my Battleships are being bombed This doesn't happen when Jet Fighters intercept bombers from my cities, just on the Carrier.
Has anyone else had this problem?
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September 29, 2002, 10:54
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#234
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Chieftain
Local Time: 04:34
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Cheshire
Posts: 81
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Hi all,
I have had an incident where a ship was transported across ocean to undiscovered lands when navigation is not known and no-one knew of these lands. It happened in a game where I was sitting by an Indian city and was asked to leave by moving my ship immediately. There were no safe squares close by to put my ship. Zoom, splash. Arrive at Zululand. I used this method several more times to get a settler and some troops there also.
Does the move units function check for whether or not
a) the overall move is legal?
b) the square being moved to is explored by the civilization whose unit is being moved?
Anyone else seen anything like this?
Regards
Sun_Tzu
__________________
Lady Astor : "If I were your wife I would put poison in your drink"
Churchill : "If I were your husband I would gladly drink it"
Unclear words can wipe out all human life on earth if used improperly
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September 30, 2002, 06:42
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#235
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Queen
Local Time: 05:34
Local Date: November 1, 2010
Join Date: Aug 2000
Location: The Netherlands, Embassy of the Iroquois Confederacy
Posts: 1,578
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No, none of my ships was ever moved at all after being asked to leave when no known & available square was nearby. The phrase 'will be moved automatically' simply doesn't come.
Land units I'm not sure about, certainly not more than just a single square into the unknown.
__________________
A horse! A horse! Mingapulco for a horse! Someone must give chase to Brave Sir Robin and get those missing flags ...
Project Lead of Might and Magic Tribute
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October 2, 2002, 18:20
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#236
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Chieftain
Local Time: 04:34
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Cheshire
Posts: 81
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Ribannah,
I will post file with similar situation when I come across it again. Then others can try to see if it happens consistently.
Regards
Sun_Tzu
__________________
Lady Astor : "If I were your wife I would put poison in your drink"
Churchill : "If I were your husband I would gladly drink it"
Unclear words can wipe out all human life on earth if used improperly
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October 9, 2002, 17:36
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#237
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Settler
Local Time: 04:34
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 19
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I would like to report a very annoying bug!
This is using 1.29f
I set all my cities' governors to:
Manage citizen mood
Emphasize food
ANd emphasize NOTHING ELSE
Yet I keep having cities that aren't growing anymore because the AI is mining mountains instead of harvesting irrigated grasslands!
And the only way to fix this is to take off the governor...
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October 11, 2002, 11:45
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#238
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King
Local Time: 23:34
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Now Appearing Nightly at the Stardust lounge
Posts: 1,656
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I came across this in a game I am currently playing, but I have not read through this whole list to see if it's been mentioned. Also I have not confirmed it positively but it appears that after I build a solar plant in a city I then build a nuclear plant only to find that after completing that I have the option to build the solar plant again which, after completion gives me the option, again, of building a nuke plant. A perpetual loop practically.
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October 11, 2002, 11:59
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#239
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Emperor
Local Time: 06:34
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 walruskkkch
I came across this in a game I am currently playing, but I have not read through this whole list to see if it's been mentioned. Also I have not confirmed it positively but it appears that after I build a solar plant in a city I then build a nuclear plant only to find that after completing that I have the option to build the solar plant again which, after completion gives me the option, again, of building a nuke plant. A perpetual loop practically.
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hi ,
, this is logical , you can only buildt one power plant at the same time , ....
have a nice day
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October 11, 2002, 12:48
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#240
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King
Local Time: 23:34
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Now Appearing Nightly at the Stardust lounge
Posts: 1,656
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It's not the building one at a time, it's building a solar plant, then building a nuke plant, then having to build a solar plant again. In the same city. It's like you can't have both at the same time. That's the only thing I can think of but why not? They are different facilities.
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