March 1, 2003, 05:19
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#1
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ACS Staff Member / Hosted Site Admin
Local Time: 23:41
Local Date: November 1, 2010
Join Date: Jan 2000
Posts: 7,524
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Play The World 1.21f Bug Reports
New patch new thread
Please make sure that when reporting a bug it is clear and understandable
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March 1, 2003, 07:34
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#2
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Prince
Local Time: 21:41
Local Date: November 1, 2010
Join Date: Aug 1999
Location: Brussels, Belgium
Posts: 318
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Still not fixed unless I missed something :
When you load a PBEM game with the 'load game' option while playing another game, you see another player's position. It never happens when you load from the main menu or from the multiplayer menu.
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"Great artists have no country."
-Alfred de Musset
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March 1, 2003, 09:04
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#3
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Prince
Local Time: 15:41
Local Date: November 1, 2010
Join Date: Sep 2002
Posts: 733
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Attempted to host and got booted from final setup screen with "the host has canceled the game" statement. If you are wondering, I have successfully hosted games back to 1.04f.
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Citizen of the Apolyton team in the ISDG
Currently known as Senor Rubris in the PTW DG team
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March 1, 2003, 10:30
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#4
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Local Time: 15:41
Local Date: November 1, 2010
Join Date: Sep 1999
Posts: 2,436
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Quote:
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Originally posted by CiverDan
Attempted to host and got booted from final setup screen with "the host has canceled the game" statement. If you are wondering, I have successfully hosted games back to 1.04f.
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This seems to happen when you have a non-1.21f player enter the set-up. Last patch, when players with different versions launched together nobody made the set-up area. With this patch everyone seems to make it and the game senses the non-matching game versions and aborts the game. Firaxis just didn't write a new message to cover the occurance.
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"The greatest happiness of life is the conviction that we are loved - loved for ourselves, or rather, loved in spite of ourselves."--Victor Hugo
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March 1, 2003, 13:42
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#5
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Official Civilization IV Strategy Guide Co-Author
Local Time: 15:41
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Not just another pretty face.
Posts: 1,516
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Infinite worker movement bug still there- I guess I should've reported this last time, but I figured someone else would've.
In MP games: Have a worker build a road to a specific location that already has a road on it. Worker will move max-three squares for the turn (or less, based on terrain) and then stop. Worker will still have green "ready to move" bubble- wake worker, build a road to a location again. Rinse and repeat. You can run a worker 60 tiles or more, as long as all the tiles are all laid out with road already. You can also abuse this by moving workers on to unroaded tiles, waking them immediately, and having them build road. Industrialist cheaters are twice as bad.
Anyhow. Only works in MP games as far as I can tell, but it can allow for pretty fast worker utilization, and still not fixed.
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March 1, 2003, 15:40
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#6
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Chieftain
Local Time: 20:41
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 63
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Not sure if this is the proper place to post this question -- I am in the middle of several MP games using 1.14. Will those save games work under 1.21? I'd check it out myself, but my Dad (at a remote location and older and not so good with computers) will also have to install the patch and I don't want to confuse him.
Thanks in advance.
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March 1, 2003, 15:44
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#7
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Deity
Local Time: 13:41
Local Date: November 1, 2010
Join Date: Dec 2000
Location: Baron of Sealand residing in SF, CA
Posts: 12,344
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Edgar, Yes it will work with a 1.14 save...just make sure that everyone is using the same version (1.21). Of course, this is only for US versions of PTW.
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"One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
"If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
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March 3, 2003, 10:32
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#8
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Warlord
Local Time: 20:41
Local Date: November 1, 2010
Join Date: Mar 2000
Location: State of the Animal
Posts: 227
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Incredible, is this all!
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Freedom Doesn't March.
-I.
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March 3, 2003, 18:58
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#9
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King
Local Time: 22:41
Local Date: November 1, 2010
Join Date: May 2002
Location: Sweden
Posts: 1,333
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Quote:
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Originally posted by problem_child
Incredible, is this all!
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It takes some time for the **** to hit the fan.
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March 4, 2003, 15:59
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#10
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Emperor
Local Time: 15:41
Local Date: November 1, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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especially when half the gamers are playing moo3 or participating in several demogames
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"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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March 5, 2003, 17:20
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#11
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Emperor
Local Time: 22:41
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 ,
well not to many problems with this patch , .....
but , people should read before they download the 1.21f patch , ..... ist for the US english version only , ....
have a nice day
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March 6, 2003, 09:38
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#12
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Chieftain
Local Time: 15:41
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Columbia, MD
Posts: 30
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I have one problem with the patch. After installing the patch and inserting the CD to play, the little CD arrow icon just keeps spinning, never opening the CD!! I uninstalled the patch with no change. Re-installed it and no change. Right now I can't open the PTW CD!!! I tried a different game CD (Unreal II) and had NO problems. Haven't resolved the problem yet, but my next step will be to uninstall all patches and entire game and re-install. That is if I can ever open the CD again!!!
Anyone else out there have this same problem??
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March 6, 2003, 10:30
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#13
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Warlord
Local Time: 16:41
Local Date: November 1, 2010
Join Date: Apr 2002
Location: USA
Posts: 158
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I have successfully reached gotten through the setup screens to the game screen 5 times so far with the new patch. 4 out of those 5 times, nobody was able to build a city or move their first settler. This used to be an occasional problem in 1.14f, but seems to have become much more of a problem in 1.21f, at least initially.
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March 6, 2003, 14:38
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#14
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Official Civilization IV Strategy Guide Co-Author
Local Time: 15:41
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Not just another pretty face.
Posts: 1,516
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Using "Shift-B" for automatic bombarding every turn no longer works for catapults- I haven't tested it with other units. You have to re-order the firing of the 'pult every turn.
It would also be spiffy if there was a command to say "Everything in this square that bombards, fire on this square now."
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March 6, 2003, 14:43
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#15
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Official Civilization IV Strategy Guide Co-Author
Local Time: 15:41
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Not just another pretty face.
Posts: 1,516
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Just thought of another one I've run into- the interface no longer likes "fast-entered" commands at all from the keyboard. All these errors were encountered in MP play over several games, and are repeatable.
For example, if you were to tell a unit to move two squares west by slapping the "4" key on your keypad twice fast, it would deduct all the movement points... and then only move you one square; sometimes none at all! This is particularly troublesome with galleys, which never seem to move every time you hit directional keys to begin with in MP.
Fast-issued commands for movement in two different directions... say, slapping 4 and then 7 on your keypad fast, will result very often in the above, or worse, in the unit moving in a different direction than "7".... although the direction of the mismove seems random, not always 8 or 4, for example.
These bugs are definitely new to 1.21f; they were not in 1.14.
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March 6, 2003, 18:07
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#16
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King
Local Time: 15:41
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Yeah, the fast move error is new to 1.21 and Firaxis is aware of it.
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March 6, 2003, 19:23
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#17
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Prince
Local Time: 21:41
Local Date: November 1, 2010
Join Date: Mar 1999
Location: Belfast, N.Ireland
Posts: 307
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So... if that means there might be another little patch, please,please,please Warp, -ask them to put the pop ups back as an option in mp.
Please?
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March 6, 2003, 19:44
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#18
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King
Local Time: 15:41
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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I've asked them for that a few times. That's one of my pet peeves (just after the lack of an event log for PBEM/HotSeat).
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March 6, 2003, 20:47
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#19
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Emperor
Local Time: 22:41
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Event log and diplomacy editing are two most needed fetures to make this game more ejoyable.
3rd one is bug-fixing.
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March 6, 2003, 20:57
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#20
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Deity
Local Time: 13:41
Local Date: November 1, 2010
Join Date: Dec 2000
Location: Baron of Sealand residing in SF, CA
Posts: 12,344
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The "event log" would help out tremendously in PBEM games....Good suggestion Warp.
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____________________________
"One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
"If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
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March 7, 2003, 00:11
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#21
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Emperor
Local Time: 13:41
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by Fried-Psitalon
Using "Shift-B" for automatic bombarding every turn no longer works for catapults- I haven't tested it with other units. You have to re-order the firing of the 'pult every turn.
It would also be spiffy if there was a command to say "Everything in this square that bombards, fire on this square now."
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Try deselecting the "Cancels orders when next to enemy units" preference. That's been a problem all along with PTW, I was hoping they would have fixed that. I guess not.
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March 7, 2003, 02:22
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#22
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Chieftain
Local Time: 20:41
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Upstate NY
Posts: 30
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I had a new bug the other day which I do have saved. My elite swordsman attacked a city, won, and generated a great leader. The great leader appeared in the enemy city which I had not yet captured ! Fortunately I had another unit with movement left and it "Attacked" and captured the city. The great leader did not disappear and no further problems (so far.)
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Over, under, around, or through
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March 8, 2003, 15:02
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#23
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Local Time: 15:41
Local Date: November 1, 2010
Join Date: Sep 1999
Posts: 2,436
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Found this bug twice in MP games. I call it "No wine for you!" bug.
Start of MP game, I have a group of 4 wines in my start area, one of which in on my start square. Build city, no wine, build road on adjacent wine, no wine, capitol culture expands, no wine. I build my second city, its footprint is over one of the road/wine square and suddenly I have wine. Have start on other luxs, ivory and spices, and have gotten the lux to show in my city right away.
While this is not a crucial bug, it is annoying. In a tight time limit MP game, those couple points for happy people could come into play.
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"The greatest happiness of life is the conviction that we are loved - loved for ourselves, or rather, loved in spite of ourselves."--Victor Hugo
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March 8, 2003, 15:25
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#24
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Emperor
Local Time: 22:41
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 Swissy
Found this bug twice in MP games. I call it "No wine for you!" bug.
Start of MP game, I have a group of 4 wines in my start area, one of which in on my start square. Build city, no wine, build road on adjacent wine, no wine, capitol culture expands, no wine. I build my second city, its footprint is over one of the road/wine square and suddenly I have wine. Have start on other luxs, ivory and spices, and have gotten the lux to show in my city right away.
While this is not a crucial bug, it is annoying. In a tight time limit MP game, those couple points for happy people could come into play.
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hi ,
send a save to firaxis
have a nice day
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March 9, 2003, 21:31
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#25
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Settler
Local Time: 20:41
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 2
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grrrr...
I have encountered two new bugs since the installing the latest patch to Play the World and would very much like to know if anyone else has encountered these.
First, I get the infamous 'Out of Synch' error ANY time a human player bombards with an air unit (including Cruise Missiles). The computer players have no such problems so if you happen to be fighting one you must cede total air superiority to them.
Second, an old problem has gotten worse. About the time we've reached the mid-Industrial Age (when the world is fairly well populated) the game begins hanging each turn. This problem gradually gets worse as the game goes on. Eventually, the game becomes unplayable as the 'Waiting for Player' dialogue times out and a player gets dropped.
Both of these bugs are infuriating and have rendered the game virtually unplayable. Having spent ~$80 on this game to date, I feel I am justifiably upset.
For reference, some of my system specs:
PIII 1Ghz
512MB RAM
Geforce 2ti 64MB
Windows XP Pro
I realize that my system is far from state of the art, but it well exceeds the minimums for PTW.
Furthermore, I play on a 100Mb LAN (any other human players on the LAN as well). I host on my system and others ping at no higher than 3 or 4.
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March 10, 2003, 11:26
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#26
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Settler
Local Time: 20:41
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 13
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Since installing the 1.21f patch the game has stopped loading probably due to copy protection(because of the symtoms). I had to uninstall the game delete the PTW directory & reinstall with the 1.14 patch to get PTW working.
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March 11, 2003, 23:04
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#27
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Chieftain
Local Time: 15:41
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Somewhere between points A and B
Posts: 80
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Im getting the random crashes every couple turns. Had it in previous PTW patch versions, same with 1.21
I havent experienced any probs with the fighter intercept crash or the icbm launch crash, which I did in 1.14
But, now it just crashes every couple turns once i get past 1800.....I remember that from 1.14 also. Im on a small map, 3 civs left.
This is frustrating. This was my first game since patching, so I will try a couple more, see if it happens again.
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April 2, 2003, 00:54
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#28
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Warlord
Local Time: 15:41
Local Date: November 1, 2010
Join Date: Mar 2003
Location: The Nation's Capital
Posts: 102
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PBEM Load Bug to be fixed next patch
Quote:
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Originally posted by Crousto
Still not fixed unless I missed something :
When you load a PBEM game with the 'load game' option while playing another game, you see another player's position. It never happens when you load from the main menu or from the multiplayer menu.
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When patch 1.21f came out I filed a Problem Report with Firaxis describing this bug, and the way that it fundamentally alters the PBEM game if players exploit it. On March 18 I received an email from their QA Manager stating that the next patch will include a fix for it. Let's hope that the patch corrects the problem and does not introduce any new ones.
Cheers, b
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April 2, 2003, 11:57
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#29
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Emperor
Local Time: 15:41
Local Date: November 1, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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bombing with a bomber causes out of synch.
civ 1.21F. winXP, DX9
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"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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April 3, 2003, 02:44
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#30
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Emperor
Local Time: 22:41
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Re: PBEM Load Bug to be fixed next patch
Quote:
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Originally posted by bvoncranium
When patch 1.21f came out I filed a Problem Report with Firaxis describing this bug, and the way that it fundamentally alters the PBEM game if players exploit it. On March 18 I received an email from their QA Manager stating that the next patch will include a fix for it. Let's hope that the patch corrects the problem and does not introduce any new ones.
Cheers, b
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Really?
That's good.
Especialy, since they confirmend that there will be next patch.
(you know, Firaxis staff hasn't visited these boards for several months, so we haven't had any clues before about future plans on Civ3)
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