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Old November 23, 2003, 14:29   #271
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BTW, I did not actually see this related bug (I guess no one did so far), but judging from the editor, the Spanish seem to be unable to capture Explorers.
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Old November 23, 2003, 18:58   #272
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Temple of Artemis Causes AI Problems

In the screenshot below, the Mayans really do not need another unit in their capitol -- they are at peace with all civs. But notice that, with two entertainers, the capitol could use any additional happiness available. If you look closely, you can see that the capitol has a ctahedral, but not a temple. Why? Because the Mayans had previously built the Temple of Artemis, giving free temples to all the continental cities. The Mayans are now just ToG and Magnetism away from the Industrial Age, so they have had an awful long time to replace the temple that disappeared with Education.

I think that the ToA may hamper the AI in the long run, especially with the scarcer luxury resources in C3C, and I would consider the failure to build a temple as, if not a bug, then certainly an opportunity for improvement in AI build decisions.

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Old November 23, 2003, 19:04   #273
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i think i found another one:
creating a scenario, i couldn't place a scientific leader. there was only one unit, called "leader" which is what the plain military leader was in <=ptw
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Old November 24, 2003, 05:25   #274
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Civ 3@ Conquests bug
Ah yes,

Bought the latest expansion module on Friday and spent most of the weekend playing it. Sad man.

Anyway, I noticed that there seems to be a problem with the amount of gold you are earning every so often. I'm currently in the 17-1800s and have noticed on the couple of games I've played so far, even when you should be losing gold, the computer actually credits you with it. So for example if you have 300 gold and are losing 100 gold a turn, you would expect to have 200 gold left over. On the occasional turn I end up with more than 300 gold!

Having said that, on the whole it seems to be fine.

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Old November 24, 2003, 06:22   #275
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settler bug
Hi

I'm playing as the sumerians at the moment. I've noticed that when you complete a settler and then change the production queue to enkidu warrior, sometimes you're able to gain an extra warrior.

I'm not sure how to exactly re-create this, but it does appear to be consistant.

has anyone else noticed this?
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Old November 24, 2003, 07:25   #276
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Re: Civ 3@ Conquests bug
Quote:
Originally posted by fishhead
Anyway, I noticed that there seems to be a problem with the amount of gold you are earning every so often. I'm currently in the 17-1800s and have noticed on the couple of games I've played so far, even when you should be losing gold, the computer actually credits you with it. So for example if you have 300 gold and are losing 100 gold a turn, you would expect to have 200 gold left over. On the occasional turn I end up with more than 300 gold!
This is likely the already-reported gpt bug, where, when engaged in gpt deals with another civ, you tend to end up with twice the amount you should.
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Old November 24, 2003, 10:52   #277
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Quote:
Originally posted by kwpulliam1973
Non-reproducible crash report -

Game crashed to desktop upon eliminating the first Ai Civ during gameplay.
I have had the game crash back to the desktop twice with no apparent reason. I am running XP and it may be related to switching users, but cannot verify yet.

AA
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Old November 24, 2003, 13:52   #278
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When the Temple of Artemis became obsolete all the temples created by it disappeared. 'Okay,' I thought, 'That's just the way it is.' But the more I think about it, I see no rationale there. Why should they disappear? Same true for Great Wall/city walls.
Must be a bug, as it makes no sense.
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Old November 24, 2003, 17:48   #279
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I do not know the reason, but I am sure they were aware of it and hence it is deliberate, not a bug. It is just too big of a deal to have gone unnoticed.
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Old November 24, 2003, 17:58   #280
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rob_s

the temple of artemis doesn't mean it's builds a temple in each city. it gives you the effect of temples (ok ok, it's in the improvement list). but if suddenly no one believes in artemis, the effect would be lost. same for the oracle, etc.

sun tzu's art of war isn't even a building, it's the theory that makes the barracks exist

i think it's ok

however,
1) you should be able to build temples parallel to the ToA for a smooth rollout
2) AI civs should build temples prioritary latest after losing the effect
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Old November 24, 2003, 19:17   #281
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It is too big of a deal to be a bug, but I'm calling it a bug as it bugs me.
Thank you, sabrewolf, I hadn't thought of the ToA's effect as a concept, only as a physical reality.
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Old November 24, 2003, 20:22   #282
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Sun tzus art of war triggers GA - for the english
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Old November 24, 2003, 21:06   #283
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Quote:
Originally posted by statusperfect
Sun tzus art of war triggers GA - for the english
Not a bug. The English are COmmercial and Seafaring, which is satisfied by your captured wonder the Colossus.

The reason Sun Tzu's apparently triggers your GA is that a check for the GA conditions is made when you build a Wonder, not when capturing one. Thus you captured the Colossus, and when you built your next Wonder (whatever it could have been), the computer saw the Colossus satisfied your attributes and started the GA. This has been in Civ all the way through.
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Old November 24, 2003, 22:30   #284
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OK
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Old November 25, 2003, 19:44   #285
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Strange railroads
Look at the weird railroads on the tile the workers are standing on -- is this a bug?
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Old November 25, 2003, 20:18   #286
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Occasional crash with the sound dll:

It doesn't crash as often in Civ III Conquests 1.00 - DirectX 9.0b compared to Civ III classic - 1.29f DirectX 7?

but still occansionly does. Seems to more likely be in the sound events, especally the sound event for hiting a button.
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Old November 25, 2003, 20:20   #287
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Above pic is not a bug, hit Ctrl-G and you'll see that the tile the worker is on, 8, 6, 2 are railed. along with [3-3] but not 3.
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AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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Old November 26, 2003, 15:58   #288
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With several people:
- Not of musics. (In PTW OK)
- Musics make bug the game.
- Not of victory video. (video intro OK)

Version French 1.01
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Old November 29, 2003, 10:57   #289
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Here's a new one: Playing in a lan multiplayer game it is now longer possible to cancel ANY deal peacefully on the diplomacy screen (even one in which the 20 turn initial period has expired. So, if you make a military alliance with anyone, be prepared to break it by making peace(and suffer the reputation hit) or to wait it out until it is no longer useful to the other guy (at which point, if he is an AI, he will cancel the deal himself without causing war.

On a similar note, you can't force a renegotiation of peace like in the old version (clicking on active deals and then clicking on peace treaty.

In either case you drop back to the main screen and a window pops up notifying you that you just declared war on the civ you were talking to....
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Old November 29, 2003, 11:24   #290
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Lock ups MP-Hotseat & MP-PBEM assigning team colors
Happens every time on this machine for both Hotseat & PBEM epic or an MP conquest for both all music on and all music off : processes fast until it gets to assigning team colors and then hangs up, and never advances.

Single player works very well.

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E Machines T 1100
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Windows XP preinstalled
128 MB
20 GB Harddrive original (aprox 8 GB free)

Sound Card and Video Cards are both whatever E Machines T 1100's came with.
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Old November 29, 2003, 13:29   #291
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Periods in Default Saved Game names
A minor "bug": All of the default Saved Game files in the Napoleon Scenario include the Month and Year in the name. The problem is that all the abbreviated months include a Period (f/e March = "Mar."), and this prevents the game from "remembering" the name of the file. Thus if you save a game in March of 1804, you better remember that yourself, because the "load game" option will default to a blank. This doesn't occur in the case of "May", which is why I realized the periods are the problem. A similar issue affecting the Shogun scenario was reported earlier in this thread - and yes, those games also default to the abbreviated months.
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Old November 29, 2003, 15:01   #292
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me and 3 of my friends has a civlan last night, and have some bugs

the minimap doesnt update correctly all the time with regards to culture borders. when we built a city and the culture combined with existing ones, it didnt draw it on the map correctly.

the GPT thing.

GOTOs now happen at the beginning of the first person's turn in turn-based MP. like, even though i was 3rd on the list, my GOTO orders processed on the beginning of the first person's turn (BEFORE he could manually move).

The Sid AI cheats too much :P
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Old November 29, 2003, 15:02   #293
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Quote:
Originally posted by Gyromancer
Here's a new one: Playing in a lan multiplayer game it is now longer possible to cancel ANY deal peacefully on the diplomacy screen (even one in which the 20 turn initial period has expired. So, if you make a military alliance with anyone, be prepared to break it by making peace(and suffer the reputation hit) or to wait it out until it is no longer useful to the other guy (at which point, if he is an AI, he will cancel the deal himself without causing war.

On a similar note, you can't force a renegotiation of peace like in the old version (clicking on active deals and then clicking on peace treaty.

In either case you drop back to the main screen and a window pops up notifying you that you just declared war on the civ you were talking to....
yes, i saw this bug last night too. i made a deal with the roman AI for 30 gold and 4gpt for their workers (2). after 20 turns, i was still paying the 4gpt, so i went to click it off, and it closed, and i was at war with Rome.
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Old November 29, 2003, 16:17   #294
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I really don't know if this is a bug or intentional, but the Ronin and Ninja units can't attack cities in the Shogun scenario- is this how it's meant to be?
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Old November 30, 2003, 03:14   #295
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Ronin and Ninja are Non affiliated and cannot declare war on thier own, you need to declare war via diplomacy or other units, THEN use the Ninja & Ronin

Major problem...
Forbidden Palace NO LONGER WORKS!!!! niether does the flag in the editor...
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Old November 30, 2003, 11:38   #296
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New bug

Capture an enemy city, build railroads all around it but they dont actually connect to the city.

Anyone else seen this ?
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Old November 30, 2003, 12:47   #297
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fishman, does it still happen after a save/reload?
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Old November 30, 2003, 19:49   #298
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i love how people don't read threads before reporting the same bug over and over
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Old December 1, 2003, 03:59   #299
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the thread is getting too long to read through if you havn't been watching here from the beginning on. close to 300 posts.

now if someone would have time to edit the first post or start a new thread with a summarized buglist...
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Old December 1, 2003, 11:32   #300
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Quote:
Originally posted by Bane Star
Ronin and Ninja are Non affiliated and cannot declare war on thier own, you need to declare war via diplomacy or other units, THEN use the Ninja & Ronin
That's the whole thing, I want to use them when I'm not at war with someone, as you would with a privateer unit! And indeed, I can attack friendly units outside cities with them, but not units inside a city- and nor can the AI seemingly- there's about 15 barbarian Ronin units parked outside one of their cities doing nothing.

I was told by a friend that in her version they can indeed attack cities, so it might just be my version for some reason. Still, it beats the exclusive bug I had with Vanilla Civ whereby colony graphics would appear all over the map (Even in the ocean)!
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