Reply
 
Thread Tools
Old November 17, 2003, 08:47   #211
Stuie
King
 
Stuie's Avatar
 
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
Quote:
Originally posted by Jaybe
In the epic game, I have had many seemingly unintentional wars started by naval units running into my submarines.
This has happened to me three times in my current game, once with an ally with whom I was in good standing ("Gracious"). Kind of ruins naval warfare for me.
__________________
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
Stuie is offline   Reply With Quote
Old November 17, 2003, 09:40   #212
GhengisFarb™
lifer
Civilization III Democracy GamePtWDG Glory of WarCivilization II Democracy GameCivilization III PBEMC3C IDG: Apolyton TeamCiv4 SP Democracy Game
Deity
 
GhengisFarb™'s Avatar
 
Local Time: 06:02
Local Date: November 2, 2010
Join Date: May 2002
Posts: 11,289
Quote:
Originally posted by kring


1) There are invisible units available in the game. Unless you have a unit that can spot invisible units, you won't see them. It happened to me when I was attacked by Assassins, but hadn't learned the tech to build Spies that would be able to see the Assassins.
I hadn't thought about the possiblity they were supposed to be invisible, the sound file for them sounded very scratchy so I had assumed it was an uncompleted unit.

I still want the Middle Ages Scenario patched so I can actually finish playing it though.
GhengisFarb™ is offline   Reply With Quote
Old November 17, 2003, 11:45   #213
TheArsenal
Apolyton University
Prince
 
TheArsenal's Avatar
 
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Mar 2002
Location: Sunny Southern California
Posts: 900
The PTW naval stacked movement bug is still there: large stacks of naval units, when given the “stacked move” command (at least by mouse clicking), often do not move as a group, and one has to do it several times to get the stack to move piecemeal.
__________________
"Guess what? I got a fever! And the only prescription is ... more cow bell!"
TheArsenal is offline   Reply With Quote
Old November 17, 2003, 12:18   #214
Panag
MacCivilization II Democracy Game: ExodusC4BtSDG Rabbits of Caerbannog
Emperor
 
Panag's Avatar
 
Local Time: 14:02
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
Quote:
Originally posted by TheArsenal
The PTW naval stacked movement bug is still there: large stacks of naval units, when given the “stacked move” command (at least by mouse clicking), often do not move as a group, and one has to do it several times to get the stack to move piecemeal.
hi ,

a little variant on the above , when moving two or more carriers , and sometimes transports when moving them stacked sometimes (!) the units the ship transport become active also , ........

have a nice day
Panag is offline   Reply With Quote
Old November 17, 2003, 13:20   #215
Gyromancer
Civilization III MultiplayerCivilization III PBEM
Prince
 
Gyromancer's Avatar
 
Local Time: 07:02
Local Date: November 2, 2010
Join Date: Dec 1969
Location: North Carolina, USA
Posts: 447
Playing in a LAN game, I noticed 3 bugs:

I experienced some strange Army graphical glitches. Sometimes after an attack is finished, the army continues to show the fighting graphic. Kinda strange to see a medieval infantry army standing there groaning and flogging itself with a morningstar.....

When you use the goto command with railroads you can see some strange movements on the screen as well (this was in PTW, as you would see units "cut" through roaded territory that they weren't really moving through. In C3C it's even worse though, as you see units moving backwards, sideways, and in random directions. At the end, the unit ends up in the right place, but it can be quite disconcerting.

I have also seen units from enemy civs (with no boats anywhere around and nowhere near to developing flight) suddenly appear in the middle of my territory (which is on a completely different island.) It's pretty rare, but I bet there's some kind of unit movement bug that is causing this. I've only seen it with AI units.
__________________
We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable Rights, that among these are Life, Liberty and the pursuit of Happiness... T. Jefferson "The Declaration of Independence"
Gyromancer is offline   Reply With Quote
Old November 17, 2003, 15:09   #216
Jaybe
Mac
Emperor
 
Jaybe's Avatar
 
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
Quote:
Originally posted by TheArsenal
The PTW naval stacked movement bug is still there: large stacks of naval units, when given the “stacked move” command (at least by mouse clicking), often do not move as a group, and one has to do it several times to get the stack to move piecemeal.
1. You do not necessarily WANT the whole stack to move together! First you want to move an escort (destroyer?) along the path to make sure no unpleasant surprises are waiting for you.

2. To keep the units together, select a destination beyond the movement of the fastest unit. Hopefully, when the destination is reached, you will right-click the stack and observe what all movements-remaining are, and act appropriately.

3. If some of the units are not moving when you stack-move them, it means they already had some pending orders. Right-Click>Activate All first, and they will cooperate.
__________________
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.
Jaybe is offline   Reply With Quote
Old November 17, 2003, 15:28   #217
TheArsenal
Apolyton University
Prince
 
TheArsenal's Avatar
 
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Mar 2002
Location: Sunny Southern California
Posts: 900
^ I am discussing all units of one type. This happened moving 16 Galleys, and will happen when moving large numbers of any “single unit types”.

The units moved from a single point at the same time. There were no pending orders.

This is a bug.
__________________
"Guess what? I got a fever! And the only prescription is ... more cow bell!"
TheArsenal is offline   Reply With Quote
Old November 17, 2003, 16:01   #218
Brundlefly
Prince
 
Brundlefly's Avatar
 
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Picksburgh
Posts: 837
Quote:
Originally posted by Jaybe
Quote:
But it seems to me that it is working as designed, whether or not we like the design. The only unit with the flag enabled is a "regular" unit with A/D values that also has 0-range bombard.
My experience is that collateral damage can be assigned to any bombardment unit (I didn't try 0-range units). I designated Artillery, Bombers, and Battleships for CD.
I was able to do collateral damage to a city barracks with a Berserk attacking from the sea. Is that supposed to happen?
Brundlefly is offline   Reply With Quote
Old November 17, 2003, 16:21   #219
player1
Emperor
 
player1's Avatar
 
Local Time: 14:02
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
Age of Discovery BUG

While I was browsing the scenarios in the editor I noticed that in Age of Discovery scenario Javelin Thrower has no AI strategy selected at all.

It would lead AI to not build new Throwers and to completly ignore those already built.


On the other hand, Missionray unit has no AI flag selected too, nor has Load flag, nor Capture flag which are usualy selected for all combat units (and are, in fact, required in order to select any AI strategies).



BA, please fix this.
player1 is offline   Reply With Quote
Old November 17, 2003, 16:35   #220
Risa
Apolyton University
Warlord
 
Local Time: 20:02
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 282
Quote:
Originally posted by Stuie


This has happened to me three times in my current game, once with an ally with whom I was in good standing ("Gracious"). Kind of ruins naval warfare for me.
Didn't that bug get fixed in vanilla civ3 or PtW?
Risa is offline   Reply With Quote
Old November 17, 2003, 16:50   #221
Jaybe
Mac
Emperor
 
Jaybe's Avatar
 
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
(re subs being run into)
it had been fixed in vanilla, version 1.16.

Until it is fixed again, I'll just have to keep my subs at home, or underneath a surface vessel except in war zones. I will miss the practice of using them as pickets.
__________________
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.
Jaybe is offline   Reply With Quote
Old November 17, 2003, 21:46   #222
RobC
Warlord
 
RobC's Avatar
 
Local Time: 04:02
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Franky's Cellar
Posts: 241
I'm not sure if this is a bug or by design: started building SoZ, barb horseman destroyed my only Ivory colony, finished SoZ...no ancient cav were produced until my cultural boundaries expanded so I had Ivory in my trade network again (longer than 5 turns). If a improvement/wonder has both 'requires resource' and 'produces unit every X turns', should the resource be required just for building the improvement or for spawning the units as well?
RobC is offline   Reply With Quote
Old November 17, 2003, 22:30   #223
Selanne
Chieftain
 
Local Time: 12:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Winnipeg, Canada
Posts: 62
Update to the Spanish starting point problem:

I can't start Spain on a real world map because Spain is seafaring and their first civ must start on the coast. Madrid of course is not on the coast. So spain would switch out with some other coastal starting location (ie Japan)

I tried modding as someone suggested above but it didn't work.

What did work was putting everyone's first city down on top of the starting location. No big deal. Everyone now starts with one city and whatever units they usually start with.
__________________
"It is not given to man to know what is right and what is wrong. Men always did and always will err and in nothing more than in what they consider right and wrong."
Selanne is offline   Reply With Quote
Old November 17, 2003, 23:56   #224
Inverse Icarus
Emperor
 
Inverse Icarus's Avatar
 
Local Time: 07:02
Local Date: November 2, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
civ seems to mess up AIM's sounds... after playing civ you don't get audio alerts for IM's etc.

i dont remember this happening before.
__________________
"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
Inverse Icarus is offline   Reply With Quote
Old November 18, 2003, 11:18   #225
Stuie
King
 
Stuie's Avatar
 
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
Armies made up exclusively of Samurai Archers (Sengoku Conquest) should have the ability to bombard. This is consistent with Marine armies (or Berzerk armies) retaining their ability to perform amphibious assaults.
__________________
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
Stuie is offline   Reply With Quote
Old November 18, 2003, 13:50   #226
Willem
Emperor
 
Willem's Avatar
 
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
Quote:
Originally posted by RobC
If a improvement/wonder has both 'requires resource' and 'produces unit every X turns', should the resource be required just for building the improvement or for spawning the units as well?
That's how it works. If you don'thave the resource the building reqires, you won't get the units. I believe that was mentioned in the chat awhile back. I know I read somewhere at least.
Willem is offline   Reply With Quote
Old November 18, 2003, 15:35   #227
Saint Marcus
Civilization II MultiplayerCivilization III Multiplayer
King
 
Saint Marcus's Avatar
 
Local Time: 13:02
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Scio Me Nihil Scire
Posts: 2,532
what about the other effects? say you lose a certain resource needed for the wonder, will it still produce happy faces and such?
__________________
Quod Me Nutrit Me Destruit
Saint Marcus is offline   Reply With Quote
Old November 18, 2003, 16:27   #228
RobC
Warlord
 
RobC's Avatar
 
Local Time: 04:02
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Franky's Cellar
Posts: 241
Attack of the Crows...
If you get plague in a city, hit the 'Z' key to zoom out and see them multiply:
Attached Thumbnails:
Click image for larger version

Name:	attackofthecrows.jpg
Views:	184
Size:	21.1 KB
ID:	57561  
RobC is offline   Reply With Quote
Old November 18, 2003, 18:25   #229
Willem
Emperor
 
Willem's Avatar
 
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
Quote:
Originally posted by Saint Marcus
what about the other effects? say you lose a certain resource needed for the wonder, will it still produce happy faces and such?
No, it's just for those buildings that produce units. Anything else, once it's built they'll always function. Unless they're set to become obsolete at a certain tech.
Willem is offline   Reply With Quote
Old November 18, 2003, 19:45   #230
Catt
PtWDG Gathering StormApolyton University
King
 
Catt's Avatar
 
Local Time: 05:02
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
Another Civil Engineer display bug. When a city using civil engineeres completes a build project, if the player selects a next improvement from the drop down list in the pop-up, the build times in the drop down list do not reflect the effect of the CEs even though once selected the map view of the city (and the city view) will show a build time that includes the CE effects.

Catt
Catt is offline   Reply With Quote
Old November 18, 2003, 23:36   #231
Catt
PtWDG Gathering StormApolyton University
King
 
Catt's Avatar
 
Local Time: 05:02
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
Graphics bug. The new oasis and the traditional mine graphic do not play well together.

Catt
Attached Thumbnails:
Click image for larger version

Name:	mineoasis.jpg
Views:	177
Size:	17.5 KB
ID:	57614  
Catt is offline   Reply With Quote
Old November 19, 2003, 00:36   #232
Dis
ACDG3 SpartansC4DG Vox
Deity
 
Dis's Avatar
 
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Feb 2000
Location: Las Vegas
Posts: 17,354
in the rise of rome scenario.

I had a large stack of units waiting just north of Gaza? (where Isreal would be) waiting to attack persia. This stack consisted of fire catapults, an archer, garrisons, heavy cavalry, 3 or 4 armies, and many legionairies (mostly 3).

When using the wake command (wake all units from the right click menu) and then moving the units as a stack did not work properly. They moved one square and then reforitified.

Not a big bug, but a bug nonetheless.
__________________
Focus, discipline
Barack Obama- the antichrist
Dis is offline   Reply With Quote
Old November 19, 2003, 00:56   #233
Selanne
Chieftain
 
Local Time: 12:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Winnipeg, Canada
Posts: 62
Sigh another bug in the map editor. All the overlays (barbarian huts, irrigiation, mines etc) but not rivers have disapperared from all my maps. They're there, but they are invisible in the editor but not in the game.
__________________
"It is not given to man to know what is right and what is wrong. Men always did and always will err and in nothing more than in what they consider right and wrong."
Selanne is offline   Reply With Quote
Old November 19, 2003, 02:12   #234
Scippio
Settler
 
Local Time: 12:02
Local Date: November 2, 2010
Join Date: Nov 2003
Posts: 10
Quite often, the animation and sounds for an army that has recently attacked continue to play long after the army's attack has ended and even after the unit has been deselected. This loud clanging can get quite annoying. Reloading the game fixes this, but in multiplayer games, this can test the patience of your fellow Civ'rs.

Has anyone else experience the "Army Won't Chill Out" bug? -- Have you been able to fix it without reloading?

Thx
Scippio is offline   Reply With Quote
Old November 19, 2003, 04:51   #235
Dis
ACDG3 SpartansC4DG Vox
Deity
 
Dis's Avatar
 
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Feb 2000
Location: Las Vegas
Posts: 17,354
haven't had any major problems with the army that I can think of

I still have a problem with moving units with the number pad. annoying.
__________________
Focus, discipline
Barack Obama- the antichrist
Dis is offline   Reply With Quote
Old November 19, 2003, 08:52   #236
Stuie
King
 
Stuie's Avatar
 
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
Quote:
Originally posted by Dissident
I still have a problem with moving units with the number pad. annoying.
Still? I think that's your keyboard. I always use the keyboard/number pad to move units and give orders, and I have experienced no problems whatsoever.

Scippio's sound "bug" sounds like a sound card issue - are you using a SoundBlaster Live! card by any chance?
__________________
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
Stuie is offline   Reply With Quote
Old November 19, 2003, 09:03   #237
MrWhereItsAt
Alpha Centauri Democracy GameCivilization II Democracy GamePtWDG RoleplayAlpha Centauri PBEMSpanish CiversCall to Power Democracy GameCivilization II Democracy Game: Red FrontPtWDG2 Latin LoversACDG The Cybernetic ConsciousnessCivilization III PBEMC3C IDG: Apolyton TeamACDG Planet University of TechnologyACDG3 GaiansC3CDG The Lost BoysCivilization III Democracy GameInterSite Democracy Game: Apolyton Team
Deity
 
MrWhereItsAt's Avatar
 
Local Time: 00:02
Local Date: November 3, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
Quote:
Originally posted by Dissident
And just to reiterate.

The units moving by themselves bug is really annoying me.

I prefer to use the number pad to move units, not the mouse. But that causes the unit after the one I moved to also move in the same direction with no input from me. Very annoying.
I agree - I have had this a number of times, and lost Curraghs every time because of moving one tile too far.

Bombard destroying Wonders is one thing, but I think the ability to bombard destroy Palaces is HIDEOUS. Imagine just rolling up to your opponent's capital and bombarding the heck out of it and taking down their capital. Unless it relocated instantly (probably to the same calculation as if you abandond your capital and thus likely the exact same place), you have just consigned that civ to minimal shields and trade. You have KILLED them with Arty, making the Arty stack not just dodgy, but MONSTROUS.

EDIT: I have just been testing this, and it appears to be due to the presence of Walls, either in that city, or due to the Great Wall somewhere. The bombardment targets improvements until the Walls are gone, and if the GW is there, it will take down this. If the GW is elsewhere, bombard wille ventually take down every improvement, Wonder, FP or Palace until the GW goes down, wherever it is. Then and only then will units be targetted. Civil Defense are not treated as Walls to be taken down before other concerns in the same respect as Walls here. I have also just noticed that when the Palace is taken out (at least in a PBEM game), the civ behaves as if the Palace is still there for corruption/waste calculations, although the culture from the palace is no longer gained.
__________________
Consul.

Back to the ROOTS of addiction. My first missed poll!

Last edited by MrWhereItsAt; November 19, 2003 at 10:28.
MrWhereItsAt is offline   Reply With Quote
Old November 19, 2003, 09:53   #238
Gyromancer
Civilization III MultiplayerCivilization III PBEM
Prince
 
Gyromancer's Avatar
 
Local Time: 07:02
Local Date: November 2, 2010
Join Date: Dec 1969
Location: North Carolina, USA
Posts: 447
Quote:
Originally posted by Stuie


Scippio's sound "bug" sounds like a sound card issue - are you using a SoundBlaster Live! card by any chance?
Actually, I posted the same bug back a few pages. I've only seen it in multiplayer, so I think it's related to that.
__________________
We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable Rights, that among these are Life, Liberty and the pursuit of Happiness... T. Jefferson "The Declaration of Independence"
Gyromancer is offline   Reply With Quote
Old November 19, 2003, 14:00   #239
Willem
Emperor
 
Willem's Avatar
 
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
It's not really a bug, more of a general design flaw. I tried setting my Volcanoes as impassable, but when there was a goody hut on one of them, my Scout kept circling around and around it forever, trying to get at the hut.
Willem is offline   Reply With Quote
Old November 19, 2003, 19:28   #240
RobC
Warlord
 
RobC's Avatar
 
Local Time: 04:02
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Franky's Cellar
Posts: 241
Quote:
Originally posted by MrWhereItsAt Bombard destroying Wonders is one thing, but I think the ability to bombard destroy Palaces is HIDEOUS. Imagine just rolling up to your opponent's capital and bombarding the heck out of it and taking down their capital. Unless it relocated instantly (probably to the same calculation as if you abandond your capital and thus likely the exact same place), you have just consigned that civ to minimal shields and trade. You have KILLED them with Arty, making the Arty stack not just dodgy, but MONSTROUS.

EDIT: I have just been testing this, and it appears to be due to the presence of Walls, either in that city, or due to the Great Wall somewhere. The bombardment targets improvements until the Walls are gone, and if the GW is there, it will take down this. If the GW is elsewhere, bombard wille ventually take down every improvement, Wonder, FP or Palace until the GW goes down, wherever it is. Then and only then will units be targetted. Civil Defense are not treated as Walls to be taken down before other concerns in the same respect as Walls here. I have also just noticed that when the Palace is taken out (at least in a PBEM game), the civ behaves as if the Palace is still there for corruption/waste calculations, although the culture from the palace is no longer gained.
Mr. WIA, go back two pages in this thread. Arrian and I both reported this bug already -- it has to do with the target city having the Great Wall in it. Link to post
RobC is offline   Reply With Quote
Reply

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 08:02.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team