Reply
 
Thread Tools
Old January 16, 2004, 16:51   #151
jshelr
Civilization III PBEMIron CiversC3CDG Ankh-Morpork
Emperor
 
jshelr's Avatar
 
Local Time: 11:03
Local Date: November 2, 2010
Join Date: Apr 2002
Location: pittsburgh
Posts: 4,132
Duh
jshelr is offline   Reply With Quote
Old January 16, 2004, 17:33   #152
Snotty
C3C IDG: Apolyton TeamPolyCast TeamApolyCon 06 ParticipantsCivilization IV: Multiplayer
King
 
Snotty's Avatar
 
Local Time: 16:03
Local Date: November 2, 2010
Join Date: Dec 2002
Posts: 1,951
The end of game map review screen gets covered in MP.

If I am running my treasury into the ground, I get a pop-up as usual at the start of my turn telling me a barracks or something has been sold. The problem is when it is the last turn of a MP game the pop-up gets stuck over the talking end leaderheads bit and the map bit so you cannot see who built what where.

Sometimes my economy is so ruined by war that I cannot stem the costs and so cannot see the review.
__________________
Safer worlds through superior firepower
Snotty is offline   Reply With Quote
Old January 17, 2004, 15:10   #153
Rommel2D
staff
Civilization III PBEMIron Civers
Moderator
 
Rommel2D's Avatar
 
Local Time: 10:03
Local Date: November 2, 2010
Join Date: Feb 2003
Location: Dfb climate North America
Posts: 4,009
My first turn loading a PBEM game under 1.12, I was shown the end of the turn of the previous player. After playing my turn, I was taken to the next player's starting location. No passwords were requested. After reloading, everything worked as it is supposed to, although the game is now ruined.

The game was started with 1.12 supposedly, by a referee. He set passwords for us and changed the setup so that we all start in 4000BC and play the full game. The player before me (the 2nd) could not load the game with the 1.12 patch installed, so he played his turn unpatched.

Also, the first player was given a seafaring civ without a coastal start. [edit: the non-coastal start ended up being due to scenario settings]
__________________
Enjoy Slurm - it's highly addictive!

Last edited by Rommel2D; January 18, 2004 at 15:34.
Rommel2D is offline   Reply With Quote
Old January 17, 2004, 18:35   #154
smellymummy
King
 
Local Time: 07:03
Local Date: November 2, 2010
Join Date: Aug 1999
Posts: 2,079
seafaring civs starting on non coast still happens..
smellymummy is offline   Reply With Quote
Old January 17, 2004, 19:49   #155
vmxa1
PtWDG Gathering StormC4DG Gathering Storm
Deity
 
vmxa1's Avatar
 
Local Time: 11:03
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
I thought Jesse said it would still happen, but they have improved it?
vmxa1 is offline   Reply With Quote
Old January 17, 2004, 19:53   #156
sabrewolf
Civilization III MultiplayerCivilization III PBEMApolyton UniversityIron CiversCivilization IV CreatorsC3CDG Desolation RowCivilization IV PBEMCivilization IV: Multiplayer
Emperor
 
sabrewolf's Avatar
 
Local Time: 17:03
Local Date: November 2, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
smellymummy, it should be more seldom, but not completely excluded.

i don't know what the odds are, but i think i remember seeing a change-log entry just saying "increased chance of seafaring civs starting near the coast" and nothing about "every time". don't know which patch (1.12, 1.13, 1.15?)

i may be wrong however...
__________________
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
sabrewolf is offline   Reply With Quote
Old January 17, 2004, 19:55   #157
sabrewolf
Civilization III MultiplayerCivilization III PBEMApolyton UniversityIron CiversCivilization IV CreatorsC3CDG Desolation RowCivilization IV PBEMCivilization IV: Multiplayer
Emperor
 
sabrewolf's Avatar
 
Local Time: 17:03
Local Date: November 2, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
sorry, crossposted... (did i really take 4 minutes? )
__________________
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
sabrewolf is offline   Reply With Quote
Old January 17, 2004, 20:21   #158
Gramphos
staff
Civilization III MultiplayerC4WDG Team ApolytonCivilization IV: MultiplayerAge of Nations TeamC4BtSDG Realms BeyondCivilization IV Creators
Technical Director
 
Gramphos's Avatar
 
Local Time: 17:03
Local Date: November 2, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
Yes, it said mush increased chance of that I think it was 1.12 BETA
__________________
ACS - Technical Director
Gramphos is offline   Reply With Quote
Old January 18, 2004, 03:12   #159
Rommel2D
staff
Civilization III PBEMIron Civers
Moderator
 
Rommel2D's Avatar
 
Local Time: 10:03
Local Date: November 2, 2010
Join Date: Feb 2003
Location: Dfb climate North America
Posts: 4,009
Never mind the bad seafaring start, it was due to how the referee set up the game.

Gramphos, I didn't receive an email notification for this thread, even though I'm pretty sure I made my last post from the regular reply screen. I don't suppose it's a problem that can be fixed (besides manually subscribing I mean)?
__________________
Enjoy Slurm - it's highly addictive!
Rommel2D is offline   Reply With Quote
Old January 19, 2004, 21:36   #160
asleepathewheel
C3C IDG: Apolyton TeamInterSite Democracy Game: Apolyton TeamPtWDG Gathering StormC4DG Gathering Storm
Emperor
 
Local Time: 10:03
Local Date: November 2, 2010
Join Date: Mar 2002
Location: listening too long to one song
Posts: 7,395
I'm not sure if this is new, or old, but I just took the aztec capital, and it moved to the forbidden palace location. I guess the 'tecs cant build a new fp anywhere oh, 1.15, and its not the only aztec city

asleepathewheel is offline   Reply With Quote
Old January 19, 2004, 23:38   #161
vmxa1
PtWDG Gathering StormC4DG Gathering Storm
Deity
 
vmxa1's Avatar
 
Local Time: 11:03
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
That would seem to be a bug. You probably should not have both in the same city.
vmxa1 is offline   Reply With Quote
Old January 20, 2004, 06:10   #162
sabrewolf
Civilization III MultiplayerCivilization III PBEMApolyton UniversityIron CiversCivilization IV CreatorsC3CDG Desolation RowCivilization IV PBEMCivilization IV: Multiplayer
Emperor
 
sabrewolf's Avatar
 
Local Time: 17:03
Local Date: November 2, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
but it does make sence. if one capital falls, the other becomes the new capital! in civ2 you lost a part of your empire when losing your capital, this is a good loss (besides losing the spaceshit parts)

however, one should be able to rebuild a new FP somewhere else...
__________________
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
sabrewolf is offline   Reply With Quote
Old January 20, 2004, 08:46   #163
Beltz
Settler
 
Local Time: 15:03
Local Date: November 2, 2010
Join Date: Jan 2004
Posts: 16
shield bug
It seems that stealth bombers, radar artillery, cruise missiles and even armies are unaffected by mobilization. Was this meant to be?

Last edited by Beltz; January 20, 2004 at 09:15.
Beltz is offline   Reply With Quote
Old January 21, 2004, 13:57   #164
Dominae
BtS Tri-LeaguePtWDG Gathering StormC4DG Gathering StormApolytoners Hall of Fame
Emperor
 
Dominae's Avatar
 
Local Time: 11:03
Local Date: November 2, 2010
Join Date: Jan 2002
Posts: 7,017
A very minor bug, hopefully not mentioned yet:

When you open the editor by clicking on a scenario file (in your OS), the help function does not work when the editor loads up (the "Help" button does nothing). However, if you lanch the editor program and then open a scenario file, the help works just fine. This undoubtedly has something to do with the editor's initialization process.


Dominae
__________________
And her eyes have all the seeming of a demon's that is dreaming...
Dominae is offline   Reply With Quote
Old January 22, 2004, 12:05   #165
AAHZ
GameLeague
Emperor
 
AAHZ's Avatar
 
Local Time: 11:03
Local Date: November 2, 2010
Join Date: Feb 2000
Posts: 7,988
while playing MesoAmerica i got an error saying it could not find the art file for the ancient leader. in fact the path it suggested was not quite close to the actual location of the said art file at all. i installed 1.12, 1.13, and 1.15 sequentially.

BTW what exactly does patch 1.13 do. i see no reference to it in the conquests readme.
__________________
You don't have to like me, you just have to pay me.
AAHZ is offline   Reply With Quote
Old January 22, 2004, 12:46   #166
vmxa1
PtWDG Gathering StormC4DG Gathering Storm
Deity
 
vmxa1's Avatar
 
Local Time: 11:03
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
AAHZ 1.15 has some updates for the scenarios, take a look. I am not sure what was fixed though.
vmxa1 is offline   Reply With Quote
Old January 26, 2004, 14:05   #167
ShadowBlade
Settler
 
ShadowBlade's Avatar
 
Local Time: 12:03
Local Date: November 2, 2010
Join Date: Jan 2004
Location: Buenos Aires
Posts: 28
Possible bug
I think I've found a bug: I was patrolling with one of my Nuclear Submarines when I came across a Byzantine convoy (some Dromons and a Galleon). We weren't at war, what's more, we had Mutual Protection and Right of Passage agreements, so I ordered the submarine to sail along. By the time it used up all its movement points, it was adjacent to the convoy.

At the beginning of the next turn, a message pops up telling me that the Byzantines have declared war against me and, after that, the camera centers on my the convoy mentioned earlier attacking my submarine (in vain, of course ).

It seems to me that the AI *unintentionally* declared war against me, since it didn't have the technology to detect submarines yet (no Destroyers). So I concluded that the AI did NOT see the submarine, it was only following the convoy's route, so when it moved the ships into the apparently empty ocean square, it accidentally attacked my submarine, not sinking it but initiating a war and demolishing my dipolmatic relationship with the Byzantines.
ShadowBlade is offline   Reply With Quote
Old January 26, 2004, 17:35   #168
furrykef
Warlord
 
Local Time: 09:03
Local Date: November 2, 2010
Join Date: Sep 2003
Posts: 149
Yes, that's a well-known bug by now.

- Kef
__________________
I AM.BUDDHIST
furrykef is offline   Reply With Quote
Old January 28, 2004, 14:23   #169
Brundlefly
Prince
 
Brundlefly's Avatar
 
Local Time: 11:03
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Picksburgh
Posts: 837
Has anyone noticed that when you turn a fortress into a barricade that you lose the zone-of-control advantage? Not sure why that should disappear unless it is a bug.
Brundlefly is offline   Reply With Quote
Old January 29, 2004, 05:30   #170
Rusty Nail
Warlord
 
Local Time: 16:03
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Copenhagen
Posts: 220
Age of Discovery bug
An exploitation bug allows you to mine the same resource for treasure from several cities within range of the resource, thus multiplying the value many times. The AI never does this, so it must be an exploitation bug. There should only be one city allowed per resource. It would be better if a road were required. That would automatically solve the problem and be more realistic at the same time. In my opinion, mines are too cheap as well, considering the Victory Point value (especially gold mines).
Rusty Nail is offline   Reply With Quote
Old January 29, 2004, 06:26   #171
player1
Emperor
 
player1's Avatar
 
Local Time: 17:03
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
Re: Age of Discovery bug
Quote:
Originally posted by Rusty Nail
An exploitation bug allows you to mine the same resource for treasure from several cities within range of the resource, thus multiplying the value many times. The AI never does this, so it must be an exploitation bug. There should only be one city allowed per resource. It would be better if a road were required. That would automatically solve the problem and be more realistic at the same time. In my opinion, mines are too cheap as well, considering the Victory Point value (especially gold mines).
This is probably since prerequisite for building mines and other treasure generating buidlings is exept having the resouce, is to have it in range of city (like Iron Works).

But, since it's not a small wonder you can easily have two or 3 cities sharing same resource.

P.S.
Since it's pretty much hard-coded, I doubt that it can be fixed any way.
player1 is offline   Reply With Quote
Old January 29, 2004, 07:13   #172
Rusty Nail
Warlord
 
Local Time: 16:03
Local Date: November 2, 2010
Join Date: Dec 1969
Location: Copenhagen
Posts: 220
Player 1, you are on to something there. The mines should be redefined as small wonders. This could be done in the editor. I did the same once before in a mod using resources within the city borders for extra shields and it worked fine.
Rusty Nail is offline   Reply With Quote
Old January 29, 2004, 11:58   #173
player1
Emperor
 
player1's Avatar
 
Local Time: 17:03
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
Quote:
Originally posted by Rusty Nail
Player 1, you are on to something there. The mines should be redefined as small wonders. This could be done in the editor. I did the same once before in a mod using resources within the city borders for extra shields and it worked fine.
The only prolem is that in that case you can only have one mine per resource type (one for gold one for silver, etc...)
player1 is offline   Reply With Quote
Old February 2, 2004, 18:03   #174
SewerStarFish
Settler
 
Local Time: 10:03
Local Date: November 2, 2010
Join Date: Apr 2003
Location: Reading, Pa.
Posts: 9
Bomber not returning/Untouchable enemy
C3C v 1.15
After bombing a unit the bomber remained in the square with the enemy. That unit could not then be attacked but my units could pass through the square as if it were friendly.
Attachment:Two squares west of Sao Paulo

I believe this bug existed in both Civ III and PTW
__________________
What is the capital of Assyria?
Ashur

Last edited by SewerStarFish; February 8, 2004 at 13:07.
SewerStarFish is offline   Reply With Quote
Old February 5, 2004, 17:18   #175
pvzh
C3CDG Team Babylon
Warlord
 
pvzh's Avatar
 
Local Time: 11:03
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Canada
Posts: 204
Civil Engeneer Bug
If a city has shields accumulated through work of civil engeneers, than these shields are erroneously added after rush of improvement.

For example:

Bursa (1 Civil Engeneer)
40 shileds -- rushed temple (60) switched to market (68! shields) -- rushed commercial dock (80) -- switched to market (88!). Always +8 shields after rush.

Ancyra (2 Civil Engeneer)
48 shields -- temple rushed (60), switched to market (76!) -- rushed commercial dock (80), switched to marked (96!). Always +16 shields after rush.

See attachment
Attached Files:
File Type: sav bug.sav (321.8 KB, 0 views)

Last edited by pvzh; February 5, 2004 at 17:26.
pvzh is offline   Reply With Quote
Old February 8, 2004, 01:36   #176
jjgarcia
Settler
 
Local Time: 23:03
Local Date: November 2, 2010
Join Date: Jul 2001
Location: philippines
Posts: 18
the esc key doesnt seem to work to close windows and exit the game anymore..

i have another question about the agricultural bonus:
if a civ is agri, will a city on a river tile produce 4 food in its center tile? 2 from the terrain, 1 from agri bonus to center tile, 1 from fresh water bonus...
jjgarcia is offline   Reply With Quote
Old February 8, 2004, 13:52   #177
MouseNightshirt
Civilization III PBEM
Chieftain
 
Local Time: 15:03
Local Date: November 2, 2010
Join Date: Feb 2004
Posts: 41
I noticed this yeserday.

I had a large stack of about 10 MAs sitting outside a Hittite City. I used the "Move units in stack" button and put it into the city. After 3 attacks, my tanks stopped attacking, but the units inside continued to defend against invisible, non-existent attacking foes, and lost without me losing any health. I repeated this with weaker units, same thing happened. Quite a bad exploit here.
__________________
"ARRRRGGGGHHH!!!" Several key people in history
MouseNightshirt is offline   Reply With Quote
Old February 12, 2004, 09:30   #178
lethe
Warlord
 
Local Time: 15:03
Local Date: November 2, 2010
Join Date: Mar 2003
Posts: 139
Two LAN mp bugs:

1) Philosophy doesn't provide a free tech. (It does in Hotseat though.)

2) You can sell the same tech to the same civ repeatedly if you are quick. I tested it and sold Code of Laws for 4 different techs, one at a time. (There is a time delay before the AI really notices it's got this new tech.) HUGE exploit possibility.
lethe is offline   Reply With Quote
Old February 12, 2004, 17:21   #179
SewerStarFish
Settler
 
Local Time: 10:03
Local Date: November 2, 2010
Join Date: Apr 2003
Location: Reading, Pa.
Posts: 9
Quote:
Originally posted by lethe
Two LAN mp bugs:

1) Philosophy doesn't provide a free tech. (It does in Hotseat though.)
You shouldn't get a free tech w/ Philosophy in C3C [Feature] so this would be a Hotseat bug.
__________________
What is the capital of Assyria?
Ashur
SewerStarFish is offline   Reply With Quote
Old February 12, 2004, 21:41   #180
lethe
Warlord
 
Local Time: 15:03
Local Date: November 2, 2010
Join Date: Mar 2003
Posts: 139
SSF: Uhm, the free tech from philosophy was introduced with C3C, so I sure hope it's supposed to be there. (It's there in SP and Hotseat. Just gone awol in lan play.)

Up to demigod now on SP and still happily beelining for philosophy to achieve tech parity.
lethe 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 11:03.


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