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Old January 9, 2002, 10:45   #331
Alkis
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First I want to thank Firaxis for fixing the A.I patrolling bug at least. Now two things, both major.

First, corruption. It seems that it is way too much. This isn't really a bug but it's still annoying. One would expect that with Democracy + courthouse +police station he would have something tolerable but a city, 16 tiles away from my Capitol loses 12 shields out of 20. Too much, dont you think? I don't think I have a huge empire, 26 cities is that a huge empire? Also I would like to mention that the example city (size 12 and meaningless to build a hospital in it) is on the same continent with Capitol and connected by railroad. As someone else wrote, I don't mind corruption as long as I can do something about it.

Second, hot keys. Something a player uses a lot is build railroad and clear pollution. These should have had a SINGLE letter stroke. Build railroad is shift +r, why not just r? Clear pollution, shift +c why not just p? They reserved p for pillage, lol how often do you pillage? I tried to change them but I didn't find a way, can anyone help? It's really tedious to have to click shift +c ten, twenty times (or more) each turn. And no, I don't want to automate.

If someone knows how to change the hot keys please help, I would be very thankfull.
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Old January 9, 2002, 10:49   #332
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The Military Academy doesn't work!
I should now be able to build armies directly, without leaders, in the city with the Military Academy.

I can't. The option to build them does not appear.

Edit: Oops, my mistake. I didn't have enough cities, I need 4 per army and I already had 2 armies with 10 cities.

Last edited by Jack the Bodiless; January 9, 2002 at 20:53.
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Old January 9, 2002, 12:52   #333
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Quote:
Originally posted by Libertarian
And how do you set its distribution by continent?
Well that's determined randomly by the game, there's nothing you can do about it. But I can assure you with a setting of 300, you're not going to have to much trouble finding some. Just keep in mind that changing the setting probably won't affect your current game. Resources are determined when the map is created so changing the setting mid game probably won't make any difference, though I'm not 100% sure about that. Plus it might actually crash your game or prevent you from loading it, it's rather temperamental to last minute changes.
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Old January 9, 2002, 15:09   #334
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I apologize if this has already been mentioned; there are a lot of posts on this thread and I haven't noticed it mentioned before.

I'm running Civ3 w/ patch on a Win2k machine. Here is a scenario that causes the game to crash. I wipe out all the cities of a Civ, but the Civ is still around because a settler is aboard a ship. I proceed to eliminate the ship, thereby wiping out the Civ entirely. I get the message stating that fact, and then the game crashes. This bug is entirely reproduceable; it has happened twice on the same game with two civs (I've reloaded from auto save a couple of times to figure out what the problem was) and on a different game, it has also happened.

Thank you for your time.
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Old January 9, 2002, 15:48   #335
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Does altering the game affect current games I am playing? Which file is changed to increase startegic resources?
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Old January 9, 2002, 21:32   #336
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Quote:
Originally posted by justjake73
Does altering the game affect current games I am playing? Which file is changed to increase startegic resources?
bic file by editor. Resources there. % how often there.
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Old January 10, 2002, 12:36   #337
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I have not seen 99% of the bugs being mentioned here --perhaps they are rare or only occur on certain machines or with certain video cards. (I have a very standard Dell).

One very real bug is the UU upgrades. It actually makes the Egyptians almost unplayable that I can't upgrade my War Chariots into Knights. I end up sending my elite chariots on sucide missions or disbanding.

Expansionist trait is broken. No one wants to play a faction with this trait. Only 1% of players choose to play the Zulus, for example. Expansionist civs need a mid-game davantage of some sort, because all their advantages only apply during the first 20 turns or so. If they truly are supposed to expand better, they should have a minor reduction in corruption. Perhaps it could apply only to shields and not to commerce. If this effect was significant (say an extra 1-3 shields in a totally corrupt city) it would render all 16 factions playable.
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Old January 10, 2002, 14:07   #338
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Quote:
Originally posted by tomdharry
Here is a scenario that causes the game to crash. I wipe out all the cities of a Civ, but the Civ is still around because a settler is aboard a ship. I proceed to eliminate the ship, thereby wiping out the Civ entirely. I get the message stating that fact, and then the game crashes. This bug is entirely reproduceable; it has happened twice on the same game with two civs (I've reloaded from auto save a couple of times to figure out what the problem was) and on a different game, it has also happened.
The patch is supposed to fix this bug iirc.

Otherwise you can edit the save file to fix it. Somewhere on the site are a couple of threads that address this issue.

Good luck.
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Old January 10, 2002, 14:14   #339
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No. 2 is a definite bug
2) This one really ticks me off! I have started three new games on Monarch since the patch, and I have experienced this in ALL THREE games. Contact is established with two or more civs. At the time they do NOT have the same techs. I decide to do some tech trading, hoping to do so with a profit. I trade tech A for tech B with civ 1, and thus hope to trade tech B to civ 2, which I know they do not have, for tech C. Thus I get two techs for the cost of one (or sometimes 3 techs for the cost of 2). And what happens after the first trade? I contact civ 2 in the same turn, and see that they mysteriously have acquired tech B !! What is this?!? How the did they get that tech?!? Can the AI trade in my turn, thus in effect they all have a "Great Library Lite"?!? And even worse, in one of the games I had the Indians isolated, and used the contact to them as a trade item. Using the contact to the Indians and some cash, I got a several contacts, and of those was to the Aztecs, who were on the other side of the map. Lo and Behold!! When I contacted the Aztecs, they already HAD contact to the Indians!!! Since I only traded that contact in THAT turn, either I gave them the contact (before I had talked with them at all), or they found it in their magic crystal ball (read: traded with other civs in MY turn/were just given the contact). I know that the Indians only knew of the civs that I had introduced to them, and I had most of the world maps, thus I could see that none, apart from me, had payed them a visit... How did the Aztecs do it? How??

I really hope that this is a bug, and not a design feature. I am very, very tempted to uninstall patch 1.16f, despite the bugs in the previous version. I can live with the AI getting bonus units and having reduced costs/production bonuses, but this is absurd. How can I ever make a plan trade, if the civ B, C and D "magically" acquire the items that I trade with civ A in MY TURN?!? Or rather, how can I know that I do not, give the AI civs that are not trading with me, techs and contacts for FREE by trading with other civs?!? I would really appreciate a response from Firaxis on this issue.




The above problem showed up in my game also. This throws out
the 'TURNS BASED' strategy concept . This should be a serious
bug. HEY Mr. FIRAXIS PLEASE READ THIS. It is over the line
relative to AI cheating.

Cave 'til ya puke,
Dennis

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Old January 10, 2002, 16:17   #340
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just found one more cheating:
an AI city without any street, harbor, airport, railroad to an other
destination (not of same civ and not to an other civ), total isolated, had
*all* resources which the respective civ had. Means all citizen are happy by
luxus and they can build all units that thy can build at other cities.
Although this city should have no strategic or luxus resources without
connections to someone.
Found it by spy and made a screenshot (if again one will refuse this)
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Old January 10, 2002, 17:52   #341
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Quote:
Originally posted by Dreifels
just found one more cheating:
an AI city without any street, harbor, airport, railroad to an other
destination (not of same civ and not to an other civ), total isolated, had
*all* resources which the respective civ had. Means all citizen are happy by
luxus and they can build all units that thy can build at other cities.
Although this city should have no strategic or luxus resources without
connections to someone.
Found it by spy and made a screenshot (if again one will refuse this)
Don't beleve.

So post a screenshot.
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Old January 10, 2002, 19:23   #342
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With Stack movement I could probaly cut down half the playing time, I like playing, but I dont like spending time moving 20 or more unit from spot x,x to spot y,y. Or preventing me from moving unti guarding a weak unit to fare etc.



Quote:
Originally posted by Pythagoras
I think the simple solution to the "tech whoring" 'cheat' is to make it so only the civ that developed a tech can trade it. This sorta makes sense since they would be the ones with the most complete understanding.
One of the best surgestion so fare, good thinking Pythagoras
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Old January 10, 2002, 19:51   #343
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Quote:
Originally posted by player1
Don't beleve.
Your problem.
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Old January 10, 2002, 19:54   #344
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Quote:
Originally posted by Dreifels


Your problem.
So POST a screenshot!
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Old January 11, 2002, 07:44   #345
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One of my big irritations with the current game is late game pollution effects. It stops the city using the square (understandable) but they do nothing to re-use it when the pollution is removed. Even if the auto-workers clean the tile you still have to find any city that has access to tha square and make sure the right one gets it back. The Civ-2 version where the square became less productive but the city kept using it was preferable.
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Old January 11, 2002, 14:28   #346
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Quote:
Originally posted by Grumbold
One of my big irritations with the current game is late game pollution effects. It stops the city using the square (understandable) but they do nothing to re-use it when the pollution is removed.
After clean up a field you have to disable the governor and set the used fields new.
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Old January 12, 2002, 09:36   #347
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It's not really a bug, but so many times I find my Scouts bundled together, exploring the same patch of land. Would it be possible to throw in some random actions into their routine so they don't always do the exact same thing so often? Maybe have them head back to the Palace for a random period of time, then change their minds and go off exploring again.
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Old January 12, 2002, 19:27   #348
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lost improvements found when re-founding a city
I have tried to read through the whole of this thread, but it is way too long... sorry if this has been mentioned elsewhere.

Eradicating treacherous Egyptians, I conquered a pop-1 city that - probably because of generating 0 culture - disappeared after I entered it with my victorious unit. Fine. The location Egyptians chose long time ago seemed ok to me and I immediately sent my settler to the site of the now disbanded city. Founded a new, Roman city there - and voila! It already had Barracks and Walls!

I presume that the engine forgot to intialize the list of improvements built on the tile or something. Anyone else noticing this? I read through both the manual and the strategy guide but can't remember reading anything suggesting this should have been a feature...

Regarding to the issue of corruption:
I believe that what most of us object is not the level of corruption (i.e. loss of the tax income), but the WASTE in production that prevents building improvements in distant cities. It is strange that the citizens working on tiles around the city do produce food (no loss!), but do not produce (almost) any shields. I mean, a democratic city with an overall production of 14 shall never waste 13 of its shields! That is simply too much to swallow... spoils the gameplay somehow.
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Old January 13, 2002, 12:41   #349
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Patch installed. Ran across an interesting trade session.

Negotiating with the Chinese I have 19 gold and producing +3 each turn. (Just finished a round of negotiating with all the other Civs for the advances I didn't have.)

I offer 2 gold per turn for Horseback Riding and advisor says they will probably be insulted.

I then offer 19 gold and advisor says we are getting close to a deal. Up the offer to 19 gold +1 per turn. Advisor goes back to being insulted. I then offer 19 gold +3 per turn. Still insulted.

Seems if I offer all my gold and am close to a deal that offering per turn gold shouldn't diminish the odds of striking a deal.
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Old January 13, 2002, 15:32   #350
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bugs
take a look at this picture. Unfortunely, I dont remember if this problem is with the original release or not.. :-/
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Old January 13, 2002, 15:34   #351
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bugs
Why does the cityscreen suggest to build something it already recently build? Strange....
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Old January 13, 2002, 19:23   #352
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Quote:
Originally posted by MBloomIII
Patch installed. Ran across an interesting trade session.

Negotiating with the Chinese I have 19 gold and producing +3 each turn. (Just finished a round of negotiating with all the other Civs for the advances I didn't have.)

I offer 2 gold per turn for Horseback Riding and advisor says they will probably be insulted.

I then offer 19 gold and advisor says we are getting close to a deal. Up the offer to 19 gold +1 per turn. Advisor goes back to being insulted. I then offer 19 gold +3 per turn. Still insulted.

Seems if I offer all my gold and am close to a deal that offering per turn gold shouldn't diminish the odds of striking a deal.
You may have a bad reputation for breaking deals, so that any deal that involves anything per turn (gold or resources) will be unacceptable.
-Brian
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Old January 14, 2002, 13:03   #353
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This one kind of relates to game design rather than the patch, but it's kind of important. There's no way to cancel out of a ctrl-shift-G popup.

I generally keep workers near the capital so they are centralised for pollution cleanup. When moving 20+ workers, suddenly a non-worker unit gets the command but the order can't be cancelled thus wasting that unit's movement for that turn. This can be especially nasty if it's a carrier in enemy territory and you've already moved the escorts.
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Old January 14, 2002, 15:35   #354
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I suggested this in TechWin's thread and now I'm posting it here because I really would like to see this fixed.

We need to be able to demand resources in exchange for peace. With the game as it currently stands, this is possible but only in a roundabout sort of way, and it takes some waiting. If you renegotiate for peace with a civ you CAN demand resources in exchange for extending the peace treaty. The only "problem" is that peace treaties last for twenty turns, and the game doesn't let you renegotiate them until that twenty turns is up. Really, there's nothing WRONG with that, it makes sense because you shouldn't be able to change the terms right after you make peace. So, basically you have to wait for twenty turns after you emasculate a civ to demand resources in exchange for not wiping them off the face of the planet. Twenty turns can be a LONG time, also this method is problematic because after twenty turns the AI usually "forgets" that they're much, much weaker than you, and there's no way you can get resources from them in this way. Anyway what I'm asking is to allow us to demand resources WHILE WE'RE STILL AT WAR, as part of the peace process. This would increase the realism of the trade system dramatically.

Another related but less important addition would be to allow us to demand the civs only source of a resource, effectively taking it away from them and giving it to your civ.

This all applies to both strategic and luxury resources.
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Old January 14, 2002, 16:35   #355
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Why can't I select to build a wonder?
I've come up with a new problem since I installed the 1.16f patch.
I want to build a wonder, and am allowed to build it in all my cities but one. In that particular city I am not allowed to select any great wonders, small wonders or even the palace from the list. They are grayed out, just as if I was already building them someplace else. Everything else (city improvements, units, ...) is possible to build, though.
The really weird thing is that I can place them in the build queue though, I just can't change over right now and move over the shields from whatever I'm working on. The only difference between that particular city and all the others is that I already have a wonder in that city.
Has anyone else experienced this? Is it a bug or a feature? I don't think it's a feature, though, since there is already a foreign city with two wonders in it.
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Old January 14, 2002, 22:08   #356
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Re: Why can't I select to build a wonder?
I just noticed something in my game the other day which may be related to your problem. In one of my cities, I was trying to build the palace to move it and it was greyed out even though I wasn't building it elsewhere. Then I noticed that one of the citizens in the city was a foreigner (possibly from using a foreign worker to build up the population?). So I had the city build a worker first, which got rid of the foreigner from the city population. Then I was able to build the palace.
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Old January 15, 2002, 00:33   #357
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YA Basic Combat Change Request
Alright, here's what is essentially my first proposed basic change proposal for Civ3 (hey you, almost a 'fanboy'). After an average of 2+ hours per day since 10/31, here is my "ISSUE":

I would like to see an attacker be able to potentially take on more than 1 defender in a stack -- so that a strong unit may take out several stacked defending units in one move, even if the attacking unit has only 1 movement. In this way an advanced or strong unit could take on multiple defenders and numerical superiority would not be REQUIRED to defeat a stack. It has always upset me that 1 battleship could not take out both an ironclad stacked with a transport (or galleon). Of course, a multitude of ground examples also apply.

REPEAT
IF attacking unit is victorious AND defending units remain in attacked square,
THEN give attacking unit option to attack same square again
UNTIL attacker is defeated OR no defending units remain in attacked square.

Is this where I should have posted this?

JB

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Old January 15, 2002, 05:12   #358
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Re: Why can't I select to build a wonder?
I have encountered this problem too. I believe it is due to having disbanded units in the city and thereby recieved shields for the improvement you are building.
Since you can't gain shields by disbanding for the production of wonders you can't switch to any wonder when you already has gained shields that way.
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Old January 15, 2002, 08:05   #359
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Re: Re: Why can't I select to build a wonder?
Quote:
Originally posted by SuperMario
I have encountered this problem too. I believe it is due to having disbanded units in the city and thereby recieved shields for the improvement you are building.
Since you can't gain shields by disbanding for the production of wonders you can't switch to any wonder when you already has gained shields that way.
Well I haven't disbanded any units, but I may have chopped down a forest or two. Maybe that is the problem? If that is the case then it really sucks, since you have to take in account whether you later want to build any wonder in that city when you control your workers (or worse if you automate them, you can get a nasty surprise).
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Old January 15, 2002, 14:34   #360
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Quote:
Originally posted by MBloomIII
Patch installed. Ran across an interesting trade session.

Negotiating with the Chinese I have 19 gold and producing +3 each turn. (Just finished a round of negotiating with all the other Civs for the advances I didn't have.)

I offer 2 gold per turn for Horseback Riding and advisor says they will probably be insulted.

I then offer 19 gold and advisor says we are getting close to a deal. Up the offer to 19 gold +1 per turn. Advisor goes back to being insulted. I then offer 19 gold +3 per turn. Still insulted.

Seems if I offer all my gold and am close to a deal that offering per turn gold shouldn't diminish the odds of striking a deal.
I have seen this in the opposite direction. Other Civ is irrelevant. They have 67 gold. I have Banking. I want to trade it to them. I offer Banking and ask for them to make an offer to me. They offer 60 Gold and 1 Per Turn. I change their offer to 67 Gold and 1 Per Turn. Advisor says this is OK. I then up it to 67 Gold and 5 Per Turn. Advisor says they'd be insulted. So I drop it back to 67 Gold and 1 Per Turn. Still insulted. So I drop to 60 gold and 1 Per Turn. Still Insulted (note this is back to THEIR offer). So I clear the table and start again. When I get back to 67 + 1 per turn, I accept the offer.

Some bug exists here, but there's an easy workaround for it. This doesn't happen all the time, but when it does, it makes negotiation impossible.
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