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Old April 19, 2002, 05:12   #1
Cesa
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v1.21f bugs and issues.
We need one of these don't we?
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Old April 19, 2002, 05:15   #2
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Yeah. The 'only play from the CDROM you installed from' thing seems to have returned.
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Old April 19, 2002, 05:21   #3
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????????
What's happening here?

I've just downloaded and tried to start a new game:

1) on the main screen there's still 1.17f, no sign of 1.21f
2) I CAN'T START A NEW GAME. THAT OPTION IS DEAD !!!!
(can reload old games though)

WHAT'S WRONG?

AJ

edit: everything OK right now

Last edited by AJ Corp. The FAIR; April 19, 2002 at 13:58.
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Old April 19, 2002, 05:23   #4
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This might be interesting for some people, from Civfanatics:

Quote:
Mike, how do you add new units with this patch?

Well, you weren't supposed to be able to add new units before... The rename/cancel/'a' method was a bug that's been fixed. Adding new units is not yet supported.
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Old April 19, 2002, 05:27   #5
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That is not what we want too hear. This thread should be empty.
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Old April 19, 2002, 05:32   #6
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Bug reports people. Bug reports. Not 'I don't like this' or 'I don't like that'.

AJ. Try running the patch. Install it rather than just downloading it and letting it sit like a blob (believe it or not, some people have). Either that or something went wrong when you did install it.

Very few actual bugs reported at CFC so far, except for a transient scrolling bug with 1.17 saved games.
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Old April 19, 2002, 05:40   #7
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I'll try NYE and will be back.

AJ

PS: What are the conditions for your lease space?
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Old April 19, 2002, 05:56   #8
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Got a rare crash I never had before. seems now randomly you can get a fatal error @ civ3.exe from 'sound.dll' it only happens rarely and the game can be reloaded and continued from the last autosave point.

Only 'problem' I've noticed so far.

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Old April 19, 2002, 06:00   #9
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Civ-Editor crashes on German OS
Running the Civ3-Editor and selecting "scenario properties" crashes the editor on a German OS.

I already wrote Firaxis-Mike about this, looks like we can expect another patch-patch
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Old April 19, 2002, 06:02   #10
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Sorry. Also evident from CFC. Versions other than English and/or other than English OS seem to be having problems in the editor.
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Old April 19, 2002, 06:54   #11
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Starting Locations
I saw "Set Active Players" on the Editor & attempted to set the starting location of Rome, by setting Rome as the active player & then placing a "Player Start" icon. I saved the map then attempted to "load scenario" & an empty box came up with a "O X" (Yes & No) as options. ??? I hit "O" (Yes) & got to the Game Options Screen where I made myself Rome. I did not get the Starting Position I planned in the editor.

So what does Set Active Player do if you cannot use it for that?
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Old April 19, 2002, 08:12   #12
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I've also got the empty popup screen (When you change playerdata, but don't change the rules I think)
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Old April 19, 2002, 10:19   #13
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Quote:
Originally posted by Cesa
This might be interesting for some people, from Civfanatics:
Yeah and the C3MT doesn't work with the new BIC format either. Looks like they don't really want any true mods to civ3, just some rule changing scenarios.

I mean, maybe it was a bug before, but since many people used it successfully, why not just let it go. Now what will happen to the mod community?
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Old April 19, 2002, 10:56   #14
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Civ specifics changed?
I jsut started a new game in 1.21f with my own symmetrical map.

I generally play the Egyptians but this time I wanted to have Industrious, Scientific. To my surprise I had to select the Persians instead of the Chinese. I noted that also a couple of other Civ's had different specifics then before. Does anyone else have the same changes or is this something that occurs only if you play your own map?

I also tried the Player option but it did not work in my case either.

Great is that if you made your own map and added a description in the properties panel, you will see this description before the game starts. Cool. Did not yet use many of the other editor changes but they sure look promising.

So far everything else went fine in my game. Am at the end of the ancient age now.
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Old April 19, 2002, 10:56   #15
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Quote:
Originally posted by Elucidus


Yeah and the C3MT doesn't work with the new BIC format either. Looks like they don't really want any true mods to civ3, just some rule changing scenarios.

I mean, maybe it was a bug before, but since many people used it successfully, why not just let it go. Now what will happen to the mod community?
I'll have the CopyTool up and working for 1.21f soon, but there re still a few things to sort out. The SGE hoever will have to wait. I don't know if I ever will find the compression algorithm used, and in case I don't the SGE is deas for ever. I'll still keep it in the file until all localized versions are up to 1.21f.
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Old April 19, 2002, 11:28   #16
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Re: Civ specifics changed?
Quote:
Originally posted by Franses
I jsut started a new game in 1.21f with my own symmetrical map.

I generally play the Egyptians but this time I wanted to have Industrious, Scientific. To my surprise I had to select the Persians instead of the Chinese. I noted that also a couple of other Civ's had different specifics then before. Does anyone else have the same changes or is this something that occurs only if you play your own map?
Persians have always been Ind/Sci, and Chinese were Mil/Ind. It doesn't look like any CSA's have changed.
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Old April 19, 2002, 12:31   #17
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Grr why the civilopedia hasnt been updated fully. I, for one, was trying to remember the comfortable worker shortcut keys what were included in the .16 and .17 patches and tried to check them out from civilopedia, but they were not there

Even the manual shows more worker options then the civilopedia.
Actually, not even all the original commands are in the pedia.
Very irritating to start browsing the boards to look "gee what was the improve this city but dont alter - command"
Hey you forget these things when not playing for 2 months due to .17 patch tech whoring

Other then this minor problem, it seems to work fine... so far
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Old April 19, 2002, 12:39   #18
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Custom city names does not seem to be supported in this patch.

None of my edited games with new and fixed city names revert back the in game names when I play the game. I built a new edited game with the newer names, but they still revert back to the originals.

Any suggestions on what I might be doing wrong, which I 'ant.
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Old April 19, 2002, 13:09   #19
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Re: Re: Civ specifics changed?
Quote:
Originally posted by ixnay37


Persians have always been Ind/Sci, and Chinese were Mil/Ind. It doesn't look like any CSA's have changed.
OK, so it is wrong in the manual! Did not know that. Sorry.
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Old April 19, 2002, 13:49   #20
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Aqueducts are now required in cities that have rivers within their radius, excluding the capital.

Can someone else confirm this please.

Quote:

Todd Hawks:

but you are aware that a city must be adjacent to a river in order to not need an aqueduct? Not just have a river in its radius.
My bad. I never noticed that before, oops. :embarassed:
Was I getting a free ride in my previous games?
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Old April 19, 2002, 13:58   #21
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Contact Govenor: option to never build small wonders selected for all cities.

Result: Govenors in other cities still suggest building Forbidden Palace.

I've only made it to the middle ages so far.
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Old April 19, 2002, 14:18   #22
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Moses Presley,

I didn't test it yet but you are aware that a city must be adjacent to a river in order to not need an aqueduct? Not just have a river in its radius.
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Old April 19, 2002, 15:02   #23
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Quote:
Originally posted by Conqueror
Grr why the civilopedia hasnt been updated fully. I, for one, was trying to remember the comfortable worker shortcut keys what were included in the .16 and .17 patches and tried to check them out from civilopedia, but they were not there

Even the manual shows more worker options then the civilopedia.
Actually, not even all the original commands are in the pedia.
Very irritating to start browsing the boards to look "gee what was the improve this city but dont alter - command"
Hey you forget these things when not playing for 2 months due to .17 patch tech whoring

Other then this minor problem, it seems to work fine... so far
You should get the Civ III reference file on the Civ III official site. All the keyboard shortcuts are enumerated.
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Old April 19, 2002, 15:03   #24
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MosesPresley,

You may be confusing the aqueduct with hydro and nuclear plants. The power plants only require fresh water in the city radius. Growth to city size without an aqueduct requires that the fresh water be adjacent to the city square itself.
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Old April 19, 2002, 15:12   #25
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stack command j differentiates
the stack command now differentiates between fortified (non active) and active units.

That's a pity, now you'll have to wake each separate one of them (unless there's also a new wake all button).

This must be a bug instead deliberately designed I presume.

AJ
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Old April 19, 2002, 15:16   #26
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Re: Civ-Editor crashes on German OS
Quote:
Originally posted by ColdFever
Running the Civ3-Editor and selecting "scenario properties" crashes the editor on a German OS.

I already wrote Firaxis-Mike about this, looks like we can expect another patch-patch
OK I've looked into this problem. Apparently Civ3Edit has some issues with non-English OS versions. Try this one. It should give you English menus and non-crashing scenario properties.
Attached Files:
File Type: zip civ3edit.zip (469.3 KB, 398 views)
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Old April 19, 2002, 15:40   #27
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I've done some quick checking but it looks as if we cant add units to 1.21. If this is true its more than a bug!
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Old April 19, 2002, 15:43   #28
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Re: stack command j differentiates
Quote:
Originally posted by AJ Corp. The FAIR
That's a pity, now you'll have to wake each separate one of them (unless there's also a new wake all button).
AJ:

Apparently you can hold down shift while activating the units that are on sentry to speed uyp the activation process.

KF
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Old April 19, 2002, 17:13   #29
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Quote:
Originally posted by nostromo


You should get the Civ III reference file on the Civ III official site. All the keyboard shortcuts are enumerated.
Thanks, didnt know that. I assumed it was some sort of help file for the modders or for the editor, so never downloaded it.

The file btw looks great when printed out and hanged on the wall next to computer Nice graphics.
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Old April 19, 2002, 17:34   #30
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Quote:
Originally posted by SpencerH
I've done some quick checking but it looks as if we cant add units to 1.21. If this is true its more than a bug!
It seems they didn't like us adding units as they turned off this ability. Yet at the same time they added the ability of the Units32.pcx to hold icons for an unlimited number of icons. Same for Resources. Why would you enable one thing and then enable something else that makes the first thing pointless?
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