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Stuie is offline Stuie

King
Have a beer!
Sep 2001
time: 00:31
  Old Post 17-11-2003 17:47 Visit Stuie<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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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.

GhengisFarb is offline GhengisFarb
Deity
I want my HAMBURGERS!!
May 2002
time: 23:31
  Old Post 17-11-2003 18:40 Visit GhengisFarb's homepage!
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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.

TheArsenal is offline TheArsenal
Prince
Sunny Southern California
Mar 2002
time: 21:31
  Old Post 17-11-2003 20:45
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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.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:31
Arrow  Old Post 17-11-2003 21:18 Visit panag's homepage!
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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

Gyromancer is offline Gyromancer
Prince
North Carolina, USA
Jan 1970
time: 00:31
  Old Post 17-11-2003 22:20
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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.

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:31
  Old Post 18-11-2003 00:09
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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.

TheArsenal is offline TheArsenal
Prince
Sunny Southern California
Mar 2002
time: 21:31
  Old Post 18-11-2003 00:28
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^ 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.

Brundlefly is offline Brundlefly
Prince
United States
Nov 2001
time: 00:31
  Old Post 18-11-2003 01:01
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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?

player1 is offline player1
King
Belgrade, YU
Sep 2001
time: 06:31
  Old Post 18-11-2003 01:21
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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.

Risa is offline Risa
Warlord

Nov 2003
time: 13:31
  Old Post 18-11-2003 01:35
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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?

Jaybe is offline Jaybe

King
Las Vegas, NV USA
Sep 2001
time: 21:31
  Old Post 18-11-2003 01:50
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(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.

RobC is offline RobC
Warlord

Aug 2001
time: 21:31
  Old Post 18-11-2003 06:46 Visit RobC's homepage!
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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?

Selanne is offline Selanne
Chieftain
Winnipeg, Canada
Nov 2001
time: 05:31
  Old Post 18-11-2003 07:30 Visit Selanne's homepage!
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Avatar Enlargement: We've got the solution

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.

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:31
  Old Post 18-11-2003 08:56 Visit Inverse Icarus's homepage!
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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.

Stuie is offline Stuie

King
Have a beer!
Sep 2001
time: 00:31
  Old Post 18-11-2003 20:18 Visit Stuie<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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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.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:31
  Old Post 18-11-2003 22:50
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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.

Saint Marcus is offline Saint Marcus
King
Scio Me Nihil Scire
Jan 1970
time: 06:31
  Old Post 19-11-2003 00:35 Visit Saint Marcus's homepage!
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what about the other effects? say you lose a certain resource needed for the wonder, will it still produce happy faces and such?

RobC is offline RobC
Warlord

Aug 2001
time: 21:31
  Old Post 19-11-2003 01:27 Visit RobC's homepage!
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If you get plague in a city, hit the 'Z' key to zoom out and see them multiply:

Attachment: attackofthecrows.jpg
This has been downloaded 183 time(s).

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:31
  Old Post 19-11-2003 03:25
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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.

Catt is offline Catt
King
California - SF Bay Area
May 2002
time: 21:31
  Old Post 19-11-2003 04:45
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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 Catt
King
California - SF Bay Area
May 2002
time: 21:31
  Old Post 19-11-2003 08:36
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Graphics bug. The new oasis and the traditional mine graphic do not play well together.

Catt

Attachment: mineoasis.jpg
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Dis is offline Dis
Emperor
Las Vegas, Nevada
Feb 2000
time: 21:31
  Old Post 19-11-2003 09:36 Visit Dis's homepage!
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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.

Selanne is offline Selanne
Chieftain
Winnipeg, Canada
Nov 2001
time: 05:31
  Old Post 19-11-2003 09:56 Visit Selanne's homepage!
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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.

Scippio is offline Scippio
Settler

Nov 2003
time: 05:31
  Old Post 19-11-2003 11:12
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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

Dis is offline Dis
Emperor
Las Vegas, Nevada
Feb 2000
time: 21:31
  Old Post 19-11-2003 13:51 Visit Dis's homepage!
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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.

Stuie is offline Stuie

King
Have a beer!
Sep 2001
time: 00:31
  Old Post 19-11-2003 17:52 Visit Stuie<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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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?

MrWhereItsAt is offline MrWhereItsAt
Emperor
New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:31
  Old Post 19-11-2003 18:03
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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.

Last edited by MrWhereItsAt on 19-11-2003 at 19:28

Gyromancer is offline Gyromancer
Prince
North Carolina, USA
Jan 1970
time: 00:31
  Old Post 19-11-2003 18:53
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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.

Willem is offline Willem
Emperor
Canada
Dec 2001
time: 00:31
  Old Post 19-11-2003 23:00
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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.

RobC is offline RobC
Warlord

Aug 2001
time: 21:31
  Old Post 20-11-2003 04:28 Visit RobC's homepage!
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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

 
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