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Phatphal
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I seem to be crashing to desktop alot. Every 2-4 hours of gameplay it would display a message about buffering or something along those lines then crash. Thank god for autosaves. If this one problem was fixed I wouldn't mind waiting a year between patches.
Has anyone noticed how laggy it is in multiplayer ? I played a lan game and there was a 1.5 second delay on moving troops and accessing towns. Since i'm pretty much a newb to the multiplayer seen in civ3 i was wondering if anyone knew a quick fix for this
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:32
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quote: Originally posted by DrSpike
Ouch that hurt! 
I'm playing and enjoying at present.........but only up till AD or so. For the purposes of seeing some of the new things and kicking about possible strat changes it is playable. But make no mistake about it, the 2 bugs in question are immensely huge, and make playing on the highest levels problematic. Sure on Monarch the problems are more hidden, because you can pretty much do anthing and still easily win.
Overall I do feel, as do many others, some surprise that 2 immensely huge bugs could get through the testing process. |
Sorry, but I am really quite surprised by the reactions, as I have not seen any issue in several games. I have noticed the FP creating extra corruption near the Palace, but without deliberate RCP it is not devastating, nor is it something I consider game-breaking. The gpt thing I haven't even noticed, and overall the game is working fine (if perhaps my mastery of the SoZ has been a little too much for the poor AI! )
I just don;t like seeing statements that remind me of when Civ first came out. THAT was nasty, and I hope none of us get all sulky just in case some of these "bugs" are not fixed.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:32
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Most of us do not "whine" about the game. Speaking for myself, I actually consider C3C to be a very good game, it's for certain the best Civ game that was ever released. I think the game is well balanced, the unit concept very good and the Conquests scenarios just awesome. I expect from this game the best playing experience and many, many joyful hours. But the current state of the game is, that it is ridden by major bugs, which are enormous fun killers, especially in the higher difficulty levels, where every shield and every gold counts. To play with a broken game would frustrate me, and I just don't want to get frustrated over Conquests. Therefor I use it for scenario creating only and wait for the true release of Conquests (the day the game breaking bugs are fixed), while playing PtW v1.27.
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CerberusIV
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The gpt bug is quite a nuisance in some of the Conquests. In AoD I was selling techs and happily funding outrageous amounts of expenditure on research to get more techs to sell. At one point fairly late on I was on 20% lux and 80% science. The screen said I was losing 40 gpt but my treasury was actually going up turn on turn. It does take a bit of the fun out of the game so I really hope they fix this one quick.
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CerberusIV
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Well, I'm enjoying it but the bugs are a pain. I have a really nice epic game underway which I have just left waiting for a patch and am playing the scenarios until then.
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kring
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Wichita,KS,USA
Dec 2001 time: 23:32
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Good news:
http://apolyton.net/forums/showthre...threadid=103730
Civ III: Conquests Patch Notice
Civ III Community:
Next week, we will be releasing a BETA patch (v1.10) for
C3C that adds some new features and addresses
the corruption & gpt bugs (as well as other
fixes - see below).
QA efforts demonstrated the stability of the
code base, so we decided to release even though
the patch is not final. This was the only way to
get a patch posted prior to Christmas.
If additional issues present themselves we will
make every effort to release another BETA
update. We greatly appreciate your assistance in
notifying us of problems that you experience
(forum posts are the most convenient format).
The final update will not be released until Q2,
2004.
Thank you for all of the incredible support!!
Jesse Smith
Producer, Firaxis Games
---------------------------------------------
Updates BETA v1.10:
CIV III: CONQUESTS BETA v1.10
* Fixed issues with corruption
* Fixed issues with double gold being awarded
* Shifted minimap and unit info boxes slightly
inward to prevent problems with scrolling and
button-clicking.
* Re-enabled Intel optimizations from PTW.
* Fixed issue that caused scientific leaders to
use only the first name in the list.
* Fixed issue that caused selections on the
Foreign Advisor screen to be cleared.
* Modified combat calculations to make combat
appear less "streaky." Combat results are now
calculated multiple times before determining a
result. This should reduce spearman defeating
Tanks and other extremely frustrating combat
results.
* Optimized main menu code.
* Cleaned up INI preferences code
* Fixed issue with the audio preferences (sound
volume).
* Greatly improved the ability of Seafaring civs
to start near the coast. It should happen most
of the time now.
* Fixed numerous problems with Seafaring civs
starting near the coast in hotseat games.
* Implemented Seafaring civs starting near the
coast in MP games.
* Updated the interface on the world chooser
screen so selected options were more apparent.
* Fixed upgrade all bug (for units that do not
have the upgrade ability but are part of the
upgrade chain).
* Added feminine titles for Despotism,
Feudalism, and Fascism (for English default
rules only!).
* Editor: Added Flavors to the Import dialog.
* Corrected display of silk as luxury in city
view in Rise of Rome
* Corrected Scourge of God splash screen art in
Fall of Rome
* Build road/fort animations now show for
Legionary in Fall of Rome
* Cataphract now uses Ancient Cavalry art in
Middle Ages
* Corrected Mining tech art in Age of Discovery
* Text: Several civilopedia fixes (mostly
spelling, grammar, spaces)
---------------- Features --------------------
* Implemented ability to enter a seed value on
the world setup screen. It is located in the
upper-right corner. Any character can be entered
as the seed. If the seed is 0 (the default), it
will generate the world normally. If every
character is a number, the value is interpreted
as the seed value and used to generate the
world. In all other cases, a hash table formula
is applied to the string to generate a unique
value that is used to generate the world. While
it is technically possible for two different
strings to evaluate to the same seed, it is
unlikely (i.e., SEED is not the same as DEES --
upper- and lower-case letters will yield
different results as well).
* Implemented the "Play Last World" option. This
option appears on the main menu after playing
the first SP random-map game. When chosen, the
player is taken to the world chooser with the
seed filled in and all the previous settings
selected. The player can make any changes or
keep the world exactly the same. Note that if
ANY changes are made on this screen, the map
that is generated will be different. Next the
player is taken to the player setup screen with
all the civs and settings from the previous game
selected. Again, the player can make any changes
or keep the settings the same. If ANY civs are
changed, player starting locations MAY change
(depending on the number of seafaring civs,
actually).
* Implemented support for CAPS LOCK to work as
the SHIFT key to skip unit movement animations
(so you don't have to hold shift for the AI's
turn to skip the animations).
* The MP timer values are now read from
scenarios (the default values remain unchanged).
* Editor: Added MP timer values to the Scenario
Properties. There are 3 values: Base, Per Unit,
and Per City (with defaults of 24, 1, and 3,
respectively). They represent the Base amount of
time per turn + the amount of time Per Unit +
the amount of time Per City (number of
units/cities used each turn are based on the
player with the most units and the player with
the most cities on that turn). The values can
range from 0-100. The higher the number, the
more time per turn. FOR INTENSE FAST MP GAMES
PLAY THE CONQUESTS FAST MP scenario that is
provided with the Patch.
-- Please Thank Mike Breitkreutz for his efforts!
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