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Snotty
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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.
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smellymummy
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seafaring civs starting on non coast still happens..
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Beltz
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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 on 20-01-2004 at 18:15
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Dominae
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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
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AAHZ
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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.
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ShadowBlade
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Buenos Aires
Jan 2004 time: 02:32
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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.
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furrykef
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Yes, that's a well-known bug by now.
- Kef
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Rusty Nail
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Copenhagen
Jan 1970 time: 05:32
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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).
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Rusty Nail
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Copenhagen
Jan 1970 time: 05:32
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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.
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SewerStarFish
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Reading, Pa.
Apr 2003 time: 00:32
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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
Last edited by SewerStarFish on 08-02-2004 at 22:07
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pvzh
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Canada
Aug 2002 time: 01:32
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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
Attachment: bug.sav
This has been downloaded 0 time(s).
Last edited by pvzh on 06-02-2004 at 02:26
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jjgarcia
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philippines
Jul 2001 time: 13:32
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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...
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MouseNightshirt
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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.
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lethe
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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.
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SewerStarFish
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Reading, Pa.
Apr 2003 time: 00:32
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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.
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lethe
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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.
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