 |
|
Pyrodrew
|
|
In the editor I generated a random large map. I then selected "New" since I wanted a new empty large map. The next thing I did was remove the Polar Ice Caps & I saw these purple lines where they use to be (water became scratchy looking too)...
Attachment: glacier bug.jpg
This has been downloaded 634 time(s).
|
|
|  |
 |
|
halley
|
|
Certain units don't expire from your build list, even long after they are obsolete. They include swordsman, privateer (i think) and Unique units. As a result the build list gets cluttered with unnecessary stuff.
|
|
|  |
 |
|
E_T
|
 |
Orlando, Florida
Mar 2001 time: 00:15
|
|
I've noted on another Thread that:
If you have a scanner, and you go and End the Tasks via Ctrl-Alt-Del and eliminate any program that starts with OCR (scanner utilization stuff), that the Squashed Text and Divide Errors are eliminated.
I have a UMAX Astra 2200 USB Scanner and I had the same problem. It would be interesting to note to Fraxis this fact, as I didn't see the "fix" listed on the Top Page. Apparently, they didn't think that there would be a lot of home scanners available to the "average" Civ Player.
It would be nice to know how many of the other people who have had this same problem, also have (or not fully Uninstalled) a scanner on there system.
I have A Dell Dim XPS R400 PII w/ 256M Ram; Diamond FIRE GL 1000 Pro 8Meg Vidio (OEM) running a Nokia 19" 446XS Monitor; Turtle Beach Montega PCI Sound Card (OEM); Cnet Pro 200 PCI NIC; Efficient Networks 3060 PPP ADSL NIC; Samsung DVD-Rom SD-608; Phillips CD-RW CDD4801; Maxtor 91152D8 11.5Gig Drive; WDC AC31200 1.2Gig Drive & Logitech Optical USB Wheelmouse, all running under Win98SE. All have the latest and greatest Drivers & Flash Updates. I can confirm the Problem in the City Screen with changing more than one of the Garrisoned Units State's Freeze-up and the Lighthouse/Galley Bug.
I've had a couple of other problems, but I didn't record them. As for the game as a whole, I've been getting VERY LITTLE Sleep the last two nights, playing it. I do miss some stuff from CivII and think that there is still a lot of room for improvement.
E_T
P.S. I just hope that Civ won't be like The Star Trek Movies, the Even releases are the best ones......
|
|
|  |
 |
|
JeffL
|
|
Haven't seen this listed anywhere else, so maybe its just my computer, but... whenever I change the setting for "always wait at end of turn" in the prefrences menu, the change doesn't take effect until I quit and restart the game.
|
|
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:15
|
|
i am updating the list as i am typing this but i wanted to address a few issues that aren't really bugs
quote: posted by bigbopper
The first is that I can't find a way to break a trade deal after 20 turns, and they don't seem to end automatically. I've been trading say two luxuries for a luxury and a tech or two. The problem is without the ability for me to break the agreement after twenty turns I lose the extra luxury forever unless I go to war. The computer has the ability to break such agreements after 20 turns, don't we?
The second problem is with strategic resources. I will go to the trade screen and it will accurately show the type and amount of strategic resources I have. But in the diplomacy screen it either shows that I have fewer strategic resources, or the tab is just not there. The same goes for the computers side, often strategic resources are not even an option. Thus extra resources are nearly worthless to me and it’s nearly impossible to trade for anything I need.
|
to break a trade deal after 20 turns, goto the diplomacy screen and select make proposal, then on the bottom right hand of the screen click on active, a list of all diplomatic agreements that are in force will appear, simply click on them to end them
as for the second issue you must have a link to the civ you wish to trade with, either a road to their capital, or a port or airport which will link up with a port or airport in that civ with links to the capital
Qnuc.dk
i send the bug list once a week to firaxis
iago
check out this thread
http://apolyton.net/forums/showthre...?threadid=31198
|
|
|  |
 |
|
John Dark
|
|
here is another one:
when saving your game to a full HD partition,
civ3 will not complain but save an empty file.
disk space should *definitely* be checked!!!
|
|
|  |
 |
|
John Dark
|
|
ah, and there's more:
i got five sources of incense, four of which i'm trading away.
still, my trade advisor keeps telling me:
"we have only one source of incense. let's secure
other sources and trade them with our friends."
that's obviously nonsense...
|
|
|  |
 |
|
sunshine
|
|
If you are at peace and accidentally switch "mobilization" to "war-time", you cannot switch back. The only way to return to normalcy is to declare war on someone and convince them to make peace with you--wasting 100 years or more.
Also, on my computer (athlon 1.2ghz, 1.5GB ram, scsi raid) it can take 2-5 minutes between the end of one turn and the start of the next... this sucks. Fix it please.
Some gameplay issues:
I have also experienced the combat problems mentioned by others. There is no reason why knights should be able to kill riflemen in walled cities 9 times out of 10, but lose to warriors on plains. SMAC had good combat, why doesn't civ3?
There should be more than 2 settings for zoom.
I'm sure I'll have more later...
|
|
|  |
 |
|
sunshine
|
|
1) After acquiring a tech that is a requirement for a resource, if you have that resource in your territory but no road to it and make a deal with the AI to trade for it, and then while that deal is going on you build a road to the resource, when the deal ends with the ai your resource will not be available. You have to destroy the road and rebuild it to get the benefits.
2) Pollution seems to be a function of potential manufacturing capability, not actual shields produced. Reducing the number of shields in a size 14 city all the way down to 1 shield (base square) still produced 5 pollution triangles.
|
|
|  |
 |
|
Seraphim
|
|
Here's one you forgot: the icon for building a railroad with a worker incorrectly gives the hotkey as "R" instead of "Shift-R", which explains why people keep posting about "R" not building a railroad. Though WHY you have to use Shift-R when R alone is the most sensible and logical hotkey is a good question.
Attachment: civ3h.jpg
This has been downloaded 462 time(s).
|
|
|  |
 |
|
Libertarian
|
|
I'm probably the only one who feels this way, so feel free to ignore this suggestion, but I wish that the default option in the confirmation box, when you click to rush build an improvement or unit, were "forget it" rather than "go ahead".
|
|
|  |
 |
|
sachmo71
|
|
de Tejas
May 2001 time: 23:15
|
|
If anyone else has seen this, please let me know. I am running a low end machine (PII 128M Ram with Voodoo 3). Sometimes (usually after combat but not consistant) my units which have run out of movement points will not automatically switch to the next unit. I have to manually activate any unit I wish to move after this point. Also, at this point the "go to" command will no longer work. Restarting the game fixes it, so I thought it may be a hardware issue, and if I save the game I cannot reproduce on the restart. Annoying as hell, but liveable.
Anyone having seen this plz let me know!
Cheers!
|
|
|  |
 |
|
Wombat
|
|
I decided to try a game on a huge map with 15 civs. I got a horrible start so I decided to start a new game. I selected quick start and began playing. I have now advanced far enough to locate all civs, and there are only 7. It looks like quick start does not remember the number of civs in your setup.
|
|
|  |
 |
|
dconner
|
 |
Reston, VA
Nov 2001 time: 00:15
|
|
Running under Windows 2000, I have a crash bug - divide by zero - when an Egyptian Trireme and Battleship were moving past one of my ships that was on "sentry" duty.
quote: The exception Integer division by zero [0xc0000094] occurred in the application at location [0x00447cfb] |
Does Firaxis want copies of saved games to investigate this sort of bug? Is there an address to send them to if so?
(Clarification - after further trial and error, it doesn't appear to have anything to do with *seeing* the movement or anything obviously graphical. If I move my ship away beforehand, the bug still occurs.)
Last edited by dconner on 13-11-2001 at 00:57
|
|
|  |
 |
|
Styria
|
|
Upstate New York
Oct 2001 time: 00:15
|
|
My friend was playing and tried to move a loaded aircraft carrier into a land square. The transport window came up, asking if we wanted to unload none, the veteran bomber unit, or all. He accidentally hit okay, with the unit selected. At that point, the game froze.
|
|
|  |
 |
|
sfoste2
|
|
Columbia, MD
Nov 2001 time: 05:15
|
|
Just in case this makes this over to the Civ3 folks, I want to make sure that it is noted that it has been independantly confirmed by the Civ3 user community that it will not run on a system with an S3 Savage 2000 video card, and those of us out there with the system are down the $$ of the game despite meeting the requisites on the box (ok....slightly bitter...but hey, with a game as great as Civ I'm sure ALL of you had been looking forward to playing yet cant, and dont have the option of returning it, wouldnt you? hehe).
|
|
|  |
All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|