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Whistler
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Northern VA
Jan 2002 time: 00:16
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Well, I magically won my first full game in Civ 3. I played at Chieftan level until I get some experience with the new strategies in Civ 3 over Civ 2. At the end of a turn I magically won by cultural victory (will be turning that off in the future!). I went through the replay of the game, scoring, mutual praise party and final ranking (Lincoln the Cruel), and when the question came up to continue or stop, I chose to continue. I did that because I managed to play complete game with NOT ONE WAR among any of the Civ's. Now that the game was over I wanted to wreak some havoc among my neighbors.
Anyway, when the game resumed, all piece movement was horrible. The click-hold movement showed the path a piece would take, but it would not take it. All the movement buttons for the pieces were now on the right side of the screen instead of the bottom. When a piece was done moving, it still showed the white movement circle around it. I had to click on another piece to get to move it. I played about half a turn win this state. I then saved the game, exited the game, restarted and reloaded. Everything worked fine after that.
By the way, on another topic, I also noticed incredibly long delays from when I finished negotiations with another civ and the display updated, appearing to be locked up, but it was simply taking its good old time thinking about things before it had to update the screen. Once the screen was black for 30+ seconds...very disconcerting. But the game never locked up on me. This also happened in different points in the game, not just after negotiations.
Finally, a gripe. Why did they take out the "fast piece slide" option between Civ2 and Civ3? Turning off animation didn't help a lot as pieces still hesitate between moves. And turning off showing the piece movement makes me lose some pieces until they get done moving (transport ships moving to another island for example).
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stend
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quote: Originally posted by Goonk Well I haven't disbanded any units, but I may have chopped down a forest or two. Maybe that is the problem? | That would do it as well - you can't benefit from any speedups on building wonders except GLs.quote: If that is the case then it really sucks, since you have to take in account whether you later want to build any wonder in that city when you control your workers (or worse if you automate them, you can get a nasty surprise). | Yeah. IMNSHO, the better thing to do would be for the game to keep track of normal and speedup shields, and give you a warning when you're about to switch to an improvement that can't use the speedup shields (like the warning you get with excess shields).
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MonsterMan
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Stockholm, Sweden
May 2001 time: 06:16
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My list of bugs in Civilization III
Sorry if I bring up bugs already mentioned by others, but I hope my view on them is still helpful.
Did you know that if I set my luxury rate at 0% (or anything else), I can hit F1 in the turn change inbetween city reports and crank it up again? This will give me a huge wad of cash while disorder is limited to the first few cities. If I'm in luck, my capital completes a project on that turn, and I hit F1 right after I OK the new project leaving me with just one city in disorder. It helps to have a slow computer, and I usually hit F1 several times to be sure. If I'm really nasty, I'll crank up luxury rate at the same time, and I get 'We love the President' über alles. This doesn't hurt science either, even if I'm at 100% luxuries. You might want to take a look at this problem.
JUMP SHIP!
I have a Caravel full of settlers, and move my three tiles. This brings my ship alongside another, empty caravel that hasn't moved yet this turn. So I activate the settlers and let them jump ship. Presto! Now I can get them where they should go twice as fast as the computer can. This is pretty silly when you think about it, because all units are supposed to start the turn at the same point in time - it's just their actions that are decided by the turn-based system. That's how I understand it to be. Doing what I'm doing is akin to travelling back in time.
THANKS FOR THE HELP.
During a war, I razed an enemy city and a few turns later built my own city on the same spot. Soon after I made peace with the enemy, but to my surprise a couple of workers wandered in and started irrigating around my new-found city. I didn't even have a right of passage agreement. The only reason I can think of is that they were ordered there before the city was raised.
ABOUT UPGRADING UNITS
After the player upgrades a unit, it should automatically fortify, particularly if the former unit started out fortified. I'm especially thinking of the time when I did a mass upgrade of my pikemen to musketeers - all 100 of them. If this had been in place I would have saved a lot of time. When doing individual upgrades it's just as bad because I get confused if this unit was supposed to go somewhere else or if it was recently upgraded.
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Master2000
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I use CTRL+A on all my workers.
With the patch, when there is no more to do for the workers they go to a city and sleep. That's good. If a square gets polluted 2 workers will wake and start working on the polluting square. Well, that's good too but I must ask why only 2 workers will run out and work when I have 10 other lazy workers just sleeping in my cities. Shouldn't all non working workers run to this square? I think it takes 12 workers to clean a polluted square in 1 turn.
And I still miss the old sentry command...
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tomosaurus
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I have tried many times to get a pangaea world map, but every time I choose that option I still get separated island continents. I also tried in the editor, which has an auto world creation feature, nad every "pangaea" map I generated had more than 1 land mass. This seems to me to be a bug.
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patarroyo
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Here is my email to and from Firaxis. I am running 1.16f, ed. 2. Very annoying error. I figured I'd just let the persians run around on their boat. Then I lost sight of them. I finally was able to make peace, and gave them 2 cities. neither one is a capital, so i am unable to establish an embassy or use spies to locate this runaway ship. if i destroy the gift cities, the persians are still alive. i cannot destroy them. this sucks.
ok, my hardware is not my issue. i am playing at chieftain level as babyl. I have destroyed all persian units except for one ship w/units on it. when i destroy this unit at the beginning of year 1852 AD, game crashes. game does this even if i go back and play the last few years or build a different naval unit to destroy the persian boat. this seems very software determined to me, not hardware. so what's up? am i the lucky finder of an easter egg? this error is, as stated, very repeatable. it would suck to have my game end this way.
It's got something to do with settlers on transports. In one case, Japan's last settler was on a galley that was destroyed. This caused another unit on the transport to be killed twice and the game thought Japan had -1 units. The bug doesn't occur everytime this situation happens and is actually quite rare.
Users with the newer (1400+) Ahtlon processors and Asus motherboards may be able to fix the problem by updating their motherboard BIOS. Some of the older BIOS versions do not fully support the faster processors, and the newer BIOS has fixed the problem for at least one customer.
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patarroyo
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quote: Originally posted by Master2000
I use CTRL+A on all my workers.
With the patch, when there is no more to do for the workers they go to a city and sleep. That's good. If a square gets polluted 2 workers will wake and start working on the polluting square. Well, that's good too but I must ask why only 2 workers will run out and work when I have 10 other lazy workers just sleeping in my cities. Shouldn't all non working workers run to this square? I think it takes 12 workers to clean a polluted square in 1 turn.
And I still miss the old sentry command... |
I agree. It is annoying that workers go to sleep when automated despite there being lots of work to do still. Especially pollution clean up. And if I keep CTRL-Ping my workers, after the 4 or 5th one in a turn, i am not allowed to do so anymore. Why is there a limit on the automated pollution cleaneruppers?
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Waylander
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England
Aug 2000 time: 05:16
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Apologies if this has been posted previously.
I am playing the patched version of Civ 3 for the first time on Tutorial level. I have experienced the following crashes/ problems:
1. The game crashed when A. Leader (Barbarians ) contacted me for the first time. His image briefly before the crash was a very red looking Abe Lincoln.
2. On reloading, there is no image for the Barbarian leader on the foreign relations advisor screen.
3. When I attempt to contact the Barbarian by clicking the area where his image should be the game crashes.
Is this a previously known problem with a work around? If so, I would be grateful if someone could advise me of the solution.
Many Thanks.
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Jorri
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quote: Originally posted by mattbolas
4) The use of " Strategic resources" still does not work. Often the game goes back in time because you run out of rubber or whatever.
When in real history has a nation had to make swordsman instead of infantry ? It is just not realistic, and badly cripples the game. I have taken to using the editor to allow the units to be built when the advance is meet, and ignore the "Strategic resource" nonsense.
Hey Jeff, it just doesn't work !! The game in general is not balanced
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Hey i disagree dude,I think resources add a very interesting extra to the game ... leave it be!
No uranium ... no nukes ... whats wrong with that!
No oil well then steam it is ... what else you gonna burn?
Firaxis ... good job ... my only negative comment : I want multiplayer pleeeeeessse!
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Harper
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Don't know if I'd classify it as a bug but...
I found something that is at least interesting and it may have occured before the patch as well, I just did not have the experiance with the game to notice it then.
If you have captured workers from other Civilizations, the rate that they are able to perform different actions IE: build roads irrigate etc.. seems to be determined by the style of government that their orriginal civilization is using not your civilization.
IE :
if I am the germans and I capture an english worker and I am in Democracy and the English are in despotisim or for an even more extreme difference Anarchy their workers will take much longer than mine to perform an equivilant action.
I could understand this more if I was an industrious CIV and they were just not getting the industrious bonus but in my experiance this does not seem to be the case.
Just my two cents worth.
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