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codemast01
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Minor Bug:
If you build a city improvement in a city before it goes into civil disorder and then disband a unit in that city, so that the improvement is finished, the pop-up that asks you to choose a new improvement only displays military units. (No I wasn't moblized and no I didn't build all the improvements in that city)
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wervdon
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First game ended in the unhandled exception in sound.dll others have mentioned.
I was playing the Greeks and went to war with the indians (2nd time actually).
They was furious with me, and I asked for peace (overextended rather than my troops are approaching was how I asked if that matters), and for peace I asked for their world map + construction + one of their workers. My advisor said this deal will probally be acceptable. As soon as I hit the "Will this deal be acceptable" option, the music sort of changed and went into a weird infinite loop (I could also hear my CD spinning up), after about 15 seconds of that the exception came up.
The first time I asked for peace in a very similar manner it didnt crash.
It is also repeatable with the autosave file. I repeated it at least once from it, though I didnt check save random seed so it may not be everytime if something about it is random.
EDIT:
System Specs:
900 mz athlon
512 megs of RAM
Motherboard: ECS K7VZA (mentioned mostly cause I use the onboard sound)
Toshiba DVD (dont remember exact model #)
Windows ME
Using the typical rather than full install
Oh and this one's logical but worth saying. The crash goes away if you turn off sound 
Attachment: civilization iii autosave 430 ad.sav
This has been downloaded 3 time(s).
Last edited by wervdon on 20-04-2002 at 14:11
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wervdon
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Another minor thing. It'd be nice if units that get hitpoint bonuses showed that in their stats in their civlopedia entries along with attack/defense/movement.
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Kryten
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Nottingham, central England
Dec 2001 time: 05:18
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A quote from the offical Civ3 site:-
"Based on the feedback from the mod and scenario community we will make additional improvements and incorporate new features. The editors are just tools, ones that the fan community needs to make meaningful by creating new scenarios with. As those in the 'trenches' of creating new content run into limitations, we'll work on eradicating those barriers."
Well here is a limitation that needs eradicating....WHY CAN WE NO LONGER ADD NEW UNITS WITH THIS LATEST PATCH!
I thought that the idea was to remove barriers, not create new ones!
(I don't remember anyone ever saying "hey, if I press 'Rename' then 'Cancel' and then the 'A' key I can add new units. This a bug, please fix it Firaxis.....")
Last edited by Kryten on 20-04-2002 at 20:19
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Kryten
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Nottingham, central England
Dec 2001 time: 05:18
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quote: Originally posted by Dom Pedro II
Well, correct me if I'm wrong, but wasn't the ability to add units a product of the hacked editor, not the Firaxis version? |
The ability to add/remove units has always been in the Civ3Editor, it's just that the buttons were disabled so that the player couldn't use them. Then someone (I think that it was Skywalker) discovered that a hacked editor was not necessary and all you had to do was rename/cancel/press 'A' to add new units. This will no longer work in the current patch.
Fortunately, Jimmyh has created a new hacked editor for 1.21f. He says that it only took him 2 minutes to go through and set the flag so that the add & delete buttons are visible again.
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Sovy Kurosei
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Communistica!
Feb 2002 time: 23:18
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Keep in mind a game started in 1.17f would have a different rule set as to compared to the new 1.21f patch.
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notyoueither
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of naught
Aug 2001 time: 22:18
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Stacks from Fortified...
Shift, Right-Click, Click, Click, Click, Click, Click, Click, Click, J, gone.
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Allemand
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Olympia
Feb 2000 time: 05:18
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With old saved games (pre-1.21f) you are stuck with the new random number generator rule (results change on reload). There is no way to reset to the old rule in a saved game.
Hope someone knows how to do it.....
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