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JohnF
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quote: Originally posted by bj
Bugs:
5) BIG problem, has been happening since we got civ 3, vaguely remember someone posting something similar a while back. Basically, wait/fortify/sleep/do nothing actions work, but the unit remains selected and it doesnt move on to the next unit. EG I press F, the fortify animation plays, but the selection disc remains on that unit and nothing happens. Its possible to select other units etc, but the same problem occurs.
I have since found a weird, temporary solution that works half the time – alt-tab to another full screen window/application and back again. Very annoying, has sometimes been accompanied by random crashes requiring computer restart, not just civ3. Sometimes it’ll start happening a few minutes after starting the game, other times not at all in a 5 hour sitting. If there’s a trigger, I haven’t noticed it.
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Experienced the same problem myself long ago. The problem seemed to go away after a patch was installed. After installing the last patch, it seemed to reappear.
In trying to determine the source of this bug I started trying to backout changes until the problem disappeared. After installing the last patch , I added keepres=1 to the civiii.ini file. When I removed this statement, the problem seemed to go away.
I think the patchs in both cases replaced the civiii.ini file when installed. I had been using this option a long time ago and I think that this file replacement is the reason that disappeared back then.
Does anyone have any similar experiences with the keepres option?
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Desert Dog
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3rd Rock from the sun
Nov 2001 time: 21:20
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I keep experiencing units that are missing some sounds. Usually it is the attack or bombard that stops working. This gets worse when a BIC is modified. My theory is that due to the maps and all being included in the BIC file, when someone mods that BIC it grows size, this slows the game down for sure the larger it gets, and most likely is causing sound to disappear partially on some units. I found that this even happens sometimes with the standard BIC. I have all of the common devices on my high end PC. Creative Lab LIVE!, 256 Megs of RAM, Ge-Force 4 video card, 1 Gig AMD Thunderbird processor. THis does happen more frequent when I have installed a mod, I am a tester for The Balancer 3.0 mod. I have noticed that this does get worse the more things that are added to the BIC file. Initially it only happens to the barbarian units, but later it spreads to other units. One more point, this missing sound happened the moment barbarians first appeared. When I arrived at the Industrial age, all of my sounds returned. Now I am about to leave the industrial age for modern and sounds again disappear. It seems to be a memory issues that relates too how large the BIC is. Very frustrating to find any bugs now when statements have been made that no more patches will be released for this version of Civ3.) This is poor customer service in my book. All errors should be fixed totally and completely. IMHO. 
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Desert Dog
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3rd Rock from the sun
Nov 2001 time: 21:20
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quote: Originally posted by Level
A lot of custom units do not have sounds, check the INIs.
But if that is not the problem it could be a memory leak which would need to be fixed. |
Thanks too everyone who is trying to help with their comments. I have been a tester for quit some time with various mods. I pretty much know what causes errors. Trust me I checked all of the common errors possible. There are simply quite a few bugs that need to be fixed. These bugs aren't being looked at even in the PTW XP release. The Balancer mod has prisoners, bandit, pioneer, and Brigantine Pirate ship as extra units that are not normally replaced by anyone. I have an AMD Thunderbird processor all of these bugs could be related to not having the SSE instruction set incorporated into it. The next release by AMD will include the complete SSE Extensions. It seems that Firaxis is limited the number of total buildings, wonders, and units that can be added. Civ3 has problems when you try to change the standard citizens to something else, or add in additional ones. (Scicnetists, tax collectors etc)
Here is another bug I encountered just today. I had 3 sources of Salt Peter. From one turn to the next I lost all of them without a popup telling me that it ran out. I have never seen this before at all in any game I have played.
Here is another one, I have a pack with Egypt. 2 Turns later Rome, Japan & Germany all sign an alliance against her. 4 Turns later I still have peace treaties with all of them, accept they are either annoyed or cautious of me. This is yet another situation that I have never seen. 2 turns maybe but never a total of 6 turns without mandatory going to war when a pack member is attacked or at war. I lost the Salt Peter right after the war started between them all. If I do get dragged into it like I should, I now have no way to build any of my era's units.
I appreciate everyone's comments trying to help me out. I am posting this in hopes that Firaixs will pay attention and fix the last few bugs that are really hurting the game. IMHO. 
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bigvic
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Columbia, S.C.
Nov 2001 time: 00:20
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I was playing on monarch, modded bic, before. was able to catch up and go ahead in tech pretty well, having adjusted ai tech trading levels to sane. now, with same bic, and looking the same on edit screen, ai gets way ahead on tech on monarch level. also, somehow i can't build an early wonder these days. on the games i have played since downloading and installing, have been unable to get a wonder completed til js bach's cathedral. usually i can count on at least one or two, usually twice that many, but now, some 10 to 1 turns before my wonder is to come up - pow -someone else builds it. i even started building one almost from the start and could not get 10 turns into it whebn, pow, there it went again.
just me, because i'm hoppin' and ready to start using serious profanity?
on the other hand it is a challenge - maybe i should go back to regent.........
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vmxa1
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Oviedo, Fl
Nov 2001 time: 21:20
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Mind Staple them. Sorry could not resist. It is common for the AI to slip in the wonder just a turn ahead of you, very nasty. The best way to stop it is to be a warmongering Military type and get lots of leaders to build them in one turn.
Last edited by vmxa1 on 03-09-2002 at 12:15
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Skeeve
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Washington Township, NJ USA
Mar 2001 time: 00:20
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I saw this mentioned earlier in this thread, but just to clarify so I understand:
The Renaming of a Great Leader option does not work, correct?
When prompted to give a name to your Great Leader, whatever name you choose gets assigned to the original unit and not the leader.
Is this right? Geez, if so, didn't the patch writers at least test the dang game?! 
I named my great leader, Skeeve, of course but the name "Skeeve" got assigned to my Modern Armor instead.
Now I have a "Skeeve" unit running around masquerading as a Modern Armor!
Well, just wanted to check in and make sure this is the type of thing others are observing.
I still like the new patch - if only for the new "Wake/Fortify All" options. That was a great addition.
- Skeeve, the Tank. 
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:20
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quote: Originally posted by E_T
1) I have no trade between continents. I just added a harbor in the city that is on one of the other continents (the main country already had harbors). They aren't connecting. On the same continent, Three other Civs have Harbors too and I'm not connecting to them either. Nether I nor the other Civs have the Lighthouse Wonder. There are 2 Sea Squares between both continants (in at least two spots). Pathfind work and lays out a course for my Galleys. I don't use any methods to get there and back. This is a MAJOR problem to me, as I need the Lux that is in my colony to help the home country. |
The sea squares are your problem. Even though your galleys are able to cross them, eventually reaching the other continent, a trade route cannot be established (until you get the Great Lighthouse or Astronomy, which will both allow Galleys safely enter sea squares).
quote: Originally posted by E_T
2) The other thing that I noticed I that I couldn't get a city to disband by building a settler or Worker (depending on current pop) and getting it to disband. I usually will sometimes like to capture a city and if I deem it, use the current pop to generate Settlers/workers so I can move it. This way, my main cities don't have to generate and move the settler for the new city that I build. |
The city will not disband, if it is generating food surplus - in such a case, it will automatically postpone completing the worker/settler. Rearrange the worked tiles so that there is no food surplus or even deficit and you will get the prompt whether to disband the city or postpone the worker/settler production.
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E_T
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Orlando, Florida
Mar 2001 time: 00:20
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quote: Originally posted by vondrack
The sea squares are your problem. Even though your galleys are able to cross them, eventually reaching the other continent, a trade route cannot be established (until you get the Great Lighthouse or Astronomy, which will both allow Galleys safely enter sea squares). |
From the Cixilopedia: On the trade & trade routes page
Water routes: In order to use a water route, YOUR civilization must be able to SAFELY trasverse EVERY SQUARE of the route and this depends upon having Mapmaking, Navigation and/or Magnatism.
I wonder why Astronomy isn't listed, anyways, there is a viable water route, there wouldn't be if you couldn't use the route planner (i.e. goto)!
I'm attaching the save game file. I'm using the standard, default BIC.
quote:
The city will not disband, if it is generating food surplus - in such a case, it will automatically postpone completing the worker/settler. Rearrange the worked tiles so that there is no food surplus or even deficit and you will get the prompt whether to disband the city or postpone the worker/settler production. |
You didn't have to in the first/second patch. This is just an annoyance, the real problem is the trade problem.
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