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Post by CanuckSoldier on Nov 14, 2003 19:38:57 GMT -5
What difficulty level are you playing on? It's been a long time since I played SP Civ3 but if I remember correctly at the higher difficulty levels you start with two settlers. Also the game tends to give 2 settlers to civs that have a worst(like island) starting position.
CS
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Post by zerza on Nov 14, 2003 20:13:01 GMT -5
Its on emperor, (was tryin a new Sumeria strat) and they were the only civ to get 2 settlers.. Its the first time I've seen a civ get two settlers ever (I've played COUNTLESS single player games). Both of these civs within a civ have more land then any other civ in the game.. Its really strange. Together,, they double any other civs land area.
You should see the power graph,, its really bizarre...
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Post by FriedrichPsitalon on Nov 14, 2003 21:07:33 GMT -5
On the higher difficulty levels (demigod+) the computer is supposed to get settlers now; don't know about emperor though.
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Post by zerza on Nov 15, 2003 0:18:16 GMT -5
Was a totally different bug,,,, turns out I had 2 deep purple civs...... Very confusing... Seems the flag for colors isn't working in some cases.... They also appeared on the histo together making them seem as if one super civ..... First time I've ever seen it in the hundreds of SP games I have played since civ 3's launch.
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Post by CanuckSoldier on Nov 15, 2003 21:09:02 GMT -5
That is odd. BTW, there is a new bug that's come out that is probably somehow related to the minimum Civ starting distance. I was in a game with DarkLord and we started 0(zero) squares apart, if fact, I shrank his cultural boundaries. I've heard of a game with Maxfin in it that had the same thing happen. If anyone else sees this please post it.
CS
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Post by agntsmith on Nov 16, 2003 8:53:47 GMT -5
Issues from recent games 1) The old city entry bug with a twist. Instead of causing a OOS when a city falls if troops are attempting to move into the city ... now the winner can't move into the city when victorious until the next turn. This happened in a game yesterday with Armageddon1 In an elimination game this is bound to cause an issue . I didn't move more troops in. I played honourably when I realized it had fallen and was an obvious bug. The next turn the winner was allowed to move in. I have a feeling it might have occured because I tried desparately to move adjacent troops in during the battle however they were unable to move (as by design now). I think this is a fairly serious bug and would curious if anyone else experiences it. 2) Settler creation ... causing some consternation. It appears they are prohibited until a city size of 4 ? We had a game yesterday restarted because it was thought to be a bug. Can someone (Friedrich?) confirm when settler creation is allowed? I think 4 is normal now however someone else said it was a few turns past 4 before he was able to create a settler. My apologies in advance if this is discussed elsewhere. 3) DeathKnight.wav error message ... apparently Cobra received a warning message that the wav file was missing and the game crashed 4) Two CTD (crash to desktop), 3 drops during a QuickCiv game with 6 players on small map. No OOS though ...
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Post by Swissy on Nov 16, 2003 10:26:33 GMT -5
Issues from recent games 2) Settler creation ... causing some consternation. It appears they are prohibited until a city size of 4 ? We had a game yesterday restarted because it was thought to be a bug. Can someone (Friedrich?) confirm when settler creation is allowed? I think 4 is normal now however someone else said it was a few turns past 4 before he was able to create a settler. My apologies in advance if this is discussed elsewhere. If you were playing Quick Civ scenario, that is a modified rule. Because of vthe extra food on the map they upped the pop cost of settlers. So not a bug, but a freature of that particular scenario.
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Post by whiplash on Nov 16, 2003 11:33:03 GMT -5
Yeah, the city size of 4 before you can produce a settler is only in quickciv.
We still have the empty city bug; it just doesn't go OOS anymore. And yes, you cannot move defenders into a city while it is under attack by a stack. HEY FIRAXIS, WHAT KIND OF FIX IS THAT? Pretty clumbsy!
Personally, I think when the bug occurs the attacker should get the city on the next turn rather than whoever has the quickest trigger finger.
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Post by CanuckSoldier on Nov 16, 2003 11:34:42 GMT -5
Yes, if you open the quick-civ as a SP scenario, it states that settlers cost 3 pop in the scenario selection screen. It's a good idea to read all the the intro selection data as it has some valuable information is held only there.
Whip, Firaxis worked lot on all the PTW's many OOS conditions. There is a limited amount that you can compensate for in code to make up for the basic mechanics of DXplay and all the internet related lag factors. I'm sure that all the bugs we are finding will get address as much as possible in the 1st patch.
CS
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Post by MotownTonia on Nov 16, 2003 11:43:35 GMT -5
All:
I have played 2 games with C3C. The first one went really well. It had minimum lag. We had 3 OOS's that game. I waited for EVERYONE to join back up, loaded the resynch.sav each time, and was able to load it successfully.
The second game is a completely different story. It was a lag fest the whole game. We tried to reload because of lag a few times, but it didn't help. The last time we tried to reload it, we couldn't get it to work. We ended up voting to scrap the game. In this situation, if you want to finish the game, your best bet is to play through the lag, and DO NOT RELOAD.
Tonia
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Post by CanuckSoldier on Nov 16, 2003 11:57:12 GMT -5
Yes, I've had one game like that too Tonia. But many more successful ones too. We're not sure what causes the random OOS's but the resync saves do seem to work. The last autosave seems to be the cause of many problems though.
CS
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Post by Dr Shot on Nov 16, 2003 18:53:58 GMT -5
Just loaded an oos game.I like to think the dead civ caused the oos,not sure we reloaded and it was not wherte it left off,kinda at the start of battle.
The last few tunrs (3 players left) the other 2 players names were RED for remainder of game and there were many cases of "dead guys walkin", that is zero Hp units hangin arpound , some for 3 turns even. They do not respond thertefore are not deletable.
Game played fine b4 oos... 6 player normal starts,elim and timer based...
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Post by whiplash on Nov 17, 2003 8:55:54 GMT -5
Yeah Doc, I've seen the Zombie bug before in PTW. The zero hit point unit can't be killed by combat so it just travels around for the remainder of the game.
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Post by RedPhoenix on Nov 17, 2003 19:45:43 GMT -5
we experienced a new problem today in our 8 player game, when all had finally checked in the host pushed the start button and the whole game collapsed back to the lobby.
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Post by FriedrichPsitalon on Nov 18, 2003 8:26:50 GMT -5
That's not new. I believe it's even referenced in this thread. For those wondering, the folks at Firaxis DO know about these issues and do plan on addressing them in a patch.
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