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View Full Version : New Bugs! and more!


Kingreno
14-01-2004, 19:35
First game in the Industrial Age, Deity! The AI is very much improved, and I must say that I am enjoying things a lot. So, the title is perhaps a bit too negative.[crazyeye]
But first the bugs...

So how about a railroadbug? that'd be nice!


http://www.civ3duelzone.com/forum/uploaded/Kingreno/200411419951_railroads.jpg
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In the pic above, is one of my (brown/carthagininan) cities that has been there for a while, just like its harbour, I also have Steam power with coal and iron for 10+ turns now. There IS an open trade route to this city. However, that town did not get railroads itself so moving from the left RR to the right-one costs 2/3 movement.[sad]
The town was originaly Mongol, and not until their backward civ had been destroyed, did this city get "connected" by RR. This is not right is it?

Next:

http://www.civ3duelzone.com/forum/uploaded/Kingreno/2004114191632_civilengineers.JPG
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To my surprise, C3C brought me two new specialists in the Industrial Age, the Policeman and teh Civil engineer(CE). The first on efights corruption, the second ads 2 sheilds per CE to buildings/wonders only (not units).
Now, it is still possible to order a CE when building a unit. These shields are not wasted but "saved". So, as soon as a building is ordered after X turns with some CE while building units the building will recieve the sheilds of the CE!
In turn providing a way to prebuild and still produce. I do not think of this as a bug, but it is not what is intended either IMO.

Besides this I do think the CE in particular will make the Micromanagement in the Ind Age horrible. In my game, all distant corrupt cities have all squares irrigated to allow as many CE, it will produce much more then a wltkd, once it has all major buildings, production becomes the key for my workers, restyling the area with mines. [rant]

Now, about this game. The AI is better (in some ways...[rolleyes]) and will backstab not only the human but eachother too. Deals will break and cities razed, there is simply one point where hell breaks loose. This sometimes means that the AI will fall behind on other area's, though not all:[hmm]



http://www.civ3duelzone.com/forum/uploaded/Kingreno/2004114192910_victorystatusscreen.jpg
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The talk: Any ideas on the new specialists? Or the "new" AI?

For a bonus: If anyone wants to have a look/play at this game:
There are awesome AI stacks, especially the invasion of Japan gave me an enemy stack of 300+ inf/cav [:o], but first things first, lets get those 15 armies roling[:p]


Download Attachment: icon_paperclip.gif Hannibal of the Carthaginians, 1275 AD.SAV (http://www.civ3duelzone.com/forum/uploaded/Kingreno/2004114193226_Hannibal of the Carthaginians, 1275 AD.SAV)
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Skyfish
14-01-2004, 19:42
15 armies ? [eek]
Dude you are just sickening !

Shabbaman
14-01-2004, 22:07
CE's and policemen are "annoying": for some cities you need a policeman, for others a CE. Hard work ;)

Kingreno
14-01-2004, 22:18
quote:Originally posted by Skyfish

15 armies ? [eek]
Dude you are just sickening !


[lol]

http://www.civ3duelzone.com/forum/uploaded/Kingreno/2004114221714_19armies.jpg
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there is also 209 inf.[estwing]

col
14-01-2004, 22:56
The railroad bug has been reported elesewhere too.

Civil engineers can be verrrrrrrrrrrrrrrry powerful.

Grille
15-01-2004, 13:18
quote:
Now, it is still possible to order a CE when building a unit. These shields are not wasted but "saved". So, as soon as a building is ordered after X turns with some CE while building units the building will recieve the sheilds of the CE!
In turn providing a way to prebuild and still produce. I do not think of this as a bug, but it is not what is intended either IMO.

AFAIK (from tests made under v1.00) you cannot pile up CE shields if you order a unit (from scratch).

If you order an improvement/wonder and hire CEs, the CE shields would go into the production box each turn. If you switch to unit before imp/GW is completed, the CE shields are removed from production box. When you switch back to imp/GW, you get the CE shields back.
But: If you produce a unit longer than 1 turn and have a CE hired, CE shields are wasted (you would not get them back if you switch to imp/GW).

Not sure if something changed with the latest patch, but in 1.00 you could not save CE shields towards a later ordered imp/GW while actually producing a unit. You could only save those shields that were contributed during imp/GW construction.

Here's some pics:
http://forums.civfanatics.com/showthread.php?postid=1508305#post1508305
The stuff I mentioned is reflected in the 5th pic.
The prod box *should* have had 6 shields in it in case saving shields (towards improvement) was possible while a unit (arty) is under production.

I missed to test if 'not-used'/saved CE shields would be carried over for next build item, but you seem to mention that this is possible (and I agree that would not be a bug).