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COLONIZATION :- Bugs list

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Douglas Woods

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Oct 5, 1994, 2:25:27 PM10/5/94
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I don't know if this is a good idea but I find Colonization to be
a great game which is affected with a few bugs. So I thought the
newsgroup could start a bugs list, with any known fixes or work-
arounds.

If Microprose read this newsgroup, perhaps they could take note
of the list and try to fix as many bugs as they can in any
forthcoming patches or upgrades.

In the next article, I've listed the bugs I've found. If anyone
has found others or found any fixes, then please add them to the
list.

Please don't e-mail me with any bugs or fixes. Post them here
and share them.

Of course, if you don't think this is a good idea, just ignore
this.
--
Douglas Woods

Douglas Woods

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Oct 5, 1994, 5:07:18 PM10/5/94
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<<<<BUGS LIST>>>>
While playing Colonization. These are the main bugs I've come across.


1. Can't create trade route with Europe

When you create a new trade route, your European port is not listed as
a possible destination.
The only way around this, other than to build a custom house, is to
create a trade route by sea from your intended city to any other of
your cities. Once you have created a trade route, you can edit it and
replace your second city with your European port.


2. After automatic trade with Europe, the screen doesn't clear properly.

When you complete an automatic trade with Europe, the screen behind the
message window isn't redrawn properly. Annoying but not fatal.

3. Wagon train on a trade route won't unload cargo.

This seems to happen if the cargo is embargoed at your European port.
The only way around it is to unload the wagon train with the mouse.

4. If using a mouse to give orders to a unit, the unit sometimes goes
off in a strange direction of its own will.

Be careful when using drop down menu to give orders to a unit. If you click
or release LMB just slightly outside the drop down menu, your unit could
move off in a strange direction. If you should change your mind about an
order, move the mouse cursor to the top menu bar and release LMB.

5. Tax rate disappears when game is saved/loaded.

Sometimes if you load a saved game, the tax rate is reset to zero.
Doesn't always happen. Shame :-)

6. Units sometimes get stuck in a swamp.

Sometimes a unit going to a destination will get stuck in a swamp.
Is this a bug or bad navigation ! Only solution is to rescue the unit
with the mouse and then start it on its way again.

7. Not all mouse drivers work with Colonization.

Use MSD to check which DOS driver you have. Logitech users may need to
use LMOUSE.COM. Microsoft drivers 6.94 and 10.00 do work. Vers 8.01 did
not work for me. Microprose recommend vers 8.20 or later. Haven't tried 9.01.


Well, that's it from me. I haven't had problems with the game freezing but
if you have or if you have other bugs, delete my sig and repost with your
bugs or fixes.

--
Douglas Woods

Steven C. Schultz

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Oct 5, 1994, 11:58:37 PM10/5/94
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Douglas Woods (Do...@drwoods.demon.co.uk) wrote:
: <<<<BUGS LIST>>>>

: While playing Colonization. These are the main bugs I've come across.
<<deletion>>

Has anyone noticed that if you attempt to move a unit into a square that
gives a pop-up choice menu (ie moving a wagon train into indian village,
attempting to attack an enemy village, etc) and you select "cancel action"
from the menu, that unit's turn is finished, even if it is still in the
same location as it started the turn in, despite the fact that you
"canceled" the orders? It wasn't like this in CIV, so I suspect it
isn't planned. Any comments? Or is this my imagination from staring at
my monitor too long?

-Steve

Kenneth Chan

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Oct 6, 1994, 9:10:14 AM10/6/94
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8. Can't build cathedral !

--
Kenneth.

-------------------------------------------------------------------------------
Kenneth Chan, Trinity College ! I cast, so I know what I am doing.
E-mail address : whk...@phx.cam.ac.uk !
-------------------------------------------------------------------------------

janders

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Oct 6, 1994, 10:37:56 AM10/6/94
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whk...@cus.cam.ac.uk (Kenneth Chan) wrote:
>
> 8. Can't build cathedral !

Once I had enough tools in place I did. No real difficulty.

j.

Ken Fishkin

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Oct 6, 1994, 2:07:51 PM10/6/94
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In article <36vsld$7...@crl.crl.com>, ssch...@crl.com (Steven C. Schultz) writes:
> gives a pop-up choice menu (ie moving a wagon train into indian village,
> attempting to attack an enemy village, etc) and you select "cancel action"
> from the menu, that unit's turn is finished, even if it is still in the
> same location as it started the turn in, despite the fact that you
> "canceled" the orders?
Yes, that's what happens.
Yes, it sucks.
It particularly sucks if the city is at a 'bottleneck', an isthmus
connecting two halves of a land mass - you _cannot_ move from one
side of the mass to the other, because trying to move into the city
ends your turn. Oh well.

today's bug report - the terrain values printed on the little card
that comes with the game are quite different from those actually in
the game, and described in the colonizapaedia - check it out.

--
Ken Fishkin fis...@xerox.com

25994-kelly

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Oct 7, 1994, 9:49:23 AM10/7/94
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Yes, I had that problem also (canel action ends turn).

Another problem I have is lockup. Today I played for 2 hours. The French took over one of my towns. I landed cannon all around it and attacked. It locked up and I had to reboot. I have 579 free memory. It says it needs 575 so it shouldn't be running out.

Macsen Galvin

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Oct 7, 1994, 10:26:46 AM10/7/94
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>-Steve

Just press ESC instead of cancelling thew orders.. that did it for me
anyway.
Max

Daniel Kupersmit

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Oct 8, 1994, 1:47:52 AM10/8/94
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Douglas Woods <Do...@drwoods.demon.co.uk> wrote:
> <<<<BUGS LIST>>>>
>While playing Colonization. These are the main bugs I've come across.
>3. Wagon train on a trade route won't unload cargo.
>
>This seems to happen if the cargo is embargoed at your European port.
>The only way around it is to unload the wagon train with the mouse.
>
>4. If using a mouse to give orders to a unit, the unit sometimes goes
>off in a strange direction of its own will.
>
>Be careful when using drop down menu to give orders to a unit. If you click
>or release LMB just slightly outside the drop down menu, your unit could
>move off in a strange direction. If you should change your mind about an
>order, move the mouse cursor to the top menu bar and release LMB.

I think the AI for automatic movement is the problem. My units
constantly get stuck when I put them on auto whenever they would
have to go between two other colonies, whether or not I am at peace
with them.

I had a road going from one of my cities between an Indian village
and the French, and every time a unit tried to go through, it would
try to get around the French and get stuck. A minor pain, but
having to guide units through civilizations is a pain.


>6. Units sometimes get stuck in a swamp.
>
>Sometimes a unit going to a destination will get stuck in a swamp.
>Is this a bug or bad navigation ! Only solution is to rescue the unit
>with the mouse and then start it on its way again.

See above? Maybe?

>Douglas Woods

Ahhh... I'll leave your .sig.
Great game.

Yakko

Daniel Kirkwood

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Oct 8, 1994, 11:36:15 PM10/8/94
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Well, I suspect this is a feature rather than a bug, but
I still thought it was very interesting, since the manual
doesn't even hint at it.

When you have your revolution, be forewarned: it is
_completely impossible_ to prevent at least some of
the REF from landing. The royal men-o-war
*teleport* onto a convenient square from which to
land troops, so you can't kill them with your frigates
before their arrival. Worse, if you happen to have a
ship on that spot, it is simply 'captured at sea
by the Royal Navy!' (Ships on the high seas at the
time of the revolution are also captured, but I
admit that that makes a good deal of sense.)

Oddly enough, the warships do not teleport home,
so you can attack them on the turn after they
land the troops. I don't know if you can
destroy one, however---all I ever managed to do
was damage them. (This wasn't useless; it did
slow down the transport of the REF somewhat,
and gave me time to strengthen my forces.)

Has anyone managed actually to sink a man-o-war?

Daniel

kh...@uni2a.unige.ch

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Oct 10, 1994, 6:13:45 AM10/10/94
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Yes I sunk a few man-o-war, most of the time what happened is they came
too close to one of my Port with like fifteen canon and the program
automatically engages combat and sinks them. You can also sink them
with a frigate but it is more difficult.

James Gutierrez

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Oct 10, 1994, 2:35:54 PM10/10/94
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In article <377ofg$5...@controversy.math.lsa.umich.edu> kirk...@math.lsa.umich.edu (Daniel Kirkwood) writes:
>From: kirk...@math.lsa.umich.edu (Daniel Kirkwood)
>Subject: Re: COLONIZATION :- Bugs list
>Date: 9 Oct 1994 03:36:15 GMT

>

>Has anyone managed actually to sink a man-o-war?

>Daniel

Yeah, but only on the easiest level -- I don't know if it gets harder to do.

Ken Fishkin

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Oct 11, 1994, 12:52:10 PM10/11/94
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In article <gutier.10...@casper.med.uth.tmc.edu>, gut...@casper.med.uth.tmc.edu (James Gutierrez) writes:
> >Has anyone managed actually to sink a man-o-war?

Yes, I've sunk 2 of them on 'Conquistador' level - once with a frigate,
and once with a friendly man-o-war.

--
Ken Fishkin fis...@xerox.com

Michael Subelka

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Oct 13, 1994, 3:26:00 PM10/13/94
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|-On 10/13/94 Daniel Kirkwood said this about Colonization :- Bugsяяяяя to All-
DK>
DK>Has anyone managed actually to sink a man-o-war?
DK>
|---This is what I had to say about that-------------------|

I have. They are easier to sink with other man-o-war. But can
be sunk with other ships, just very rarely.


... Man loves little and often, woman much and rarely.


Cu L8r

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Bryce Baker

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Oct 13, 1994, 8:39:57 PM10/13/94
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Ken Fishkin (fis...@parc.xerox.com) wrote:

: In article <gutier.10...@casper.med.uth.tmc.edu>, gut...@casper.med.uth.tmc.edu (James Gutierrez) writes:
: > >Has anyone managed actually to sink a man-o-war?

Are you kidding? Many. For starters it is easy to get a fortress with a
naval artillery strength of 80-100, and any men-o-war that stray too
close at the end of their turn are toast. Depending on the placement of
your city, it is easy to rack up a dozen sinkings during the revolution.
Judicious use of men-of-war given you by your European ally is another
easy way to sink them, just be sure to get the +50% attack bonus.


Chia-Hao Chang

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Oct 22, 1994, 4:43:51 PM10/22/94
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Often sinking them isn't very important. My personal naval strategy is to
build up a few towns with shipyards and start cranking out privateers and
frigates. Frigates vs man-o-wars (men-o-war? ;-) ) don't usually do that
badly. One thing I pay attention to is to look for places where multiple
man-o-wars occupy the same space. They don't seem to get an accumulative
defense bonus vs an attacking frigate (or privateer) and I can often damage
several man-o-wars in one attack. Of course, I often get my frigate sunk, but
you have to take your chances.

matthe...@gmail.com

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May 31, 2018, 6:33:43 PM5/31/18
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It is possible to declare independence and never win, but also never lose. Here is what I did. I built on that one the island square in the Caribbean with 1 spot open - the other square is occupied by indian village- and that was my only city with a port. All my other cities were inland on the main North American Continent. I went about 40 years without one single invasion force able to land and attack me. Also, a small city was burned during the revolution by indian raiders and I got the message that the King demanded an explaination....lol.
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