1) Sometimes, after making peace with another civilization, if I try to move
onto a road created by the other civ, it asks whether I want to break the
treaty, and I get overridden by the Senate if I try.
2) Once, after creating my first city, my settler survived, so that while
creating militia, I could still build up the surrounding area.
3) (The annoying one). In the city map, when I want to change what the city
is producing, the military advisor's recommendation comes up right away, and
the domestic advisor's recommendation often takes a second or two to come up,
after accessing the disk. The bug is that the disk access goes on forever,
effectively hanging the game. This original happened early this morning (the
game was going so well too). After I reset and reloaded a saved version (I
lost 1768 - 1924 (oh well)), it happens in that saved position as well. I don't
have a complete characterization of the bug, but it has only happened to me
after a city improvement completes. What I have done (only once, but have not
tried more than that) to get around the problem is to exit the city display
without setting new production, and then go back to the city later and set
production.
Does anyone have a list of bugs found? What patches are available and do they
fix any of the problems I have found?
In general, it's a great game,
--
Phil Longstaff, Motorola Codex, Mississauga Ontario
>2) Once, after creating my first city, my settler survived, so that while
>creating militia, I could still build up the surrounding area.
>
Are you sure you didn't have two settlers to start with?
>3) (The annoying one). In the city map, when I want to change what the city
>is producing, the military advisor's recommendation comes up right away, and
>the domestic advisor's recommendation often takes a second or two to come up,
>after accessing the disk. The bug is that the disk access goes on forever,
>effectively hanging the game. This original happened early this morning (the
>game was going so well too). After I reset and reloaded a saved version (I
>lost 1768 - 1924 (oh well)), it happens in that saved position as well. I don't
>have a complete characterization of the bug, but it has only happened to me
>after a city improvement completes. What I have done (only once, but have not
>tried more than that) to get around the problem is to exit the city display
>without setting new production, and then go back to the city later and set
>production.
>
Turn off "instant advice"; I think this is the only way to solve this
B
B
bug.
>Does anyone have a list of bugs found? What patches are available and do they
>fix any of the problems I have found?
>
It's in the FAQ. I *think* version 5.0 fixes the advisor bug, but I'm
not sure about that.
>2) Once, after creating my first city, my settler survived, so that while
>creating militia, I could still build up the surrounding area.
Another design feature, not a bug.
When your initial placement puts you withing some magic threshold of another
civ, you get two settlers instead of one. If you don't look closely at the
display, , you won't notice until you build your first city and find the
other settler is still there.
>
>3) (The annoying one). In the city map, when I want to change what the city
>is producing, the military advisor's recommendation comes up right away, and
>the domestic advisor's recommendation often takes a second or two to come up,
>after accessing the disk. The bug is that the disk access goes on forever,
>effectively hanging the game. This original happened early this morning (the
>game was going so well too). After I reset and reloaded a saved version (I
>lost 1768 - 1924 (oh well)), it happens in that saved position as well. I don't
>have a complete characterization of the bug, but it has only happened to me
>after a city improvement completes. What I have done (only once, but have not
>tried more than that) to get around the problem is to exit the city display
>without setting new production, and then go back to the city later and set
>production.
>
This one is a real bug, and I agree most annoying. It is know in this
forum as the 'advisor bug'. Apparently when the domestic advisor does
not have anything left to recommend, it goes into an infinite loop. There
have been several attempts to fix this and other bugs with greater or
lesser degrees of success. I recommend getting "version 5" if you can
find the net location of the patch program. Meanwhile, I suggest calling up
the options screen sometime in the middle of the game and turning the advisors
off. Their advice is weak anyway, and will not help you advance past Prince
or King level.
>It's in the FAQ. I *think* version 5.0 fixes the advisor bug, but I'm
>not sure about that.
I deleted version 5 from my HD after half an hour, because all I did
was load up a savefile and turn the advisors on. It didn't crash for
a couple of turns, but it did crash, giving exactly the typical
"advisor bug" appearance. It may be improved, but it isn't fixed.
One more justification for still playing version 1. With "Instant Advice"
off, and by *never* checking the "Score" I have not had a single crash.
And since there isn't a manual available to explain the ins & outs of
"very unhappy people" I'm just not very interested.
Bob O'Bob
--
It's not a bug. When you have an alliance with someone, you cannot move
onto one of their irrigations, mining, or spaces with a road.
The Advisory Bug is still around in v.5. MicroProse tried to fix it
but failed.
> One more justification for still playing version 1. With "Instant Advice"
> off, and by *never* checking the "Score" I have not had a single crash.
The Score Bug was fixed by v.3.
I understand why Bob still uses v.1, but I've never had any problem
with v.5. I don't really find it harder, but I do like looking at my
score from time to time. Don't know why, 'cause seeing it doesn't change
a thing ;)
Also, I haven't used the advisors since about the third time I played the
game, so that bug isn't a problem to me. (I've never seen it to this day).
> And since there isn't a manual available to explain the ins & outs of
> "very unhappy people" I'm just not very interested.
Pardon !?!
--
P.S. Readers of the FAQ will notice an excellent new cheat from Bob
which comes under part 4b) in the cheats section. It refers to unlimited
ship movement. I just want to point out that Bob tested this using v.1
and I have tested it using v.5. If you have any problems let me know.
--
Dave [Rubicon]
.sig deleted due to good taste
Nearly, but not quite.
You *can* walk on a square that has been improved by the computer civ providing
he isn't using it at the time.
If you would like to walk on these squares, first place a diplomat on it,
then follow it with the piece you want to place there. Diplomats are allowed
to stand on any square, (water aside), and all other units are allowed to stand
on diplomats ;) - (Seems a good idea to me)
It doesn't matter who improved the square. It _really_ pisses me off
when my senate won't allow me to step on something _I_ improved! :-)
>If you would like to walk on these squares, first place a diplomat on it,
>then follow it with the piece you want to place there. Diplomats are allowed
>to stand on any square, (water aside), and all other units are allowed to stand
>on diplomats ;) - (Seems a good idea to me)
No, it's politicians which should be stood on ;-) You can also use
caravans to invade your neighbours' turf, presumably since the camels
can be sat on...
--
--------- Heidi de Wet --------- he...@eleceng.uct.ac.za ---------
"Error can point the way to truth, while empty-headedness can only
lead to more empty-headedness or to a career in politics."
- Master Li, _Bridge of Birds_
>2) Once, after creating my first city, my settler survived, so that while
>creating militia, I could still build up the surrounding area.
No, it didn't survive. You just started with TWO settlers (this happens
once in a while).
--
Boudewijn Wayers, wsb...@urc.tue.nl.
Keeper of the Great Net Spellbook and Prayerbook.
If you reply to me, please quote a part of the original message.