July 19, 2007, 20:58
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#1
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Deity
Local Time: 21:45
Local Date: February 8, 2010
Join Date: Oct 1999
Location: Davis, CA
Posts: 10,672
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New Patch 2.13?
Why was there no forewarning of this?
edit by CyberShy: A new patch has been released for Civilization IV (vanilla), v1.73 and for Warlords (v2.13)
Both can be downloaded from within the game.
Scroll down for the list of updates/fixes/etc.
Last edited by Robert Plomp; July 20, 2007 at 03:12.
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July 19, 2007, 21:00
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#2
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Deity
Local Time: 23:45
Local Date: February 8, 2010
Join Date: Apr 2004
Location: Of the Peanuts Gallery
Posts: 28,025
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It was part of BtS and so is out separately as well, I presume.
__________________
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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July 19, 2007, 21:02
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#3
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Deity
Local Time: 21:45
Local Date: February 8, 2010
Join Date: Oct 1999
Location: Davis, CA
Posts: 10,672
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When I do a "check for updates" it is listed; through the games' interface that is.
But, what does it entail?
What is changed?
I don't like to install updates just for the heck of it. Especially not knowing the updates includes/ommits.
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July 19, 2007, 21:05
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#4
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Deity
Local Time: 21:45
Local Date: February 8, 2010
Join Date: Oct 1999
Location: Davis, CA
Posts: 10,672
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BTW, the Firaxis website doesn't show the patch yet.
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July 19, 2007, 21:12
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#5
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Deity
Local Time: 23:45
Local Date: February 8, 2010
Join Date: Apr 2004
Location: Of the Peanuts Gallery
Posts: 28,025
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http://apolyton.net/forums/showthrea...27#post4990027
CS answered this already  It is an official patch. Presumably someone at 2K was waiting to release it, perhaps until US release of BtS? No idea.
__________________
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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July 19, 2007, 22:02
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#6
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Settler
Local Time: 05:45
Local Date: February 9, 2010
Join Date: Jul 2007
Posts: 2
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Problems with the patch
I've installed the patch, and now when starting Warlords, I get an error:
This application has failed to start because D3DX9_32.DLL was not found. Re-installing the application may fix this problem.
Anyone else getting this error?
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July 19, 2007, 22:15
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#7
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Deity
Local Time: 21:45
Local Date: February 8, 2010
Join Date: Oct 1999
Location: Davis, CA
Posts: 10,672
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Yep. Just got that error as well.
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July 19, 2007, 22:23
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#8
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Emperor
Local Time: 22:45
Local Date: February 8, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,754
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You need to install some newer DX9 routines that default Civ/Warlords don't have yet. There's a link for them over at CivFanatics in their patch announcement thread.
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July 19, 2007, 22:23
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#9
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Settler
Local Time: 05:45
Local Date: February 9, 2010
Join Date: Jul 2007
Posts: 2
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Kinda fixed...
Turns out that updating my DirectX worked. I was at 9.0c, and am now still at 9.0c, but it's now a later version.
For those who can verify through Windows Genuine Advantage, you can update your DirectX drivers at:
http://www.gamesforwindows.com/en-US...DirectX10.aspx
and then click on "Download the latest DirectX".
Also, all my preferences have been erased. Graphics, audio, options, all gone.
All in all, not the slickest of patches that I've seen.
- Brian Q.
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July 19, 2007, 22:48
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#10
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Deity
Local Time: 23:45
Local Date: February 8, 2010
Join Date: Apr 2004
Location: Of the Peanuts Gallery
Posts: 28,025
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I'll update the news item.
__________________
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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July 19, 2007, 23:56
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#11
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Emperor
Local Time: 16:45
Local Date: February 9, 2010
Join Date: Dec 2000
Posts: 3,934
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Yes, you need DirectX 9.0c April update at least for the new patches (and BtS too).
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July 20, 2007, 03:10
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#12
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Administrator
Local Time: 06:45
Local Date: February 9, 2010
Join Date: Mar 1999
Location: Delft, The Netherlands
Posts: 10,758
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Maybe I should post the specs here as well:
The game includes a patch for both Warlords and Vanilla
(copying and pasting from the changed readme files in the warlords/vanilla folders)
Warlords v2.13:
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Quote:
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V2.13
V2.13
Ship combat odds no longer affected by crossing a river
Game no longer crashes when you load a save with the diplomacy screen open
Fixed bug where ships could sometimes attack ground units
When the user is the last human player in a multiplayer game, the retire option now works properly
Forts act as cities only if they within friendly (ally or vassal) to the defender borders
GameCore DLL no longer loaded from CustomAssets folder. Mods can still have their own DLL
Fixed pop-rush rounding bug
Fixed absenece of production popup for conquered city under certain circumstances
Fixed multiple missions exploit from the same Great Person
GNP graph shows total commerce generated, not only raw commerce
Just one Cathedral required for OCC
Barbarian Spearmen and Galleys appear as intended
Fixed crop yield history reset on load
Fixed removed spy teleportation mission :-)
Fixed hotseat tech chooser bug
Game no longer hangs when you retire from a one-player hotseat game
Widescreen Laptop video resolution 1280x720 is supported
Vassal States
No longer possible to receive a request from an AI to declare war on one of his vassals (!)
Vassals can no longer accept one-sided defensive pacts (!)
Fixed happiness from vassal issue
You can now airlift into cities of your vassal
You don't pay supply costs for units inside your vassal's borders
Can no longer ask someone to make peace with a vassal. Talk to the master directly.
Vassal AI improvement
When you declare war on a vassal, you also declare war on the master (instead of the master declaring war on you)
Vassal AI no longer makes *all* their gold available for trade.
Vassal AI never refuse to talk to their master
AI better considers war consequences of accepting a vassal
Vassals no longer freed when master forms a permanent alliance
- Fixes the vassal/defensive pact exploit
Master/Vassal AI attitude reflects the implicit defensive pact of a vassal agreement.
Master/Vassal AI no longer give each other negative attitude modifiers for close borders.
Vassal AI does not get upset because of Master's defensive pacts with third parties.
Vassal cannot own plots within the city radius of his master's cities unless those plots are closer to his own cities.
If you have a peace treaty in effect with someone, you can no longer declare war on their vassals either.
Adjusted negative AI attitude for having vassals
AI no longer refuses to become a vassal because of "your lands too far" when you are actually neighbors
Great Generals
When a generic Great General is attached to a unit, the unit is no longer given a TXT_KEY name
Great Generals experience threshold scales with the ratio of Great People threshold to unit production rate
(so the threshold is the same at all speeds except Marathon where they require 1.5 time more experience)
Multiplayer
Anonymous play: real player names revealed on game end
Fix for anonymous mode not being always anonymous
Fixed some more anonymous play issues
- You can no longer see other player's names in the staging screen for loading a save
- You no longer see the player ID for "waiting to hear from..."
Fixed selection issue in simultaneous MP for recently-moved units
Now possible to join a Pitboss game where only AI are left
Fixed Pitboss not-ready-to-launch bug
Pitboss no longer crashes when launching as players are joining
Pitboss no longer crashes when large amounts of text are spammed into the chat box
Don't allow launching the game with players still in the civ selection screen
Fixed MP crash when player is eliminated with the trade screen up and performs a trade
Switched to new GameSpy SDK
No autosaves generated for PBEM
Innocent units are no longer penalized when another unit moves near the end of the turn timer and stays selected
Added "logging enabled" warning for MP
LAN: No longer possible to spam the network with game refresh requests
Graphics
Fixed non-shader version of Mehmed
if too many individual plots need globe rendering, redraw entire globe texture for performance
Hooked up modern harbor graphic
Fixed issue where combat zoom did not happen after you just clicked "yes" on the popup to declare war.
Possible fix for grid crash.
Kublai / Qin swap
Interface
Combat odds greater than 99.9% are displayed as such (not rounded to 100%)
Combat odds less than 0.1% are displayed as such (not rounded to 0%)
Active resource deals (1 of X) display the correct number for X
Diplomacy screen: leader attitude once again shown at the top
Regenerating the map resets the statistics in the Info screen
Plot indicator rotation no longer gives away your location on the map (north-south hemisphere)
Fixed Python exception in plotlist mouseover help
Fixed watermill and workshop tooltip
Mission queue is no longer cleared after the selection group has used up all its movement from a previous mission
Fixed cursor location for windowed maximized mode.
Rally points now work with autopromote
Canceling a deal in the diplomacy advisor no longer affects the state of any existing diplomacy screen
Fixed erroneous score display in city screen for games with over 20 number of players
Foreign advisor: leaderheads no longer cut off when tech or resource trading not possible
Great Person city bar mouseover shows turns left
Your cities can now have the same name as an existing city of another civ (to prevent renaming to expose your AI opponents)
Civ name appears after city names when captured and when Great People are born
(to avoid confusion now that duplicate names are allowed)
City selection: Shift-clicking on a selected city de-selects it, just as it works for unit selection
Fixed sorting bug in Domestic advisor
Improved performance for large selection groups
Fixed F6 screen update issue for PBEM
Fixed civilopedia display for buidings that give raw food/production/commerce/gold/science
No more warnings for animals at your borders
No more '&' allowed in player and city names (special character)
Globeview unit indicator and help text show up correctly for plots with more than one unit
Sound
Fixed SAM noise issue
Fixed a sound bug
Added audio to enemy unit warnings
Stalin gets Peter's diplo music, not Catherine's
Fixed audio crash on reload
Diplomacy music was slightly too loud for new leaders
AI
AI no longer chooses state religion civics if it has no religion
City governor no longer overly starves a city when there is not enough food
Fixed a couple more issues with the city governor
AI no longer dumps their entire nuclear arsenal on the barbarians
Fixed bug where AI would sometimes accept trades for your worthless maps
AI builds bunkers more urgently
AI city placement improvement
Improved AI use of 'emphasize' buttons
Pop-rush and draft AI improvement
Worker AI improvement
Improved civics AI
Tweaked AI building priorities
Fixed AI accidental war declaration (running into submarine)
Balance
Increased trebuchet cost to 80
Quarries give +1 shield with railroads
Expansive gets +50% production for workers, and just +2 health
Navigation II requires Flanking
Leadership gives double experience points
Stables obsolete with Rocketry (when mounted units upgrade to Gunships)
Siege units no longer defend after other less powerful units in a stack
When gifting a unit to a charismatic leader, an experience adjustment occurs.
(Prevents exploits of gifting units to a charismatic teammate just for them to promote and return them)
Removed balanced resource option from Mirror mapscript
Creative gets cheap Libraries
Organized gets cheap Factories
Jaguar gets Woodsman promotion instead of 25% jungle defense
Bureaucracy: High upkeep
Representation: +3 Happy in largest cities
Civil Service requires Mathematics
Pyramids cost 500
Colosseum and Odeon cost 80
Masonry has higher religious weight
Mall: +20% gold
Guerilla3 gives +30% withdrawal in addition to hills attack bonus
Walls give 25% protection to bombardment (so they are relevant even in high-culture cities)
Castle gives 25% protection to bombardment
Spanish Citadel gives +5XP to siege
Heroic Epic available with a level 4 unit
Shrines immune to nukes
Gallic Warrior can also be built with Copper
Military Academy: +50% production for military units
Military Academy requires Education
Military Academy gives 3 culture
Oracle, Stonehenge, Great Wall no longer available in Classical starts
Great Wall gives just 1 Great Person point per turn
Temple of Artemis: reduced cost to 350
Barbarians can have Spearmen
Misc bug fixes
Fixed first strike chance bug
Enemy spies no longer visible from GlobeView!
Barbarians can no longer build any of the Wonders
Fixed potential crash
Old .Civ4WorldBuilderSave files are recognized and loaded
Can't gift a unit if the recipient is over the limit (missionaries, spies)
Units cannot jump into enemy territory when expelled
When you lose a Wonder race and you have a Settler/Worker queued up next in that city, you no longer get food counted both in the food and production boxes.
Fixed crash with flip of city that contained troops loaded into a transport.
Fixed several other potential crashed of the same type.
Fixed crash bug
Fixed bug with research overflow
Fixed load unit into transport crash
Fixed selection group cycling crash
Can't capture Greek Odeon (gives culture)
Raised Worldbuilder culture limit from 1000 to 100000000
No longer possible to bombard a city with zero defensive modifier
Text
Fixed Stonehenge strategy text
Updated credits
Fixed typo in Hannibal civilopedia entry
Fixed inaccuracy in Great General civilopedia entry
Fixed Pavilion spelling
Updated Celtic city list
Fixed Louis diplomacy text bug
Egypt civilopedia text fix
Modding
Updated PythonHelp feature
exposed getCurrentEra to Python
Added some missing python auto-doc information
Added Python override to prevent razing of a city
Leaders with no favorite civic appear in civilopedia
Genghis Khan Scenario
Removed Pinch promotion
Chinese Unification Scenario
Can now build Galleys in all 'river' coastal cities
Imperialist Trait now grants 50% Settler production bonus as expected
Alexander the Great Scenario
Reset Variables at the beginning of the game; fixes the 2 Alexander if the scenerio is restarted.
Scenerio->Scenario
Only available for single-player games
Peloponnesian War Scenario
Non-english text fix for Peloponnesian War
Vikings Scenario
fixed bug where Red marking circles did not show up after loading a save
Omens Scenario
Player can no longer gift Missionaries to the AI to convert them to their religion and win easily
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__________________
Formerly known as "CyberShy"
Carpe Diem tamen Memento Mori
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July 20, 2007, 03:10
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#13
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Administrator
Local Time: 06:45
Local Date: February 9, 2010
Join Date: Mar 1999
Location: Delft, The Netherlands
Posts: 10,758
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Vanilla v1.74
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Quote:
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v174
Cossack gets only 25% bonus versus mounted
Can no longer upgrade Marines and SAM Infantry to Mech Infantry
Fixed MP Retire crash
MP - Can no longer bypass the delay timer
Pitboss fix for the bug where you would not get the free tech from the Oracle if you were not online
Fixed forced specialist bug
Fixed bug preventing AI from building ICBMs
Fixed exploit allowing you to build unique unit of a different civ by saving it in your build queue from a different game
Game no longer crashes when you load a save with the diplomacy screen open
First strike combat bug fix
Fixed transported unit gifting bug
Fixed pop-rush rounding bug
Widescreen Laptop video resolution 1280x720 is supported
Fixed multiple missions exploit from the same Great Person
Changes
- randomized processing order when multiple players try to move on the same turn slice...
- only the host can set the admin password...
- Horseback Riding now a classical tech...
- Kremlin now gives -33% hurry production cost...
- can't airlift from foreign cities...
- expanded subject for PitBoss e-mail...
- lightened the color of some civs' text...
- mp retire fix...
- less hammers from chops the farther away from a city...
- reduced hammer yield from forest chops to 20…
- Mathematics increases forest chop yields by +50%...
- SDI cannot be built before the Manhattan Project...
- increased SDI cost...
- marines and SAM Infantry now upgrade to Mech Infantry...
- better AI-to-human diplo in team games...
- no more diplo penalty for helping to end wars...
- city production popups stay on city when entering/exiting...
- can now set units to Sleep and Intercept in wbs...
- Continents map script now produces large continents
- game options and victory conditions now saved in ini file...
- invalid buildings now removed from city queues...
- Free Trade: Medium Upkeep
- State Property: Low Upkeep
- Representation: +2 happy in X biggest cities
- Hereditary Rule: Low Upkeep
- Representation: Medium Upkeep
- Slaver: Low Upkeep
- Nationhood: No Upkeep
- firepower is now average of curr and max strength...
- Gunships now move faster over rails...
- No Cheating option renamed to Lock Modified Assets...
- city management no longer uses "forced" specialist states when not automated...
- Expansive: +3 Health
- Financial: No longer give production bonus for Banks
- Prompt for admin password when loading a game containing one in LAN, Internet, or Pitboss play
- Don't allow players to play non-playable civs in Pitboss
- Do not display SP only mods in Pitboss
- Allow hotseat/PBEM scenario host to select which civ s/he will play
- Force non-playable civs to be AI in Hotseat/PBEM games
- Allowing for AI slots in player defined scenarios for Hot Seat, PBEM, and Pitboss games
- Do not display duplicate buddy request popups from the same guy
- Peer address handling improvements
- Number keys perform leaderhead actions on Civilopedia leader screen.
- Custom game SP screen remembers difficulty level last played
- Reduced rounding error for population and land victory condition test
- Loading a multiplayer game as a PBEM/hotseat converts it to non-simultaneous turns
- When the city names of your civ are all taken, choose a default name from a random civ
- Timelines more uniform across game speeds
- Military Advisor shows Barbarians
- Tech chooser screen now observes CvGameInterface.cannotResearch() and shows the tech in a red pane if the function returns true
- Fixed American Revolution scenario to work with Pitboss
- PBEM password reminder popup no longer disappears when the game starts
- Wonder description on Wonder Movie screen more legible
- Top Civs screen no longer appears in online multiplayer
- Civilopedia main page sorted in columns rather than in rows
- Pressing escape when selecting goto points now cancels the goto waypoints
- Military advisor now works like foreign advisor: clicking on leader buttons clears previous leader selections unless you hold down the shift key.
- Teams in multiplayer once again share all the players' starting techs, not just the last player's
- Great person point generation from Wonders continues after Wonder has become obsolete
- quicksave doesn't prompt for overwrite
Fixes
- exploit fix that allowed multiple players to extract the same gold/resources from the AI...
- Don't set localhost address as public addr for peers on same computer
- fixed gunships capturing cities bug...
- game doesn't end on ties...
- fixed mp UN voting bug...
- Leaderheads on a radeon 9000 64mb - fix for strange skin shading.
- Fixed crash that happened when a spy sabotaged an improvement outside cultural borders.
- The full mod path is no longer stored in the save when the mod is installed under the user folder.
- Double-clicking on a save of a mod now loads the proper DLL.
- fixed Out-of-Sync from exiting to main menu...
- fixed anarchy/specialist resetting bug...
- fixed bug where environmentalism doesn't affect new cities...
- fix for missing head mission crash...
- fixed stack attack bug with groups of units with more than one move...
- fixed premature end-turn unit cycle bug...
- fixed State Porperty cumulative effect in team game...
- fixed plot list button scrolling for multiple resolutions...
- fixed some AI attitude issues for team games...
- Strip chat messages of color tags before displaying in Pitboss
- Fixed logic bug that determines the number of open slots in a Pitboss game
- Improving how the host determines if the game is full - number of connections rather than number of players - before, the host wasn't considering joining players when determining if the game was full
- Set status to CLOSED when a computer player dies in the game
- The full mod path is no longer stored in the save when the mod is installed under the user folder.
- Load proper DLL when a mod is specified in the ini file
- fix for tech chooser showing known techs as unknown
- Clear map data (like latitudes) when you exit to main menu
- Fixed error in combat calculations when a zero-strength unit was involved.
- Fixed bug in Info screen "rival worst" calculation
- End of game sequence plays correctly for hotseat/pbem
- Diplomacy screen no longer allows end-turn events to go through
- Diplomacy screen gold popups respond to ESCAPE and RETURN
- Right-click select-all no longer causes large stacks to slide off the screen
- No longer possible to attempt to take over unplayable civs in multiplayer scenarios
- Fixed PBEM infinite movement exploit
- Fixed rush production per population for game speeds other than normal
- GNP graph is now consistent with demographics table
- Fix Gunship being almost invisibile in Frozen mode
- fix mod name in progress bar
- New DX9 code takes screenshot without requiring lockable back buffer
- Fixed the vertically launching torpedo for the submarine unit
- Movie playback optimized
- Significant reduction in video and system memory usage
- Fixed some memory leaks
- Fixed crashes with modified SDK
- Fixed XML failures with non-default locale
- Many translation fixes
- Memory related crash fixes
- Fixed diplomacy crash fix (when expanding an empty tree control with space bar)
- Internet lobby -> LAN fix
- fixed pedia and menu buttons disappearing after leaving tech chooser
- PitBoss no longer crashes on victory
- can no longer see number of units in darkened tiles by moving the flag
- No more Archers holding all their weapons and Workers holding all their tools
- No more fog of war missing from the southern ice and from trees/jungle on the dateline
- Pushing "go back" while joining a mp game, no longer causes background music to disappear
- Wonder movie effect and zoom no longer happens when you have disabled Wonder movies
- City billboards no longer choke on text formatting
- Many tutorial issues fixed…
- Fixed checksum folder order difference between NTFS and FAT32 filesystems
- Many worldbuilder issues fixed…
- Fix: Black eye shadows
- Fix: Some leaderheads appear to have white eyes when the low-res textures option is on
- fixing crack in huge globe view maps
- fixes the problem where animals were not animating in the fog
- Prevent Terrain crash when reloading EarthMap twice
- fixed crash on too quick quickload
- fixed city yields being revealed in FOW
- fixed ability to see cities in FOW via defense modifiers
- ICBM no longer flips upside-down when fortified/awaken
- Fix for combat bug across a map seam
Additions
- PitBossSleep ini setting...
- unit cycling optimization...
- Africa, Europe, East Asia, Eastern U.S., and South America maps
- Fantasy_Realm, Fractal, and Shuffle map scripts
- unit health bar for plot list buttons...
- Require Complete Kills game option
- No Movies is now a graphical option (instead of an ini option)...
- Warn all users when a player with a different version of files joins the game
- Display a popup warning the host when a joining player has different versions of XML/Python files so he can make sure this guy can be trusted
- Indicate which players have an active turn in the Pitboss admin screen
- Synch Logging now an .ini option
- Able to load mods from the Pitboss
- Hotseat and PBEM scenarios
- Display name of peer you are contacting in join screen if available
- Saving DirectIP join address
- Added culture rate popup help to culture bar in city screen
- Added Admin password field in PBEM/Hotseat staging screens
- Added HideMovieBackground ini option for further movie speedup
- Added HideOutOfVRamWarning ini option
- Exposed many more functions to Python
- Hooked up modern whaling boats
- support for movies in customAssets folder
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__________________
Formerly known as "CyberShy"
Carpe Diem tamen Memento Mori
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July 20, 2007, 04:24
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#14
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Warlord
Local Time: 07:45
Local Date: February 9, 2010
Join Date: Nov 2001
Location: in a bush near You.
Posts: 192
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Quote:
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V174
Can no longer upgrade Marines and SAM Infantry to Mech Infantry
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Quote:
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Changes:
- marines and SAM Infantry now upgrade to Mech Infantry...
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So which way is it?
__________________
So many pedestrians, so little time
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July 20, 2007, 04:43
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#15
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Administrator
Local Time: 06:45
Local Date: February 9, 2010
Join Date: Mar 1999
Location: Delft, The Netherlands
Posts: 10,758
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From BtS experience I can say: the latter.
Marine and SAM DO upgrade to Mech Infantry
__________________
Formerly known as "CyberShy"
Carpe Diem tamen Memento Mori
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July 20, 2007, 04:45
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#16
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Deity
Local Time: 05:45
Local Date: February 9, 2010
Join Date: Sep 2002
Location: Ogma in Tir Na Og
Posts: 11,368
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Re: Kinda fixed...
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Quote:
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Originally posted by blehmann
Turns out that updating my DirectX worked. I was at 9.0c, and am now still at 9.0c, but it's now a later version.
Also, all my preferences have been erased. Graphics, audio, options, all gone.
All in all, not the slickest of patches that I've seen.
- Brian Q.
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QFT
__________________
"Four things come not back: the spoken word, the sped arrow, the past life and the neglected opportunity."
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July 20, 2007, 12:26
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#17
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Deity
Local Time: 05:45
Local Date: February 9, 2010
Join Date: Sep 2001
Location: Enthusiastic member of Apolyton
Posts: 30,272
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Why are 'changes' listed that were already in force?
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July 20, 2007, 12:31
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#18
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Deity
Local Time: 06:45
Local Date: February 9, 2010
Join Date: Oct 2000
Location: Bergen, Norway
Posts: 13,469
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At last it's out! I thought they've never come to it.
__________________
Do not fear, for I am with you; Do not anxiously look about you, for I am your God. -Isaiah 41:10
The LORD your God is with you, he is mighty to save. He will take great delight in you, he will quiet you with his love, he will rejoice over you with singing. - Zephaniah 3:17
Get The List for cIV here!
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July 20, 2007, 14:50
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#19
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King
Local Time: 07:45
Local Date: February 9, 2010
Join Date: Oct 2002
Location: Tornio, Suomi Perkele!
Posts: 2,603
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Quote:
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Originally posted by DrSpike
Why are 'changes' listed that were already in force?
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Ay, Kublai/Qin and Stalin's music thingy have been around for ages... (Others too, I presume.)
Well,  for a patch, anyhood.
__________________
I've allways wanted to play "Russ Meyer's Civilization"
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July 20, 2007, 16:20
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#20
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King
Local Time: 05:45
Local Date: February 9, 2010
Join Date: Oct 2006
Posts: 1,907
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I guess it goes without saying that we should remove BetterHandicaps and all that when we upgrade?
Wodan
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July 20, 2007, 21:43
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#21
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Deity
Local Time: 23:45
Local Date: February 8, 2010
Join Date: Apr 2004
Location: Of the Peanuts Gallery
Posts: 28,025
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I think that you might have to reinstall them, probably don't have to uninstall them first.
DrSpike, I think that is a cumulative change log. I don't think 1.74/2.13 is changing nearly that much, but I couldn't say exactly how much.
__________________
<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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July 21, 2007, 02:54
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#22
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Chieftain
Local Time: 21:45
Local Date: February 8, 2010
Join Date: Nov 2005
Posts: 92
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On the vanilla list, everything from the word "Changes" on down is from the v1.61 Readme file. Looks like they just lost the heading.
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July 21, 2007, 06:00
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#23
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Deity
Local Time: 05:45
Local Date: February 9, 2010
Join Date: Sep 2001
Location: Enthusiastic member of Apolyton
Posts: 30,272
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Quote:
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Originally posted by snoopy369
DrSpike, I think that is a cumulative change log. I don't think 1.74/2.13 is changing nearly that much, but I couldn't say exactly how much.
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It would appear so, which is pretty irritating. I don't want to be suspicious but it kinda looks like they've dropped the usual patch reporting conventions in order to make it seem like owners of the older games are getting an update for free.
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July 21, 2007, 09:37
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#24
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King
Local Time: 05:45
Local Date: February 9, 2010
Join Date: Oct 2006
Posts: 1,907
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Quote:
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Originally posted by snoopy369
I think that you might have to reinstall them, probably don't have to uninstall them first.
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I'm saying why would you want them at all, because the same AI improvements (from BetterAI and BetterHandicaps) are built into BtS and the new Warlords patch, actually, we can assume that Blake improved on the last version of his mods for the official release.
So it makes no sense to "reinstall" BetterAI if you have the Warlords patch and/or BtS installed. This is like going backwards... installing a worse version of the AI.
Wodan
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July 21, 2007, 10:12
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#25
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Deity
Local Time: 05:45
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Join Date: Sep 2001
Location: Enthusiastic member of Apolyton
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Well unless you've seen a post to the contrary from Blake it seems a bit of a leap to assume that all of his improvements made it into BtS.
My guess would be that Firaxis would be concerned about making the game too hard, so some of the improvements (those not offset by the reduced AI bonuses) would have been held back.
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July 21, 2007, 12:13
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#26
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Emperor
Local Time: 21:45
Local Date: February 8, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,123
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Blake, has your improved AI made it into these Warlords/Vanilla patches to any great extent??
I'm playing a W2.13 game (still waiting for BtS).
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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July 21, 2007, 12:47
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#27
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Deity
Local Time: 05:45
Local Date: February 9, 2010
Join Date: Sep 2002
Location: Ogma in Tir Na Og
Posts: 11,368
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Got the patches and Directx update to work at last. When you find it
It is the directx_ jun2007_redist.exe that works. It is the 55MB size one.
I saved it to Window system directory and then went there and found DXSETUP.exe. and clicked.
Forget about April2007.
__________________
"Four things come not back: the spoken word, the sped arrow, the past life and the neglected opportunity."
Last edited by Hercules; July 23, 2007 at 08:27.
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July 21, 2007, 17:17
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#28
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King
Local Time: 05:45
Local Date: February 9, 2010
Join Date: Oct 2006
Posts: 1,907
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Quote:
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Originally posted by DrSpike
Well unless you've seen a post to the contrary from Blake it seems a bit of a leap to assume that all of his improvements made it into BtS.
My guess would be that Firaxis would be concerned about making the game too hard, so some of the improvements (those not offset by the reduced AI bonuses) would have been held back.
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Yes but unless I totally misunderstand how the CustomAssets works, then I believe you have to make a choice: either BetterAI, or Warlords 2.13. If you install both, you are going to be running the BetterAI routines.
Wodan
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July 21, 2007, 18:26
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#29
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Deity
Local Time: 05:45
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Join Date: Sep 2001
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Well I don't want to be ungenerous but that does not seem to be your argument in your previous post.
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Quote:
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Originally posted by wodan11
I'm saying why would you want them at all, because the same AI improvements (from BetterAI and BetterHandicaps) are built into BtS and the new Warlords patch, actually, we can assume that Blake improved on the last version of his mods for the official release.
So it makes no sense to "reinstall" BetterAI if you have the Warlords patch and/or BtS installed. This is like going backwards... installing a worse version of the AI.
Wodan
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July 21, 2007, 18:56
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#30
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Deity
Local Time: 23:45
Local Date: February 8, 2010
Join Date: Apr 2004
Location: Of the Peanuts Gallery
Posts: 28,025
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Some of Blake's improvements made it into Warlords 2.08, actually...
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