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Solver
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Unofficial BtS 3.17 patch Help yourself to an AD-FREE life


Welcome to the third installment in the series Following Bhruic's 3.13 patch and Solver's 3.02 patch, here's the unofficial patch for Beyond the Sword 3.17.

If you spot issues with BtS 3.17, please report them. Attach savegames when possible, they make tracking down reproducible problems much easier.

The current version is a zip file that should be extracted to your BtS install directory. It's suggested that you back up the original files first manually. The zip also includes several files .cpp files in the CvGameCoredll folder. Those are for modders. Basically, if you don't know what those files are, don't worry - you don't need them.

Currently we have version 0.19, here's the changelog (should be read bottom to top).


  • AI plane/ship retreating logic when city is in danger extended to Forts
  • Vassal's spies no longer caught in master's territory
  • AI logic on banning nukes tweaked to account for AI leader personality and the global situation
  • Non-native collateral damage tweaked (thanks guys)
  • Civilopedia will now display "replaced by" lines for buildings that get replaced by UBs
  • AI guided missiles will lean towards destroying resource-producing tiles as opposed to improvements like Towns
  • Damaged AI attack planes may choose to continue attacking if no defending interceptors are around
  • Rivers running through deserts will result in floodplains
  • Start location tweaks per SevenSpirits
  • Workers not as lazy, per Bhruic's patch
  • Glance screen reactivated
  • AI will try to retreat air assets from endangered cities
  • AI will no longer refuse to retreat damaged planes
  • AI will change civics during Golden Ages
  • Revised collateral damage formula for non-native collateral units, if modded in
  • Fixed bug in the map generator with water starts
  • AI may now try to use Warlords to create super-medic units
  • Fixed bug that prevented random events that target a unit from triggering
  • Access to the Barrage line removed from armored units. If units with access to Barrage and no inherent collateral damage are modded in, they will work.
  • Fixed AI defender bug for newly captured cities.
  • Made the AI more likely to use missiles on cruisers/subs to strike against enemy improvements.
  • Made AI ships prioritize retreating if docked in a city which is in the danger of imminent capture by enemy.
  • Civilopedia and mouseover help for units that cause collateral damage will now show the collateral damage limit (50% for Catapults, etc.)
  • Somewhat experimental AI change: Aggressive AI now considerably less likely to want peace if it poses more of an immediate threat to enemy cities than it currently faces itself.
  • Fixed unavailability of foreign civ demographics if playing with espionage disabled.
  • Barrage promotions made working again on Tanks and other units with no base collateral ability



Okay, here's some information that might come in useful for those unfamiliar with unofficial patches:

To use this unofficial patch, you must first install the official 3.17 patch for BtS. Refer to the general 3.17 thread if you need help or have questions about that patch. This unofficial patch fixes some known issues from the official patch.

About multiplayer games: the unofficial patch will not work in multiplayer if you are playing with others who do not have it. Basically, to play multiplayer, everyone must have the same files. You can play fine with others who also install the unofficial patch, but you'll need to use the original 3.17 files to play multiplayer otherwise.

About mod compatibility: as a general rule, if a mod doesn't have its own CvGameCoreDll.dll file, then it's compatible with the unofficial patch, otherwise it's not.

Download: http://apolyton.net/upload/view.php...-patch-v019.zip

An installer courtesy of Grumbler is available: http://forums.civfanatics.com/downl...do=file&id=9891 (may not be up-to-date right after I post a new version)

Last edited by Solver on 29-06-2008 at 13:33

snoopy369
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Just as a summary of other discussions elsewhere, can you explain the reasoning to removing Barrage from armored units?

Solver
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If you read the discussions elsewhere, can't you summarize?

rah
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if removing barrage from armored, why fix this
quote:

Barrage promotions made working again on Tanks and other units with no base collateral ability

Solver
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Firstly, the changelog is bottom-to-top, so I did that first Secondly, this is also for modders. Basically, 3.17 broke Barrage on any unit that doesn't come with inherent collateral ability. So Tanks with Barrage did not do any damage in 3.17.

While I removed access to Barrage from them, people may still mod the game to give Barrage to units. Tanks, Destroyers, War Elephants - whatever, the fix is there so that such modding would work.

EPW
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Why did you remove it if you fixed it?

snoopy369
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I have not read the discussion in that detail, actually. I just know it was beginning and so assume it exists I figure if you're going to take that step you should explain it

Solver
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Okay, here goes the explanation about why Barrage is removed from armored units.

The Barrage promotions were reworked in 3.17 and the fact that tanks were left with it is a holdover. Tanks are powerful enough as it is though, and they're the most flexible unit in the game quite possibly, as they have access to different promotion lines anyway. Tanks with Barrage II used to also do good collateral damage, quite decreasing the need for land units other than Tanks in their timeframe.

Use Mobile Artillery when available if you want a fast-moving collateral unit. Other than that, for Blitzkriegs, rely on air superiority to cause collateral damage through Bombers, those are available when Tanks are. Hint: Tanks promoted with Pinch are actually the favorites in a fight against Anti-Tank.

Removing Barrage from armored units is also the preference of Firaxis, and one of my goals here is to do things that they wanted to but didn't for some reason.

Oh and EPW, it's a different fix, technically.

AAHZ

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i usually never use unofficial patches but this one is a keeper.

also if Firaxis decided to patch again will that be compatible with the Unofficial Solver BtS Patch 3.17? (USBtSP 3.17)

also that barrage thing is a big annoyance i have to restart my game now

also are you going to keep updating the Gumbo installer as i hate copying files all over the place, it sounded as if that was just for the original release?

also Solver

RP21
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Well that didn't take long.

Great work, Solver

Now a request: How about including the patch to restore the "Glance" tab to the foreign advisor screen? (Assuming it still works in 3.17, I haven't tried it yet.)

Solver
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What's the point of restoring the Glance tab, really? It was a good idea but that display is quite bugged.

wodan11
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quote:
Originally posted by Solver
What's the point of restoring the Glance tab, really? It was a good idea but that display is quite bugged.

Bugged, how? I was of the impression that the reason Firaxis removed it was because of esthetics.

Wodan

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I "DEMAND" to know how the Glance tab is bugged, and also that it be fixed.

Why? Because I use it. Other than it not showing an AI's war weariness with the player, I don't know what, if anything, is wrong or misleading with it.

Supr49er

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quote:
Originally posted by RP21
Well that didn't take long.

Great work, Solver

Now a request: How about including the patch to restore the "Glance" tab to the foreign advisor screen? (Assuming it still works in 3.17, I haven't tried it yet.)


Great Work.

I also would use the Glance Tab.

AAHZ

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Solver I have a question please.

Is this a part of your patch too, where it says the worst enemy of each civ on diplo screen? I never noticed it original patch 3.17

screenie:


also this:
quote:
Somewhat experimental AI change: Aggressive AI now considerably less likely to want peace if it poses more of an immediate threat to enemy cities than it currently faces itself.


The AI wipes out weak civs very early now. It is not even AD yet and on my current (Prince) level game above (Normal AI not aggressive,) 2 other civs were wiped out (not including the indians who i wiped out before that).

One of the Civs destroyed were the Khmer, a worst enemy of Mansa Musa abova (I am assuming Mansa killed him.)

Thanks in advance.

(BTW my name is Steve there cuz that was my friends name back during Civ 1 when i was but a pup. he loved the greeks lol)

Willem
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Dec 2001
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quote:
Originally posted by AAHZ

Is this a part of your patch too, where it says the worst enemy of each civ on diplo screen? I never noticed it original patch 3.17


No, that's just a 3.17 addition, I guess you just missed it. It's pretty much my favourite change in that patch, at least so far. I haven't really played a game with it yet, I'm kind of waiting to see if Solver can fix the forested starts bug.

Soon please?

Solver
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Willem, go start a new game with the current version You'll probably be done with it by the time I post the next build.

As for the Glance tab, I believe that there were some modifiers it wouldn't take into account and thus not be always accurate. That's just what I recall reading, though, I'm not sure myself if it works properly or not.

rjmatsleepers
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quote:
Originally posted by Willem


No, that's just a 3.17 addition, I guess you just missed it. It's pretty much my favourite change in that patch, at least so far. I haven't really played a game with it yet,


I have patched to 3.17, but I don't seem to be getting this comment on "worst enemy" on the trading screen. Does it require some number of espionage points? Is there a setting that I need to change?

RJM

[edit] It shows for some leaders and not for others, so I'm guessing it has something to do with espionage points. [/edit]

Last edited by rjmatsleepers on 26-06-2008 at 21:04

Nor Me
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as always.

Doesn't the way you've changed collateral damage nerf the Cho Ko Nu a bit in the reverse of the way 3.17 fixed the barrage promotion? I get that it would do about 2/3 the collateral damage to a defender of strength 9.

Solver
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Chu-Ko-Nus shouldn't be affected, at least not in the next version.

Willem
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quote:
Originally posted by Solver
Willem, go start a new game with the current version You'll probably be done with it by the time I post the next build.


Unfortunately I just started a new job last week and I haven't really had the energy to do any playing, even with the default patch. Hanging out on the forums is the most brain activity I've been able to muster lately. I'm starting to feel better though so maybe tonight I'll give it a go.

So what does "Fixed bug in the map generator with water starts" do anyway? I've never really noticed any bugs on a coastal start, only inland. Ok, there are probably more trees than there should be but at least those starts get ample food usually. Sometimes very ample.

Willem
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Well here's another one you might like to fix. I just got the random event where my war leaders held an internal games event. One of my Warriors who was out exploring became the champion and recieved the Leadership promotion. The problem is that he had just been killed by some Barbarians that popped from a goody hut.

snoopy369
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Water starts bug was that you would get an improper starting resource allocation on water starts, IIRC. Or, maybe it's the bug where the check for water starts always succeeds? Something like that.

Willem
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