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Co-Administrator
Latvia, Riga
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Sep 2000 time: 06:30
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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
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Technical Assistant
Of the Peanuts Gallery
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Apr 2004 time: 22:30
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Just as a summary of other discussions elsewhere, can you explain the reasoning to removing Barrage from armored units?
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Co-Owner/ Administrator (Reasonable One)
Lord of the Ferrets
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Nov 1999 time: 22:30
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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
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Why did you remove it if you fixed it?
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Co-Administrator
Latvia, Riga
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Sep 2000 time: 06:30
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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.
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Co-Administrator
Latvia, Riga
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Sep 2000 time: 06:30
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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.
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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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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
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Co-Administrator
Latvia, Riga
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Sep 2000 time: 06:30
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Chu-Ko-Nus shouldn't be affected, at least not in the next version.
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Emperor
Canada
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Dec 2001 time: 20:30
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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.
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Technical Assistant
Of the Peanuts Gallery
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Apr 2004 time: 22:30
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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.
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Emperor
Canada
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Dec 2001 time: 20:30
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