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BtS Patch 3.13 - out now

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  • BtS Patch 3.13 - out now

    The info for the new patch has been released. Rumored to be coming out next week, here is the list of fixes:

    Patch now available:

    Firaxis server: http://firaxis.com/games/game_detail...d=16&showcon=2
    Apolyton mirror: http://static.apolyton.net/civ4/file...dPatch3.13.exe

    GAMEPLAY
    Cristo Redentor allows 1 turn between civics changes, not zero turns.
    Attack Sub: 30 strength, 7 moves, 180 cost
    Destroyers also upgrade to Missile Cruisers
    Customs House and Feitoria give +100% Foreign trade route income
    Reduced inflation and better normalized it with game speed
    Inflation no longer increases after the game time limit has been reached
    Adjusted corporation maintenance for inflation
    Corporation Headquarters give 4 gold per corporation city to balance corporation immunity to inflation
    Spies downgrade towns, hamlets, and villages instead of completely destroying them
    Military Science moved to Renaissance
    Can't vote on a winner if one team already has all the votes necessary to win
    Updated Apostolic Palace civilopedia text to show that all members receive the religious building production bonus, unless they defy a resolution.
    Revised liberation formula
    - Fixes exploit of infinite unit generation through city liberation
    Liberation no longer provides free units to non-vassals
    Cities no longer auto-liberate on conquest except from a vassal to a master
    Colonies no longer can be the same civ as an existing one
    Colony gets all of prior owner's culture on the entire continent
    Can no longer make a colony on a continent with an existing colony. Liberate cities instead.
    Great Works brings city out of revolt, as before BTS
    Unlimited Corporation Executives now allowed
    Invisible units no longer get bumped when an enemy occupies the same tile.
    Can no longer build forts in rival territory
    Can no longer blockade from within your own cultural borders
    Spread culture espionage mission increases your culture by 5% of the total culture in the city
    Vassals can no longer use spies against their master (active missions)
    Espionage Poison Water and Unhappiness amounts no longer incorrectly scale with game speed
    Added minimal conscription ability to all gunpowder and melee units that didn't previously have it
    - Prevents situation where you can't draft when you can build SAM Infantry but not Infantry
    Rival spies no longer count as friendly units for nuke attacks
    Blockading consumes all remaining movement
    Blockade is canceled when unit does something other than blockade
    Blitz promotion available to ships
    Frigate, Ship of the Line, and East Indiaman bombardment ignores walls and Castles
    Colony maintenance capped at twice the distance maintenence
    All teams get espionage points against a newly formed Colony.
    Fighters no longer get experience points for shooting down units that cannot defend (paratroopers)
    Paratroopers have 25% evasion chance

    AI FIXES
    Fixed bug causing AI units to sit around outside cities.
    AI now knows how to use Steal Tech and Incite Revolt
    AI's may choose to concentrate on large espionage missions (like steal tech and sabotage project)
    AI uses spies more smartly (camps them in cities to get the discount)
    AI values espionage buildings more
    Barbarian uprising events spawn more aggressive barbarians
    Fixed issue with AI war planning
    Capitulation to a team that has not had the most success in a war is less likely
    AI espionage tweak
    AI more likely to promote siege units with Accuracy
    AI has a better understanding of when to build early Wonders for non-Normal game speeds
    AI civs that are close to Domination victory are more likely to declare war
    AI close to domination population have a high priority for health buildings and techs
    AI is less reluctant to raze cities that have its state religion if it doesn't have the shrine
    AI uses espionage to destroy non-resource terrain improvements - such as Towns.
    Increased likelihood of the AI stealing techs
    On non-aggressive AI, the AI's are more aggressive early in the game.
    AI trains more units early in the game
    Revised AI bribe into war cost
    AI does better job of bribing other AI's
    AI spends less on Espionage.
    AI trains spies with lower priority
    AI better aware of Free Market / Environmentalism corporation impact
    Exploring units now heal.
    Fixed some issues which hampered or stalled AI early game expansion.
    Tweaks to Governor, particularly "Emphasize Food"
    Fixed an undefended cities issue
    Slight tweak to the AI selection of HQ city when founding a corp
    Governor fills the food bar better
    Governor works hamlets over cottages.
    Fixed bug where city governor would sometimes work sub-optimal tiles
    Fixed some AI war preparation issues
    Fixed AI problem of not training workers in extremely unhealthy city sites
    AI postpones sneak attack plans after a forced peace treaty
    Fixed AI scouting so that they don't get stuck going back and forth
    AI always accepts liberated cities through diplomacy
    Automated corporation spreading no longer tries to spread corporation where it cannot be spread
    Automated workers assigned to connect the trade network no longer do other things.
    AI attitude for voting for/against them in elections decays faster
    Fixed an AI issue with amphibious invasions
    Fixed AI seaborne corporation spreading bug
    Fixed AI using citizens instead of better specialists
    Fixed a bug in AI hurry production decision
    AI now knows how to build a new palace to reduce colony maitenance.
    AI no longer suicides Paratroopers into certain death by intercepting Fighters
    Fixed AI gifting units to the wrong player upon empire split
    Fixed AI tech purchasing in advanced start
    Fixed a bug where AI proposed resolutions that it should never have been voting for

    ENHANCEMENTS
    Added ability to override modular XML loading in mod ini file
    Improved Espionage screen (by Almightix)
    Added city zoom to event popup
    Exposed CvCity::AI_AvoidGrowth() to Python
    Added ability to save cities, improvements, and resources as nifs from in game
    Added improved copper resource (for performance)
    Skinned geometries can now be contoured (for performance)
    Fixed silk LSystem batching (for performance)
    Removed unnecessary facing direction visibility updates (for performance)
    Performance fix for splitting empire
    Reusing previous widget's render textures (to save memory)
    Performance fix for unit blockade
    Performance fix for alliance forming
    Added vertical resizing to event log
    Added Solver's events
    Any launched Spaceships automatically arrive on Alpha Centauri when game is over and extended play is selected
    Windowed mode gets rendering updates even when window is not active
    Added movie quality dropdown in user options graphics tab
    - If your movies crash or stutter, try lowering your movie quality level
    Clearing stencil buffer whenever you we are clearing z-buffer (for performance)
    Different unit artstyles can have different buttons
    New button art for event plot indicator
    iAirCombatLimit works with ranged combat as well

    BUG FIXES
    Quest info maintained after leaving and rejoining a multiplayer game
    Fixed Ctrl-H out-of-sync in multiplayer
    Fixed Advanced start out-of-sync in multiplayer
    Ger obsoletes with Advanced Flight, like Barracks
    Advanced start tech screen more localization-friendly
    Overwriting and reloading a Worldbuilder save has the expected result
    Fixed bug with some events not expiring when they should
    In one-city-challenge games you no longer receive quests that are impossible to complete
    If a anonymous game is about to be launched with duplicate leaders, players are informed of which leader is duplicate.
    Loading multiplayer games after you have just changed your name has the name change in effect
    Fixed advanced start tech screen update hack
    Go-to cursor no longer remains when screens or popups appear
    Pitboss - no more invalid map scripts in the dropdown list
    Scenario forced options work in Pitboss
    Pitboss custom game options that are not available for mods are greyed out
    Enemy units in neutral territory can no longer occupy the same tile when war is declared
    Enemy units can no longer occupy the same tile when an invisible unit is revealed
    Updated Golden Age help text
    Unrestricted leaders and advanced start checkboxes have no effect in scenarios. Those options should be specified by the map.
    Fixed city screen building mouseover to correctly display commerce changes
    Fixed Modern Engineer glow
    Fixed Christian Monastery flickering
    Can always gift a city to your vassal through the diplomacy screen if you can liberate that city.
    Automated workers with orders not to destroy existing improvements no longer chop forest preserves on jungles
    Can no longer end turn with SHIFT-ENTER without exiting from Advanced start
    Civilization Flag button update
    Trying to unload troops from East Indiaman to rival territory gives declare war popup
    Fixed bug where air units could bump enemy units on friendly forts
    Game will no longer fail to play music if a user selects a folder that contains no audio files
    Fixed AI transport crash
    Fixed bug where the Three Gorges Damn would give power unhealthiness to all cities
    Fixed bug where new cities would not get power unhealthiness from the Three Gorges Dam
    Fixed bug where cities with just hudro/nuclear plants would not get unhealthiness
    No longer possible to have both MP and AI diplomacy open at the same time
    Fixed bug where incorrect espionage points we displayed in the espionage screen for passive missions
    Fixed bug where Hanging Gardens would sometimes not give you extra population in all cities
    Paratroopers cannot jump on enemy cities, even if the cities are unoccupied.
    Right-clicking on your own leader icon in the foreign advisor screen no longer closes the screen
    Fixed bug where pop-rushing, drafting, revolts, etc actually had a shorter effect than intended by one turn.
    Civilopedia unit categories screen gives relevant information for Air units
    Fixed bug where you could get no result when trying to create a colony
    Build Forest preserve hotkey is now Shift-F to avoid conflict with Fortify
    Similarly, Sea Patrol mission: Ctrl-P
    Fixed info screen rival import/export bug
    Civilopedia text corrections
    When a new empire is formed, plot ownership is updated for everyone where appropriate
    Deafening Privateer plunder sounds no longer occur simultaneously at the beginning of your turn
    Fixed bug in Foreign advisor tech panel
    Fixed Crusade event
    Removed description from event help text
    Fixed bug that allowed AI to use engineers to rush buildings that it could not build
    Landmark signs cleared on regenerate map
    Camera zooms to new starting location on regenerate map
    QuickLoad works as expected in Advanced start
    Game resets espionage spending to zero when you no longer have contact with anyone
    Fixed bug with number Apostolic palace candidates for residency
    Fixed events that are supposed to expire in the Renaissance to expire with Astronomy.
    Unrestricted leaders option works for Pitboss
    Privateers no longer destroyed when a friendly ship enters its port.
    Hall of fame screen shows finish year (not date)
    Upon tile improvement, citizens no longer get assigned to new plots when governor is not automated.
    Fixed bug where wrong menu music played after adjusting volume and after Credits screen
    Build forest preserve worker action mouseover shows happiness effect
    Fixed colony team bug
    Can no longer bypass the maximum of 15 characters for renaming cities
    Worldbuilder now saves player, civ, and city text keys instead of translated text
    Fixed Worldbuilder multiplying building free specialists on save and reload
    Fixed Paratroopers to not remain in the same selection group after dropping
    Fixed multiplayer hot-join when player name has illegal characters
    Stripping illegal characters from save, load, and player names
    Fixed save file issue with illegal characters in player name
    Main menu aspect ratio no longer stretches
    Main menu graphics changes no longer require a restart
    Fixed spaceship art completed by teammates not appearing in spaceship screen
    City screen tooltips hidden on exit
    Great wall surrounds culture borders only on same continent
    Fixed Feature and Terrain unit attack mouseover, civilopedia, and combat text (for mods)
    Fixed first strike combat animation for non-ranged units
    Fixed citybuilder crash
    Fixed some bonuses not showing in combination with Cottages, Hamlets, Towns, Villages, Windmills, Mines, and Forts
    Fixed Brothers in Need event
    L-system cleanup
    Fixed bug where wrong menu music played after adjusting volume and after Credits screen
    Build forest preserve worker action mouseover shows happiness effect
    Fixed colony team bug
    Flanking attack combat results no longer appear before battle animation is done
    Fixed bug where the units killed were doubled in statistics screen
    Fixed stack air combat
    Fixed Statistics screen bug where last unit was not shown in the table
    Completed quests no longer appear in the quest log
    Hostile Takeover quest no longer triggers when you already satisfy its requirements
    Vassals no longer have resources unavailable for trade
    Spies cannot be discovered when inside a ship
    Players no longer get messages about unmet civilizations forming colonies
    Fixed Highlands map regeneration bug
    Fixed bug with Great Library free scientists increasing on conquest
    Fixed bug where non-combat units could capture empty cities
    Fixed Holy Mountain reward not triggering after Steam Power
    Fixed negative production turn estimate during anarchy
    Rival Privateers count as enemy units for "show enemy moves" and "show friendly moves" options
    Fixed Interstate event text bug
    Fixed "join" action mouseover for Great People
    Destroying a fort no longer leaves planes or ships on the plot
    Can no longer paradrop into transport ships
    Fixed Great Person type probabilities not adding up to 100%
    Fixed Domestic Advisor cultural expansion turns estimation bug
    Fixed bug where you could sometimes click to create a colony but nothing happened
    No more Dawn of Man screen in Advanced Starts
    Fixed Influenza event index out of range
    Fix for incorrect unit supply cost
    Fixed incorrect mouseover information for Maximum National Wonders in OCC
    Fixed spaceship launch ability update bug
    Fixed crash
    Fixed multiple AI hangs
    Fixed plot indicator crash bug
    Added religion link to civilopedia units (missionaries)
    Fixed bug with Apostolic Palace religious building hammer bonus
    Fixed CustomAssets MP crash
    Host is no longer the only player who can change the admin password (for Pitboss)
    Fixed greed event text bug
    Trying to airstrike one of your own cities does not result in a rebase
    Advanced Start colored plots update on regenerate map
    Spelling corrections
    Can no longer generate infinite gold by adding and removing advanced start population
    Fixed bug where you could build Military Academy without Military Science
    Fixed bug where you could infiltrate your own city
    Can't negotiate declaring war on a vassal. Must do so on master instead.
    Fixed bug that was preventing paratroopers from attacking cities occupied only by air units
    Fixed erroneous message about spaceship launch
    Barbarians no longer shown as members of UN in Victory Screen
    Fixed bug with AI barbarian/animal bonuses on Monarch
    Academy 3x2 in L-system
    Removed ugly glance tab from Foreign Advisor
    Fixed line segments across globe wrap
    Strategy layer Lines now save and load properly
    Apostolic Palace can no longer vote to give human a second city in OCC
    Fixed nukes nuking themselves to death crash
    Fixed bug with trade route profit mouseover help
    Fixed AI crash
    Fixed Spaceship smoke animation in Globeview
    Fixed disappearing citizens when you remove one in a large city
    Fixed stuck mouseover help for right-click menus
    Fixed globeview line drawing crash
    Fixed Boreal Map Script so that buildings are buildable at the very top of that map
    "Fixed" Levee graphics in Civilopedia - no longer rotates
    Fixed amphibious city capture bug
    Fixed crash on city liberation
    Fixed grids in Globeview
    Game no longer hangs when map script fails to find starting plots
    Fixed Warlord graphic location for mechanized unit combat
    Fixed unit-specific formations not being used
    Fixed events zooming to the wrong plot on torroidal maps
    Fixed Great Prophet fading on surrender
    Fixed workboat froth fade on surrender
    Fixed some event help text for unavailable event options
    Fixed taskbar icon to have transparency
    Fixed city screen production queue scrollbar being inaccessible
    Fixed unit action queue scrollbar being inaccessible
    Fixed movie corruption on alt-tab
    Fixed Lincoln eyeshadow using low-res textures
    Fixed roads graphics agreeing with game logic
    City cycling disabled when viewing spaceship
    Fixed several city capturing bugs relating to partisans
    Fixed Wedding Feud event so that war is possible to be triggered, as intended
    Minimap updates for Worldbuilder terrain changes
    Opening another screen from the spaceship screen no longer results in a hidden interface
    Fixed plot indicators for Saltpeter event
    Fixed movie crash on shutdown
    Fixed popup memory leak on shutdown
    Fixed AI crash
    Fixed spaceship resize on resolution change
    No more messages about religion spreading into cities you cannot see
    Fixed spurious line in terrain texture tiles
    Clarified "Earth Day" event options
    Fixed ping - now has a special message, sound, and a plot indicator
    Cities with no production always ask for build orders once per turn
    Possible fix for hill graphics not visible
    Fixed plot indicator crash on load
    Actual spaceship trip length agrees with XML
    Fixing frozen tool tip help when zooming out to globe view
    Fixed entity widget crash
    Fixed leaderhead playing greetting animation every screen
    Fixed worked land shadow not contouring to terrain
    Added missing text for Ancient Olympics event expiration
    Fixed min-spec leaderhead rendering issues
    Fixed event text formatting bug
    Fixed bug where city air unit limit could be bypassed using Carriers
    Winery light fix
    Fixed exploit of being able to use debug tools in multiplayer games
    Fixed crash on multiplayer load
    Fixed non-host reverting advanced start amount
    Fixed Advanced Start Out-of-sync
    Fixed city effects in Globeview
    Red Cross does not rotate in Civilopedia to show missing back
    Fixed AI asking you to declare war on his vassal
    Fixed Seige Tower not appearing
    Last edited by Solver; November 4, 2007, 19:35.
    “I give you a new commandment, that you love one another. Just as I have loved you, you also should love one another. By this everyone will know that you are my disciples, if you have love for one another.”
    - John 13:34-35 (NRSV)

  • #2
    Blitz promotion available to ships
    Unexpected and very welcome.

    Comment


    • #3
      Is that it!? Man...that patch don't fix nothing!

      -=Vel=-

      Kudos and great job to Firaxis!
      The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

      Comment


      • #4
        The civilopedia units bug isn't there...

        Originally posted by Aro
        I’m experiencing CTD’s when accessing certain topics on the Civpedia. An example: I point to “Praetorian”… Sometimes it seems ok, I got the right info. But if I try to access “swordsman” from there, the game crashes. Sometimes, the first unit I try crashes the game. This seems to happen just with the “Units” topic.
        Suggestions?
        RIAA sucks
        The Optimistas
        I'm a political cartoonist

        Comment


        • #5
          An impressive list of fixes indeed. Thank you Firaxis!!
          I keep a record of all my civ games here.

          aštassi kammu naklu ša šumeri ṣullulu akkadû ana šutēšuri ašṭu
          "I am able to read texts so sophisticated that the Sumerian is obscure and the Akkadian hard to explain" (King Assurbanipal of Assyria 7th century BC)

          Comment


          • #6
            I don't know, Ari. There's about 3 different lines that just say:

            "Fixed crash."
            "Fixed crash."
            "Fixed AI crash."

            And so on and don't really specify. Could be one of those.

            Me.

            Comment


            • #7
              Upon tile improvement, citizens no longer get assigned to new plots when governor is not automated.
              Thank goodness. It was getting annoying having to babysit all my cities.

              Comment


              • #8
                Originally posted by Asmodeous
                I don't know, Ari. There's about 3 different lines that just say:

                "Fixed crash."
                "Fixed crash."
                "Fixed AI crash."

                And so on and don't really specify. Could be one of those.

                Me.
                Well, I'm pretty sure that is not the last one... "Fixed AI crash". My bug is not AI-related... I think.
                But the other two lines... It's possible!


                Err... When you say Ari you mean Aro, right? Because there is an Ari... But he doesn't posted in this thread... yet.
                Last edited by Aro; September 16, 2007, 12:30.
                RIAA sucks
                The Optimistas
                I'm a political cartoonist

                Comment


                • #9
                  Although I didn't see it specifically stated I hope it fixes the issue with units that are set to Explore not automatically pausing to regain health.

                  This one thing is just driving me batty (I remember when it was first implemented and thought it was the BEST thing )

                  Comment


                  • #10
                    Originally posted by awckie
                    Although I didn't see it specifically stated I hope it fixes the issue with units that are set to Explore not automatically pausing to regain health.

                    This one thing is just driving me batty (I remember when it was first implemented and thought it was the BEST thing )
                    Exploring units now heal.
                    Under AI fixes - I am presuming it relates to player controlled units as well..............
                    I don't know why he saved my life. Maybe in those last moments he loved life more than he ever had before. Not just his life - anybody's life, my life. All he'd wanted were the same answers the rest of us want. Where did I come from? Where am I going? How long have I got? All I could do was sit there and watch him die.

                    Comment


                    • #11
                      Originally posted by Nugog
                      Under AI fixes - I am presuming it relates to player controlled units as well..............
                      Yes, the player's explorers use the same code.

                      Comment


                      • #12
                        Can't vote on a winner if one team already has all the votes necessary to win
                        This may be good for Apostolic Palace, but is very bad for the UN. You can no longer end the game with the UN when you've won but must actually play the game into a domination victory...
                        Can no longer make a colony on a continent with an existing colony.
                        Why? Argentina is not Mexico, and both are on the same continent.
                        Colony maintenance capped at twice the distance maintenence
                        Hope it's enough to make colonies playable.
                        Governor works hamlets over cottages.
                        Yay. Less micromanagement to correct this.
                        Clash of Civilization team member
                        (a civ-like game whose goal is low micromanagement and good AI)
                        web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

                        Comment


                        • #13
                          Originally posted by LDiCesare
                          This may be good for Apostolic Palace, but is very bad for the UN. You can no longer end the game with the UN when you've won but must actually play the game into a domination victory...
                          It also means you can't time your nuclear holocaust to give you the necessary votes to win.

                          Comment


                          • #14
                            Originally posted by LDiCesare

                            This may be good for Apostolic Palace, but is very bad for the UN. You can no longer end the game with the UN when you've won but must actually play the game into a domination victory...
                            If it is confirmed, what stupid thing ! Are you sure you understand it correctly ? Why could not the winner team vote for himself ?
                            Last edited by astrologix; September 17, 2007, 07:01.
                            Hosting and playing the Civ4BtS APT
                            Ex-Organizador y jugador de Civ4BtS Progressive Games

                            Comment


                            • #15
                              Re: BtS Patch 3.13

                              Originally posted by Imran Siddiqui
                              Automated workers assigned to connect the trade network no longer do other things.

                              Cool
                              No more automated workers turning fully developed towns into workshops instead of building roads and railroads.
                              GOWIEHOWIE! Uh...does that
                              even mean anything?

                              Comment

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