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  • Civ4 Col: Firaxis Official Patch!

    Firaxis has released an official patch for Civilization IV: Colonization. The patch raises the game to version 1.01 and addresses a lot of issues, as well as adding in new enhancements to the game. The patch comes 6 months after release of the game, but is a very welcome patch.

    Download the patch from the official site. [22 Mg]

    Changelog as posted on the official site:

    V1.01

    Special thanks to Dale and Snoopy for their patch mod

    ENHANCEMENTS
    Released PITBOSS executable
    The end of the game is extended once a colony declares independence
    - 100 turns on Normal speed
    Missionaries now have a chance of failure to establish a mission.
    - A failed mission angers the native chief
    Added the ability to sail from Europe to the west edge of the map
    Changed text for when natives abandon their settlements to be less confusing
    Missions now always send converts to the player who established them
    Added warning message for when a settlement needs more raw materials
    Added warning for when stored goods are nearing storage capacity
    AI tries to produce more defenders in their settlements
    AI tries to prepare better for revolution
    AI uses King to transport treasure if no Galleons are available
    AI knows how to pick up treasures without bringing them to a settlement

    BALANCE FIXES
    The Royal Expeditionary force increases less rapidly as the game progresses, depending on difficulty level
    AI colony leaders are less friendly
    AI native leaders are more likely to declare war due to proximity of borders
    Changed Europe width to be a percentage of the map size
    Europe plots are now at least four tiles from the near land
    AI gets some free money depending on difficulty level
    Satisfying the King’s demands delays increasing his expeditionary force
    Great Generals are born more frequently on Marathon and Epic speeds
    Crosses levels required for immigration increase more slowly
    Education points required for graduation increase more slowly
    Enforcing a 20-turn peace treaty between colonies at the start
    Population no longer affects score – just Land and Founding Fathers
    Increased price of horses in Europe
    Natives change their desired good only when supplied with that good
    Military ships (Frigate, Ship of the Line, Man-o-War) cannot enter native settlements
    The price of hurrying immigrants never exceeds the price of buying them
    Starting location is now randomized every time you lose all your ships
    Domestic Advisor no longer available when the trade screen is up
    Exploration points no longer scale with game speed
    Converted natives can no longer be educated in native settlements
    Converted natives can no longer become missionaries
    Traded goods through warehouse expansion count towards tax raises
    Boycotted goods no longer count for tax raises

    BUG FIXES
    Armed Mounted Brave does not receive defensive bonuses
    Armed Brave receives defensive bonuses
    Fixed lost production bug
    Fixed bug with two citizens graduating in the same turn
    Fixed reversed labels on assign trade route tooltip
    Fixed some starting location issues
    King no longer asks for money after you have declared independence
    King no longer raises taxes after you have declared independence
    King no longer adds to his expeditionary force after you have declared independence
    Units ungroup when traveling to Europe
    Units ungroup when being educated by the natives
    Terrain double movement from promotions now works properly

    OTHER CHANGES
    Automated pioneers will not remove features from an improved plot being worked
    Removed cap on production overflow
    Colonists can join settlements even after they have moved
    Units left in Europe after the revolution are eliminated if Elections are chosen in the Constitution
    Education point threshold increases per city, as intended, rather than per player
    King is more likely to have a balanced REF (rather than all troops and no ships, for example)
    Fixed exploit where gifting a wagon full of goods in a city would double the goods(!)
    Fixed gifted cargo disappearing
    Fixed text bug dealing with incorrect token
    Slavery gives extra hammers as well

    The building concepts section of the Civilopedia incorrectly indicates the level one buildings can only have one colonist working it. This was changed so both level one and two of each building can have two colonists working them.

    NOTE: On certain video cards, you may experience stuttering during the opening, revolution and victory videos. To eliminate this effect, simply turn the anti-aliasing down to 0x, or set your graphics level to low.
    Last edited by Robert; March 24, 2010, 12:13.

  • #2
    Ah at last! Welcome!
    Coling since 1994... :)

    Comment


    • #3
      About time, son.
      Try http://wordforge.net/index.php for discussion and debate.

      Comment


      • #4


        Nice.

        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


        • #5
          Hi guys,

          There are many important changes, you won't fine here:

          a) iTeacherWeight changed from 0 to 2 for Unit_veteran

          You can educate veterans! Here comes West Point!

          b) iDefense for Terrain_coast changed from 10 to 0

          Be careful! Only a full +50% bell bonus is enough now for SoLs on the coast to have a 50% chance to beat a MoW.

          The 10% coastal defense bonus is gone. Damn that was a smart change.

          c) SoLs and frigates are now much cheaper to make.

          d) You can't buy SoLs from Europe. Makes sense to me. You can't buy anything you fool! Learn how to build! Uber aggressive players with underdeveloped colonies, who used to buy everything will get stomped in the sea.

          e) Amphibious assault penalty has been shifted to 50%! Bye, bye cannon ships.

          Oh, river is a big no, no now too!

          Surprise, surprise most changes are not documented! Wonder why they undermine their own awesome work, not mentioning all changes... Check for more details here:
          http://forums.civfanatics.com/showpo...9&postcount=10

          This patch is really great.

          Six months later... this game starts feeling like good old Colonization.

          PS Now there is only one thing in my mind... when is Dale going to include all this cool stuff in AoD2? *pants*
          Last edited by PrinceMyshkin; March 14, 2009, 13:00.
          Coling since 1994... :)

          Comment


          • #6
            I'm testing an updated version 1.08 already. AoD2 is a huge mod, takes a couple of days to check off every change and make sure it still works.

            Comment


            • #7
              Man I was joking. What you did is a whole new fantastic game. I am very grateful to you.

              Take your time.
              Last edited by PrinceMyshkin; March 14, 2009, 13:41.
              Coling since 1994... :)

              Comment


              • #8
                Believe it or not, this news item is not even on Apolyton's Colonization news page.
                "BANANA POWAAAAH!!! (exclamation Zopperoni style)" - Mercator, in the OT 'What fruit are you?' thread
                Join the Civ2 Democratic Game! We have a banana option in every poll just for you to vote for!
                Many thanks to Zealot for wasting his time on the jobs section at Gamasutra - MarkG in the article SMAC2 IN FULL 3D? http://apolyton.net/misc/
                Always thought settlers looked like Viking helmets. Took me a while to spot they were supposed to be wagons. - The pirate about Settlers in Civ 1

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                • #9
                  I notice that the education point increase is now per city--that makes a lot more sense, because having it be per player put a pretty low cap on the number of citizens that could be educated using the default values.
                  Those who live by the sword...get shot by those who live by the gun.

                  Comment


                  • #10
                    Originally posted by Zealot View Post
                    Believe it or not, this news item is not even on Apolyton's Colonization news page.
                    Which baffles me. I should think that after a long delay, an official patch would be big news.

                    Or maybe everyone who is still playing the game is using Dale/Snoopy's Mod or AOD and doesn't actually care about it.

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