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1.61Patch out!

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  • #46
    thx firaxis!!!

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    • #47
      Thank for your answers,UnO and Paddy.
      Best regards,

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      • #48
        The beta testers tried to get it to work with VC2005 but all who tried failed at the same problem like you Sir Ralph.

        You either have to use VC2003 or use the free-ly available VC2003 compiler together with a freeware GUI (like codeblocks for example).

        Message below is from DaveMcW :

        Here is a free method of building the DLL. (Thanks to Ogre Wiki for many of the details.)

        I had trouble getting some of the debug options to compile, so I turned them off.


        1: Download the VC++ Toolkit 2003 and install it.

        2: Grab the 3 multithreaded library files and put them in C:\Program Files\Microsoft Visual C++ Toolkit 2003\lib.
        msvcrt.lib and msvcrtd.lib (found in the .NET runtime)
        msvcprt.lib (Read Ogre Wiki to see where this comes from)

        3: Download the Platform SDK. You can also use internet explorer to install it automatically (recommended).

        4: Download the latest CodeBlocks "without compiler" and install it.

        5: The first time you install CodeBlocks, you will be shown a list of compilers. Select Microsoft Visual C++ Toolkit, and click Set As Default. Press OK.

        6: Go to Settings->Compiler in the CodeBlocks menu. Click the "Directories" tab and add the the following directories to the compiler tab (changing to account for where you installed the packages):

        Code:
        C:\Program Files\Microsoft Visual C++ Toolkit 2003\Include
        C:\Program Files\Microsoft Platform SDK\Include
        In the Directories/Linker tab add the following directories:

        Code:
        C:\Program Files\Microsoft Visual C++ Toolkit 2003\Lib
        C:\Program Files\Microsoft Platform SDK\Lib
        7: Open \CvGameCoreDLL\CvGameCoreDLL.vcproj in CodeBlocks.

        8: Go to Project->Build options->Final Release.

        On the "Compiler Flags" tab, uncheck "Produce debugging symbols [/Zi]".

        On the "Other options" tab, change EHsc to /EHsc

        On the "Linker" tab, add a new link library called user32

        Also on the Linker tab, delete the linker option "/pdb:Final Release\CvGameCoreDLL.pdb" and press OK.

        9: Change the "Build target" drop-down to Final Release.

        10: File->Save project. This creates a CodeBlocks project (.cbp) that you can open in the future.

        11: Build->Build. When the compiler finishes, you will have \..\Assets\CvGameCoreDLL.dll !
        no sig

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        • #49
          Some post-patch impressions:

          The clock (when enabled) is now visible all the time and is side-by-side with the year.

          Game creation, which was always a stuttery, hang-y process on my system is now very smooth.

          A unit's strength now shows up as ? during a battle, so that you can't tell if you won or lost until after the animation is over. (Nice touch, preserves the suspense)

          Raging barbs *seem* to wait until they have numbers before attacking your cities, and appear to attack one at a time much less, but take that observation with a grain of salt.

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          • #50
            Originally posted by LotharZ
            A unit's strength now shows up as ? during a battle, so that you can't tell if you won or lost until after the animation is over. (Nice touch, preserves the suspense)
            Horrible touch, as it remains there in multiplayer with simultaneous turns on. Now we will have to be even more insistent that noobs turn off their combat animations, or games with a Blazing timer will be even more unplayable. There are always noobs out there who are not competent enough to figure out how to use the options screen without step-by-step instructions. It's even more problematic when their game is in a different language.

            This is definitely the patch change that I most object to. Stupid, stupid, stupid!

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            • #51
              Originally posted by Gherald

              Horrible touch, as it remains there in multiplayer with simultaneous turns on. Now we will have to be even more insistent that noobs turn off their combat animations, or games with a Blazing timer will be even more unplayable. There are always noobs out there who are not competent enough to figure out how to use the options screen without step-by-step instructions. It's even more problematic when their game is in a different language.

              This is definitely the patch change that I most object to. Stupid, stupid, stupid!
              I think it's a great change for SP. Turning off animations in MP is simple enough.
              http://monkspider.blogspot.com/

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              • #52
                The files are now available from Apolyton:

                v1.61 Patch (47.9MB)
                Pitboss (3.6MB)
                SDK (6MB)

                Opening post edited accordingly.
                Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                • #53
                  Question: The MP change that prompts a host when someone with XML/Python chages is coming into the game...

                  Does this mean that because I've added names to my GP lists and given Frederick his own DiploText I will be "untrustworthy" when playing strangers online?
                  "The human race would have perished long ago if its preservation had depended only on the reasoning of its members." - Rousseau
                  "Vorwärts immer, rückwärts nimmer!" - Erich Honecker
                  "If one has good arms, one will always have good friends." - Machiavelli

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                  • #54
                    Man, I'd love to see the whiners' faces who said it wouldn't come out!
                    “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)

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                    • #55
                      Originally posted by Gherald

                      Horrible touch, as it remains there in multiplayer with simultaneous turns on. Now we will have to be even more insistent that noobs turn off their combat animations, or games with a Blazing timer will be even more unplayable. There are always noobs out there who are not competent enough to figure out how to use the options screen without step-by-step instructions. It's even more problematic when their game is in a different language.

                      This is definitely the patch change that I most object to. Stupid, stupid, stupid!

                      Time to take a step off that high horse of yours mate.

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                      • #56
                        Pardon my ignorance, but: What is the Pitboss?

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                        • #57
                          Originally posted by Mickeyj Time to take a step off that high horse of yours mate.
                          /me looks down at the ground

                          Nope, I think I'll stay right where I am.

                          Firaxis has made many improvements to multiplayer with this patch, and it's about damn time, but this ? str thing is completely nonsensical.

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                          • #58
                            - Fixed XML failures with non-default locale
                            This has saved the game for me. I have the American version of the game and I'm using a Korean computer. Patch 1.52 messed up the XML so that most text wasn't being read by the game. There was a lot of important information I wasn't getting and when setting up a game I sometimes had to guess at what clicking a certain box would do.
                            I installed the patch this morning and everything looks fine. What a happy boy.
                            Now for some PBEMs.
                            Or Pitboss games.
                            Formerly known as Masuro.
                            The sun never sets on a PBEM game.

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                            • #59
                              I would like an explanation of the following:

                              - no more diplo penalty for helping to end wars...

                              - firepower is now average of curr and max strength...

                              - city management no longer uses "forced" specialist states when not automated...

                              Thanks.

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                              • #60
                                no more diplo penalty for helping to end wars...


                                If you ask one civ to stop war with another and they accept, that no longer brings a relations hit.

                                firepower is now average of curr and max strength...


                                Affects how strong a hit from a wounded unit is. If a Knight (str 10) is wounded and is at 6/10, his hit will be 8 strong. To contrast, in 1.52 it would be 6, and in 1.00 or 1.09 it would be 6.
                                Solver, WePlayCiv Co-Administrator
                                Contact: solver-at-weplayciv-dot-com
                                I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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