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  • #76
    Hmm, antes hasta llegabamos a tener 2 divisiones.. alrededor de 30 y algo participantes si mal no recuerdo

    PD : Se puede esta vez tener un poll sobre si esperar de nvo al famoso parche o no?
    Fortune and Glory, here I come!!!.
    Indiana Jones
    Spanish Empire Civ for Civilization 5 (in Spanish/en Español)

    Comment


    • #77
      Progressive Games de Civilization 3:
      En el 1º Progressive Game de Civ3 participaron 11 y acabaron 8.
      En el 2º Progressive Game de Civ3 participaron 15 y acabaron 9.
      En el 3º Progressive Game de Civ3 participaron 14 y acabaron 9.
      En el 4º Progressive Game de C3PTW participaron 16 y acabaron 6.
      En el 5º Progressive Game de C3PTW participaron 24 y acabaron 20.
      En el 6º Progressive Game de C3PTW participaron 24 y acabaron 21.
      En el 7º Progressive Game de C3C participaron 14 y acabaron 11.
      En el 8º Progressive Game de C3C participaron 26 (11 en Emperor y 15 en Monarch) y acabaron 18 (8 en Emperor y 10 en Monarch).
      En el 9º Progressive Game de C3C participaron 19 (8 en Emperor y 11 en Monarch) y acabaron 11 (6 en Emperor y 5 en Monarch).
      En el 10º Progressive Game de C3C participaron 27 (9 en Emperor, 11 en Monarch y 7 en Regent) y acabaron 20 (7 en Emperor, 8 en Monarch y 5 en Regent).

      Progressive Games de Civilization 4:
      En el 1º Progressive Game de Civ4 participaron 23 y acabaron 10.
      En el 2º Progressive Game de Civ4 participaron 19 y acabaron 12.
      En el 3º Progressive Game de Civ4 participaron 23 y acabaron 17.
      En el 4º Progressive Game de Civ4 participaron 21 y acabaron 13.
      En el 5º Progressive Game de C4W participaron 16 y acabaron 11.
      En el 6º Progressive Game de C4W participaron 15 y acabaron 8.
      En el 7º Progressive Game de C4W participaron 15 y acabaron 8.
      En el 8º Progressive Game de C4W participaron 18 y acabaron 14.

      En el 9º Progressive Game de C4BTS ya vamos 22 participantes...

      Civ4 Progressive Games ID: 0006
      LA PAREJITA DE GOLPE - Premio Mejor Blog de Sevilla 2014.
      Participando en: --- TOTALMENTE DESINTOXICADO Y REHABILITADO :P

      Comment


      • #78
        OH! Que buena lista, gracias JM_Ruiz

        Comment


        • #79
          Bueno, bueno, ya hemos sobrepasado la mayor participación de los PG de Civ4 : ya estamos en 24 jugadores. Bravo !

          En cuanto al patch, comprendo la impaciencia de algunos, pero si queremos ser justos con las puntuaciones, no podemos permitir que unos jueguen la partida con una versión y otros con otra, por la razón que el nuevo patch va a modificar de forma importante no sólo ciertos comportamientos de la IA, sino la manera de calcular los costes de las corporaciones.

          Por lo tanto, insisto en que nos ciñamos a los turnos de fin de ronda y que paremos de jugar en ese momento hasta el plazo correspondiente.

          Para los que leeis el ingles, aqui va una lista de algunos de los cambios esperados en el nuevo patch. Vereis que son importantes y que realmente no sería equilibrado que algunos terminasen el juego con ellos y otros no :

          * Fixing a possible infinite loop problem with unit movement.
          * Poison Water and Foment Unhappiness missions now have the same effect, duration and cost on all game speeds, to mirror the official patch.
          * AI now more likely to promote siege units with Accuracy to better handle the changes to bombardment in BtS
          * AI understanding of what is an "early Wonder" now correct for non-Normal game speeds.
          * AI civs that are close to reaching a Domination victory recognize that and are more likely to declare war, in particular with Aggressive AI.
          * "Dead unitgroup walking" crash fix as per Dale
          * No-conscript colony crash fix as per Gyathaar
          * Another colony crash fix as per myself
          * Fixed the bug allowing Forts in foreign territory, which would result in Forts overrunning useful rival improvements.
          * AIs close to domination population will have a high priority for health buildings in cities that are unhealthy.
          * AIs close to domination population will put a high priority on researching Genetics and will like other health techs better.
          * The AI will be less reluctant to raze cities that have its state religion if it doesn't have the shrine for that religion.
          * Corporation maintenance is now exempt from inflation, so the costs don't blow up so much.
          * Added possible workaround for a crash bug.
          * Fixed an infinite loop problem with city attackers (thanks Gyathaar)
          * Blockade code rewritten so that blockading is now much faster, as per Gyathaar
          * Fixed Quick-speed crash (whoops)
          * Auto-explore change per Bhruic.
          * Auto-explorers will heal when wounded.
          * Advanced start population selling fixed per Gyathaar
          * Fixed the AP-conversion hammer bug
          * AI will use espionage to destroy non-resource terrain improvements - such as Towns.
          * AI may destroy improvements through espionage just because it hates you, with no war plan
          * Increased likelihood of the AI stealing techs - hopefully it will do so now
          * Fixed AI airstrike bug
          * AI now only capitulates to the team which has done them a majority of the damage.
          * On non-aggressive AI, the AI's are more aggressive early in the game.
          * AI trains more units early in the game.
          * AI SHOULD do a better job of bribing other AI's (this may or may not work)
          * The cost to Bribe AI's into war now uses a new algorithm, it better reflects the impact of the bribe (ie a large AI charges a lot more to be ordered around). Generally bribing will be more expensive, especially cases where it used to be excessively cheap.
          * AI's tell you to sod off if you try to bribe them onto a victim with an intact nuclear arsenal.
          * AI brags about it's nukes more.
          * Always Peace now suppresses AI militarism (with some barb awareness).
          * AI spends less on Espionage.
          * AI trains spies with lower priority.
          * AI better aware of Free Market / Environmentalism corporation impact.
          * Exploring units should now heal.
          * Possibly fixed exploring "YoYo" issue.
          * Fixed a puppet strings exploit related to naval invasions.
          * Fixed some issues which hampered or stalled AI early game expansion.
          * Tweaks to Governor, particularly "Emphasize Food"
          * Fixed an undefended cities issues.
          * Destroying Towns through espionage will turn them into Villages, etc.
          * Slight tweak to the AI selection of HQ city when founding a corp
          * Splitting off a colony no longer tends to create the same civilization
          * Governor fills the food bar better.
          * Governor should work hamlets over cottages.
          * AI offers larger bribes to other AI's, and doesn't care how much it "overpays" to bring another party into war.
          * The vassalizing thing should work now.
          * Fixed bug where defensive units idle.
          * Hamlets WILL be preferred over cottages.
          * Fixed independence-loving colonies
          * AI will prefer to run Foment Unhappiness in cities that have been hit with Poison Water and vice-versa
          * Fixed possible negative inflation situation (thanks Esper23)
          * AI prefers to poison water supply of cities with a low food bar to ensure population loss.
          * Fixed bug causing the new capitulation behavior to malfunction.
          * Fixed bug causing units to sit around outside cities.
          * AI now knows how to use Steal Tech and Incite Revolt
          * AI's may choose to not be espionage "petty terrorist" and instead only use 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
          * Another couple of minor changes to governors
          Hosting and playing the Civ4BtS APT
          Ex-Organizador y jugador de Civ4BtS Progressive Games

          Comment


          • #80
            Si astro pero si no ha salido ya dudo mucho que vaya a salir de aqui a las 12 siendo ya sabado !!

            que tengo la tarde libreeee dime que puedo seguirrr

            Comment


            • #81
              Ah, qué despiste tengo !

              Si, claro, los que quieran ya pueden empezar a jugar los 110 turnos de la segunda ronda con la misma versión 3.0.3 !!

              GO !!!!!!!!!
              Hosting and playing the Civ4BtS APT
              Ex-Organizador y jugador de Civ4BtS Progressive Games

              Comment


              • #82
                Originally posted by astrologix
                Ah, qué despiste tengo !

                Si, claro, los que quieran ya pueden empezar a jugar los 110 turnos de la segunda ronda con la misma versión 3.0.3 !!

                GO !!!!!!!!!

                Comment


                • #83
                  Erm, Astro, que esa no es la lista del parche de Solver?
                  Fortune and Glory, here I come!!!.
                  Indiana Jones
                  Spanish Empire Civ for Civilization 5 (in Spanish/en Español)

                  Comment


                  • #84
                    Si, claro, pero se da por hecho que todas esas mejoras serán implementadas en el oficial
                    Hosting and playing the Civ4BtS APT
                    Ex-Organizador y jugador de Civ4BtS Progressive Games

                    Comment


                    • #85
                      Your attention, please :

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

                      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
                      Si el patch sale la semana que viene, podemos

                      1) jugar rápido la segunda ronda con la version 3.03 y postearla ya el sábado 22 de septiembre (dentro de una semana). Así comenzaríamos antes la tercera ronda pero ya con el nuevo. Adelantaríamos el final del PG de una semana, dejando como siempre 2 semanas para la tercera y la cuarta rondas.
                      2) jugar normalmente las dos semanas hasta el 30 de septiembre con la 3.03

                      Si el patch sale dentro de dos semanas, no cambiamos nada, salvo que la tercera ronda se jugará con el nuevo patch a partir del domingo 1 de octubre

                      Voten, por favor por las opciones 1) o 2)
                      Hosting and playing the Civ4BtS APT
                      Ex-Organizador y jugador de Civ4BtS Progressive Games

                      Comment


                      • #86
                        Opción 2

                        Comment


                        • #87
                          ejem....

                          Originally posted by astrologix
                          Propuesta rechazada !

                          Razón : los que se hayan fijado postear la ronda en los últimos días, por las razones que sean, y por cualquier motivo no estén leyendo este hilo y no puedan reaccionar a tiempo.

                          Las fechas anunciadas se mantienen.
                          Campeón 2006 Progressive Games
                          civ4 mods: SCSCollateral GrayAgainstBlue ProperCrossings
                          civ3 terrain: Irrigations Roads Railroads Borders Multimine Sengoku Napoleonic

                          Comment


                          • #88
                            La situación no es exactamente la misma, porque aún quedan 7 minutos para postear la primera ronda

                            Si todos los que han posteado ya la primera ronda votasen por la opción 1, la aceptaría. Pero ya no es el caso, porque Residuo Humano votó por la 2.
                            Hosting and playing the Civ4BtS APT
                            Ex-Organizador y jugador de Civ4BtS Progressive Games

                            Comment


                            • #89
                              la 2
                              No sé porque ese ansia del parche. Al final hará falta otro parche para corregir cosas del que va a salir
                              ¡Hazlo, o no lo hagas... pero no lo intentes!
                              (El Maestro Yoda a Luke Skywalker en Dagobat - Star Wars V)

                              Comment


                              • #90
                                2
                                Civ4 Progressive Games ID: 0006
                                LA PAREJITA DE GOLPE - Premio Mejor Blog de Sevilla 2014.
                                Participando en: --- TOTALMENTE DESINTOXICADO Y REHABILITADO :P

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