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C3C game patch mid january? beta patch??

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  • #46
    The gpt bug is quite a nuisance in some of the Conquests. In AoD I was selling techs and happily funding outrageous amounts of expenditure on research to get more techs to sell. At one point fairly late on I was on 20% lux and 80% science. The screen said I was losing 40 gpt but my treasury was actually going up turn on turn. It does take a bit of the fun out of the game so I really hope they fix this one quick.
    Never give an AI an even break.

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    • #47
      I have never been able to get a gpt deal.

      I have offered all my tech to AI's for 1 gpt and they say they'd never accept such a deal.

      Is it a difficulty thing? I usually play on Monarch.
      Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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      • #48
        Originally posted by Garth Vader
        I have never been able to get a gpt deal.

        I have offered all my tech to AI's for 1 gpt and they say they'd never accept such a deal.

        Is it a difficulty thing? I usually play on Monarch.
        There are a number of reason why the AI will say it will never accept such a deal.
        One is that it involves a city. If it includes something that requires a tech or structures one of you does not have. If you have broken
        deals before. If they are planning to attack you.

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        • #49
          Also, the AI never makes gpt deals while in Despotism.

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          • #50
            Interesting. It might be a Despotism thing. I often tried that early in the game, concluded that it didn't work and never tried it again. Thanks.
            Once you start down the dark path, forever will it dominate your destiny, consume you it will, as it did Obi Wan's apprentice.

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            • #51
              garth as from approx. mid medieval ages you can usually sell techs to certanly at least 3 civs for gpt deals. if you can keep the 4-5 turn/tech pace, you can bleed them dry... they'll pay so much, that they reduce their research to get money. this may be another human exploit (which i usually hate) but it works.

              ïn some UP (ultimate power) games you can keep up 4 turns/tech with 100% science and still make a profit. there have been threads showing people earning over 1000 gold per turn just through trade. i think i never got higher than 500, but then i never played huge maps for a long time...
              - Artificial Intelligence usually beats real stupidity
              - Atheism is a nonprophet organization.

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              • #52
                Originally posted by Sir Ralph
                Also, the AI never makes gpt deals while in Despotism.
                Is that what it is? I always thought it was due to them researching at 100% (much like me) for much of the early game.

                Originally posted by DrSpike
                Twice you've made posts to imply you think that they might not even be bugs, and hence might not get patched, like some of the new Civ 3 features 2 years ago. To be honest I really don't see how any experienced player could think that.
                Well I'll just count myself in the minority, and very glad I am one of the few who seems to be actually enjoying C3C then...
                Consul.

                Back to the ROOTS of addiction. My first missed poll!

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                • #53
                  AI never accepts a GPT deal that would result in them running a deficit.

                  For that matter the AI doesn't credit you with GPTs past the point in which you'd run a deficit. (This makes it kind of annoying when you have a large gold stockpile and want to spend it down gradually becuase you need to lower the science bar before contacting and then raise it up after contacting.) Of course, if the GPT bug works both ways, you might not want to be making GPT deals right now.
                  1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                  Templar Science Minister
                  AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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                  • #54
                    Originally posted by MrWhereItsAt
                    Is that what it is? I always thought it was due to them researching at 100% (much like me) for much of the early game.
                    Yes, this may be the reason of this phenomenon.

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                    • #55
                      Originally posted by MrWhereItsAt

                      Well I'll just count myself in the minority, and very glad I am one of the few who seems to be actually enjoying C3C then...
                      I doubt it's a minority........I know Ralph and some others aren't playing yet, but many who have reservations are playing in a limited fashion, usually up to AD. It's a good game, and I will enjoy it a whole lot more when it is fixed I'd say. However, more and more players seem to be reaching the point where the bugs are constraining their enjoyment.

                      So to summarise, we are not really Civ3 haters like many of the posters you refer to from 2 years ago. We like the game, but are disappointed by the constraints the bugs impose.

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                      • #56
                        Well, I'm enjoying it but the bugs are a pain. I have a really nice epic game underway which I have just left waiting for a patch and am playing the scenarios until then.
                        Never give an AI an even break.

                        Comment


                        • #57
                          Good news:



                          Civ III: Conquests Patch Notice


                          Civ III Community:

                          Next week, we will be releasing a BETA patch (v1.10) for
                          C3C that adds some new features and addresses
                          the corruption & gpt bugs (as well as other
                          fixes - see below).

                          QA efforts demonstrated the stability of the
                          code base, so we decided to release even though
                          the patch is not final. This was the only way to
                          get a patch posted prior to Christmas.

                          If additional issues present themselves we will
                          make every effort to release another BETA
                          update. We greatly appreciate your assistance in
                          notifying us of problems that you experience
                          (forum posts are the most convenient format).

                          The final update will not be released until Q2,
                          2004.

                          Thank you for all of the incredible support!!

                          Jesse Smith

                          Producer, Firaxis Games


                          ---------------------------------------------
                          Updates BETA v1.10:
                          CIV III: CONQUESTS BETA v1.10
                          * Fixed issues with corruption

                          * Fixed issues with double gold being awarded

                          * Shifted minimap and unit info boxes slightly
                          inward to prevent problems with scrolling and
                          button-clicking.

                          * Re-enabled Intel optimizations from PTW.

                          * Fixed issue that caused scientific leaders to
                          use only the first name in the list.

                          * Fixed issue that caused selections on the
                          Foreign Advisor screen to be cleared.

                          * Modified combat calculations to make combat
                          appear less "streaky." Combat results are now
                          calculated multiple times before determining a
                          result. This should reduce spearman defeating
                          Tanks and other extremely frustrating combat
                          results.

                          * Optimized main menu code.

                          * Cleaned up INI preferences code

                          * Fixed issue with the audio preferences (sound
                          volume).

                          * Greatly improved the ability of Seafaring civs
                          to start near the coast. It should happen most
                          of the time now.

                          * Fixed numerous problems with Seafaring civs
                          starting near the coast in hotseat games.

                          * Implemented Seafaring civs starting near the
                          coast in MP games.

                          * Updated the interface on the world chooser
                          screen so selected options were more apparent.

                          * Fixed upgrade all bug (for units that do not
                          have the upgrade ability but are part of the
                          upgrade chain).

                          * Added feminine titles for Despotism,
                          Feudalism, and Fascism (for English default
                          rules only!).

                          * Editor: Added Flavors to the Import dialog.

                          * Corrected display of silk as luxury in city
                          view in Rise of Rome

                          * Corrected Scourge of God splash screen art in
                          Fall of Rome

                          * Build road/fort animations now show for
                          Legionary in Fall of Rome

                          * Cataphract now uses Ancient Cavalry art in
                          Middle Ages

                          * Corrected Mining tech art in Age of Discovery

                          * Text: Several civilopedia fixes (mostly
                          spelling, grammar, spaces)

                          ---------------- Features --------------------
                          * Implemented ability to enter a seed value on
                          the world setup screen. It is located in the
                          upper-right corner. Any character can be entered
                          as the seed. If the seed is 0 (the default), it
                          will generate the world normally. If every
                          character is a number, the value is interpreted
                          as the seed value and used to generate the
                          world. In all other cases, a hash table formula
                          is applied to the string to generate a unique
                          value that is used to generate the world. While
                          it is technically possible for two different
                          strings to evaluate to the same seed, it is
                          unlikely (i.e., SEED is not the same as DEES --
                          upper- and lower-case letters will yield
                          different results as well).

                          * Implemented the "Play Last World" option. This
                          option appears on the main menu after playing
                          the first SP random-map game. When chosen, the
                          player is taken to the world chooser with the
                          seed filled in and all the previous settings
                          selected. The player can make any changes or
                          keep the world exactly the same. Note that if
                          ANY changes are made on this screen, the map
                          that is generated will be different. Next the
                          player is taken to the player setup screen with
                          all the civs and settings from the previous game
                          selected. Again, the player can make any changes
                          or keep the settings the same. If ANY civs are
                          changed, player starting locations MAY change
                          (depending on the number of seafaring civs,
                          actually).

                          * Implemented support for CAPS LOCK to work as
                          the SHIFT key to skip unit movement animations
                          (so you don't have to hold shift for the AI's
                          turn to skip the animations).

                          * The MP timer values are now read from
                          scenarios (the default values remain unchanged).

                          * Editor: Added MP timer values to the Scenario
                          Properties. There are 3 values: Base, Per Unit,
                          and Per City (with defaults of 24, 1, and 3,
                          respectively). They represent the Base amount of
                          time per turn + the amount of time Per Unit +
                          the amount of time Per City (number of
                          units/cities used each turn are based on the
                          player with the most units and the player with
                          the most cities on that turn). The values can
                          range from 0-100. The higher the number, the
                          more time per turn. FOR INTENSE FAST MP GAMES
                          PLAY THE CONQUESTS FAST MP scenario that is
                          provided with the Patch.

                          -- Please Thank Mike Breitkreutz for his efforts!

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                          • #58
                            I would like to know more about the combat tweaks.

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                            • #59
                              Well smack my ass and call me Shirley. My hat is truly off.

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                              • #60
                                Your avatar says you lie, Shirley.

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