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Civ III: Conquests Patch Notice

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  • 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!

  • #2
    Great news!!!!! Thanks Jesse.

    Comment


    • #3
      Thank you Jesse

      Comment


      • #4
        Aw man, this is awsome news!!! And just in time for Christmas
        A true ally stabs you in the front.

        Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

        Comment


        • #5
          Yay!

          Comment


          • #6
            Re: Civ III: Conquests Patch Notice

            Wooohooo!

            Originally posted by JesseSmith
            * Fixed issues with corruption
            Has the handling of Ring City Placement corruption ranks been changed, or is this just a fix for the FP?

            Comment


            • #7
              wow

              Comment


              • #8
                Thanks!

                *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

                Comment


                • #9
                  Q2 for the final? Wow. Quite a lag there.

                  Great news on the beta patch!

                  Looking to next week.

                  Comment


                  • #10
                    Yes those will make many smile. Thanks to all.

                    Comment


                    • #11
                      Re: Civ III: Conquests Patch Notice

                      Thanks Jesse and Mike. This will be MUCH appreciated, and allows AU to go ahead. Yay!

                      Originally posted by JesseSmith Civ III Community:

                      * Fixed issues with corruption
                      Interesting how they are just 'issues'. I wonder how much will be changed?

                      /me looks forward to finding out next week.
                      Consul.

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

                      Comment


                      • #12
                        Yaaaay!

                        I was just thinking of posting a thread to see how many people found Emperor and above to be wrecked, largely due to the gpt and corruption bugs.

                        I am glad I am not going to have to wait long to have something playable... back to Monarch in the meantime.
                        (\__/)
                        (='.'=)
                        (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                        Comment


                        • #13
                          Re: Civ III: Conquests Patch Notice

                          Wow! Great news -- wonderful approach to release a beta patch, and get it out before the holidays, rather than hold on to it to address all of the issues Firaxis might wnat to address in a first patch. very consumer friendly, and very bold. Much appreciated.

                          Now, what in the heck does this mean:

                          Originally posted by JesseSmith
                          * 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.

                          -- Please Thank Mike Breitkreutz for his efforts!
                          A hearty and sincere to MB for his efforts!

                          Catt

                          Comment


                          • #14
                            Re: Civ III: Conquests Patch Notice

                            Originally posted by JesseSmith
                            * 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.
                            To me, that sounds like... HOLY SH!T, they've just changed the whole game. Better not fall behind in warfare tech...
                            (\__/)
                            (='.'=)
                            (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                            Comment


                            • #15
                              Re: Re: Civ III: Conquests Patch Notice

                              Originally posted by Catt
                              Wow! Great news -- wonderful approach to release a beta patch, and get it out before the holidays, rather than hold on to it to address all of the issues Firaxis might wnat to address in a first patch. very consumer friendly, and very bold. Much appreciated.

                              Now, what in the heck does this mean:






                              A hearty and sincere to MB for his efforts!

                              Catt

                              It means that you won't get 5GLs/promotions in a row (same for the AI), or you won't have any unit lose 3 battles in a row (no matter what unit you use).
                              Come over to CFC! | My Pre-Apolyton Roots! ;)
                              Civfanatics Moderator of the Civ3, Civ4 Sections and the MP Demogame
                              Born in TUC2S, Raised in Apolyton, Currently living in CFC. :D

                              Comment

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