Play 1.12 now and hang on until the end of next week when, as Jesse says, a real BETA patch will come out.
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FIRAXIS: v1.13 and Patch Information
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Will these new Patches be uninstallable and not interfer with old save games? If so i might try them and help find some bugs.. see if it works with my 7 Ages of Man mod as well.
Its normally best to use official patches, as Beta patches can have errors or bugs in. I would make sure you save any information or files in other apps while running Beta versions, as it might be possible you get a serious computer crash.. though dosen't seem very likely with civ3's patches.
Will moddable wonders that give reduced corruption be affected?
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Originally posted by Admiral PJ
Will these new Patches be uninstallable and not interfer with old save games?
Personally, I'm using 1.13 already and not noticing any problems. I DLed each beta ASAP and have had no problems whatsoever, though since there's no incentive for me to revert to 1.00, I can't say whether it's a problem or not.
If it worries you , you could always have two installations of the game and only patch one of them, though that sounds like a real pain.
If you have little tolerance for actually being a beta tester and actually sending in feedback when you encounter a bug, I'd advise waiting. If you prefer the fire to the frying pan, patch away - since both versions are (arguably) buggy, it really just depends on which bugs you'd rather play with.
But yes, they do show up in your "Add/Remove Programs" list."Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos
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What I did was similar to what Jesse says to do with the 1.12 patch. I made a directory called 1.12(ok orginality is not my strong suit) and copied all the files from the conquest directory into there before installing the patch.
Now to the actually patch. It seems to work fine. The FP is still not up to the level where you have a true second core. Citys not far from the FP now have 50% corruption(this will avry depending on your number of cites and where the FP is built). So you end up with a moderately productive area, but still not the FP that we all know and love. It almost seems that the best strategy is to find the best potentially productive city and put the FP there.
All told though this is a good step forward(and the game is truly playable) we really need to either lower corruption a tad or restore the FP to its' former glory. I understand that there are those who want the FP weakened to balance out the game. My advice is to go up a level then(unless your on Sid level and winning, in which case to quote Wayne's World "We're unworthy"). You'll find the AI balanced by the cheapness of items and its free support.
Thats all for now(awaiting the next patch)
AggieThe 5th President, 2nd SMC and 8th VP in the Civ3 Demogame. Also proud member of the GOW team in the PTW game. Peace through superior firepower.
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Hi Guys,
Just been looking at the info on the patch, and I just have a quick question-either for the Firaxis/BA Games people, or for anyone out there who has actually used the new patch! In regards to FP and SPHQ increasing Optimal City number by 50%-does this ability actually exist in a flag in the improvements editor? i.e. is there now a flag which says 'increases OCN by 50%'?
If the answer is a YES then all I can say is FANTASTIC, this is what I've been waiting for almost since the game first came out!!!!
If the answer is NO then, how does this ability ACTUALLY work?
Anyway, any answers you guys can give me would be VERY much appreciated !!
Yours,
The_Aussie_Lurker.
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The_Aussie_Lurker, they hard-coded it. According to Jesse/Tavis in the corresponding thread Civ3 - Conquests > FIRAXIS: v1.13 and Patch Information at CFC, the only files that are changed in the upcoming beta-patch next week are the .exe file and Labels.txt.
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Hiya Jaybe, thanks for the info !!
My next question then is this: If I were to have a corruption-reducing Small Wonder-say a 'Senate' or 'Parliament'-how would I be able to give it the same OCN increasing ability as the FP or SPHQ-if at all? Any answers you can give me would again be very much appreciated !!!
Yours,
The_Aussie_Lurker.
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Originally posted by Jaybe
The_Aussie_Lurker, they hard-coded it. According to Jesse/Tavis in the corresponding thread Civ3 - Conquests > FIRAXIS: v1.13 and Patch Information at CFC, the only files that are changed in the upcoming beta-patch next week are the .exe file and Labels.txt.
Addit:
Here is the link for the 1.15 Beta Patch now available.
Originally posted by JesseSmith
BETA PATCH! Public Release will not be until the end of February so if you aren't interested in reviewing it please do not use it!
Make a backup of your original Civ3Conquests.exe, jgl.dll, and text\labels.txt
IT IS RECOMMENDED THAT YOU HAVE V1.12 & V1.13
Items for v1.15 BETA (1/12/04):
* Corruption was set by Soren to meet his design. The Palace is the only Corruption Free Civ Center. All other cities are affected by their distance from the palace, WLTK Day, Governments, Corruption Reducing Buildings, Corruption Policeman, and the # of cities in your empire. Courthouse effects inscreased from 5% to 10%.
* Updated AI Strategies in Conquests: Mesopotamia - Galley (Naval Power), Enkidu Warrior (Offense), Rise of Rome - All legions (Defense OFF), MesoAmerica - Acali & Great Acali (Acali:Unload/Upgrade & Naval Transport, Great Acali (Upgrade Unit OFF), Age of Discovery - Javelin Thrower (Offense), Missionary (Capture, Offense), WWII Pacific - Fighter Bomber (Bombard!)
* Fixed Random Civ MP Launch OOS
* Secret Police HQ no longer gives effects corruption OR OCN bonus when player leaves Communism. Fixed error with Government required buildings not turning off.
* Updated Civilopedia.txt Forbidden Palace to explain that all cities are still affected by distance from the Real Capital.
* Updated Civilopedia
* Updated PediaIcons.txt
* Fixed Credit TyposLast edited by kring; January 13, 2004, 02:07.
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