Click translate link at top of the page. Though the translation is poor. Click the patch contents link and it will give ya some idea of what is to come.
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Patch 1.20
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for the lazy
v1.20 Fixes, Changes, Additions
Fixes:
* PBEM: Games can not be loaded in Single Player
* PBEM: v1.20 Games can not be loaded on earlier versions! Earlier saves can
STILL be loaded in v1.20.
* PBEM: Previous players Civ can no longer be seen when loading a PBEM game
* Corruption calculation error that resulted in negative effects from the
Forbidden Palace is now fixed. Forbidden Palace cities no longer act as a
2nd city empire. They are still affected by distance corruption from the
capital.
* Double gold bug is fixed.
* Railroads will always appear under captured cities if you have Steam
Power.
* 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!)
* Secret Police HQ no longer gives effects corruption OR OCN bonus when
player leaves Communism. Fixed error with Government required buildings not
turning off.
* 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.
* 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
* Fixed Random Civ MP Launch OOS
* Optimized main menu code.
* Cleaned up INI preferences code
* 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 Typos
* Fixed QuickCiv Description
Changes:
* Corruption reducing buildings strength doubled
* Optimal Cities increased
* Histograph keeps tracking defeated Civs
* Electronics requirement removed from Motorized Transportation
* Radio Tech removed
* Advanced Flight now requires Electronics
* Civil Defense requires Electronics
* Industrial Tech Page updated to reflect change
* Radar Towers require Advanced Flight
* MPTournament: Tiny & Small maps can be played with 8 players
* MPTournament: Map sets Oceans to 40%
* MPTournament: Map Trading moved back to Map Making
* MPTournament: Enkidu cost raised to 15
* MPTournament: Ancient Cavalry defense lowered from 2 to 1
* MPTournament: Captured cities retain culture
* MPTournament: Turn slices lowered from 24(base)/3(per-city)/1(per-unit) to
16/2/1
* MPTournament: Scientific Leaders disabled
* MP: City goodie hut spawns are not possible in Elimination Mode
* Shifted minimap and unit info boxes slightly inward to prevent problems
with scrolling and button-clicking.
* Re-enabled Intel optimizations from PTW.
Additions:
* Implemented Allow Scientific Leaders Rule
* 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. The scenario MPFastCiv3Conquests was
added to demonstrate this change. You may not notice much of a difference
initially but the turns quickly become faster as you get more cities and
units.
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1) Why at .de?
2) While I am still tremendously appreciative of Jesse's and everyone else's ongoing efforts, I'm pretty disappointed that a few things have not yet been addressed as well.The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Duas uncias in puncta mortalis est.
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It's the first public patch, it looks like it does what it should- a great game is made more playable. I'm surprised the sub thing was never addressed, though.
Sheesh, some people just want their Civ fix upped by any means possible. ;-)
So, Motorized Transport doesn't require anything from the Scientific Method branch anymore? Hmmm...Enjoy Slurm - it's highly addictive!
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WARNING Low expectations can be contagious.
Tweaking Conquest scenarios is no better than what we can already do by modding. Switching things around that I now do with the editor is just a shame . Finally, or so appearing, if this much 'work' (a few months now) is for fixing what us modders do all the time, I simply say 'what of it'!
Unless they come in with a VERY strong finish, I suspect more and more will simply move on...The Graveyard Keeper
Of Creation Forum
If I can't answer you don't worry
I'll send you elsewhere
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* MPTournament: Tiny & Small maps can be played with 8 players
* MPTournament: Map sets Oceans to 40%
* MPTournament: Map Trading moved back to Map Making
* MPTournament: Enkidu cost raised to 15
* MPTournament: Ancient Cavalry defense lowered from 2 to 1
* MPTournament: Captured cities retain culture
* MPTournament: Turn slices lowered from 24(base)/3(per-city)/1(per-unit) to
16/2/1
* MPTournament: Scientific Leaders disabled
And Enkidu is only exepnsive in MP, while Jaguar Warrior is in SP too???
* Electronics requirement removed from Motorized Transportation
* Radio Tech removed
* Advanced Flight now requires Electronics
* Civil Defense requires Electronics
* Industrial Tech Page updated to reflect change
* Radar Towers require Advanced Flight
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