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  • Questions about 1.22

    I had remembered reading somewhere, that 1.22 had some problems with Leaders. I can't find the specific thing and could someone summerize the bugs that were found in 1.22?

    Also, what is good with 1.22 over 1.15?

    E_T
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  • #2
    I remember reading that too when the patch first came out, but it's probably not true. I have not seen any problems with leaders in 1.22. I don't even know anyone who has seen problems.

    1.22 over 1.15:
    City railroad connection bug fixed.
    Industrial Age tech tree changed (for the better)
    Ability to turn off SGL generation
    More difficult to cheat in PBEM
    Histograph keeps track of eliminated civs
    A bunch of tweaks to the MPTournament rules

    Comment


    • #3
      I did not realize you could turn off SGL in 1.22, thanks.

      Yup, it is right there in setup, never even noticed it.

      Comment


      • #4
        Originally posted by alexman
        Industrial Age tech tree changed (for the better)
        Just curious, but why do you think so?

        Comment


        • #5
          It broke apart the ToE-->Hoover beeline that dominated the industrial era. There is now a strategic choice as to reseach.
          You just wasted six ... no, seven ... seconds of your life reading this sentence.

          Comment


          • #6
            Originally posted by Trip

            Just curious, but why do you think so?
            From a post a while back:

            Originally posted by alexman

            The Ancient and Medieval technology trees are very well designed. These ages offer a short branch that provides an advantage to the warmongerer (Monarchy and Cavalry), but the bulk of the ages' benefits come in the longer, "builder's" branches.

            The Industrial Age does not provide such a choice. Builders and Warmongerers follow (or at least try to follow) the same predictable path: Steam Power, Scientific Method, Theory of Evolution, Hoover Dam, Tanks.

            Would the Era become more fun and exciting if the prerequisite of Electronics were removed from Motorized Transportation?

            If that were the case, the player would have to make a choice: do I go for Tanks as soon as possible, or do I build up my infrastructure with the Hoover Dam so I can produce tanks in greater numbers later? Do I spend my two free techs from the ToE on the expensive tech branch that leads to the Hoover Dam, or do I select the upper branch so I can be the first to Motorized Transportation?

            You would get a similar choice as with the Middle Ages, except that the strategy would not be as extreme because cavalry can be upgraded from Horsemen, but you have to build tanks from scratch.

            As it is now, I rarely use Tanks against an opponent who has Infantry, because Modern Armor is at most 5 techs away, and I need some time to build my tanks anyway. If Tanks don't need Electronics, it would give another choice: do I attack with Tanks, or do I wait for Modern Armor?

            In a game such as Civ3, having alternative choices is good. In the Industrial Age, there is not much choice in terms of the research path. I hope BA and Firaxis will consider removing the Electronics prerequisite from Motorized transportation for the final patch.

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            • #7
              The rumoured problem was that SGLs can't rush Wonders anymore, but that ability had returned to MGLs. I have not tested this (lazy...).
              Consul.

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              • #8
                THat is not true. In my latest game (I'm playing it now), I used an SGL i got fron philo to rush the pyramids, and my 2 MGLs could not rush any of the other wonders, such as ToA or Sun Tzus'.
                You just wasted six ... no, seven ... seconds of your life reading this sentence.

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                • #9
                  The other change to the tech tree is that they removed Radio. I'm personally not very happy about that, since it makes the Industrial Age shorter, and MI and MA come around even sooner.
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                  • #10
                    Originally posted by alexman

                    Ability to turn off SGL generation


                    Turning them buggers off immediately. Never seen one.


                    Originally posted by MrWhereItsAt

                    The rumoured problem was that SGLs can't rush Wonders anymore, but that ability had returned to MGLs. I have not tested this (lazy...).


                    I hope this is true. I haven't rushed a single wonder since I started playing conquests.

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