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Civilization III v1.16f Additions/Changes/Fixes

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  • #91
    Scientist, there is some automation beyond full sutomation.

    Shift + P = Auto clean pollution (This has some quirks)
    Shift + F = Auto clear forests
    Shift + J = Auto clear jungle

    There are several other shortcuts, I suggest you look closley at pages 196-200 of your manual.
    "Hindsight is all well and good... until you trip." - Said by me

    Comment


    • #92
      Originally posted by Slax
      Can you give a ball park figure on the size of the patch file?
      I believe it's around 5Mb, but a large chunk of this is the updated helpfile for the editor (there's a lot of bitmaps in that puppy). I don't know what the plans for other distribution venues are but I'll probably put up a "lite" version on civ3.com that doesn't include the editor helpfile to keep the download time low for people with lower-speed access.


      Dan
      Dan Magaha
      Firaxis Games, Inc.
      --------------------------

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      • #93
        Patch ETA and Ramblings

        Just a couple of basic questions and some comments, so please pardon me if I didn't see the answers else where in this thread:

        When is the patch going to be posted and where ?

        I have had no serious problems running CivIII under W2000 other than my luck with starting positions.

        Curiously enough, I have played Civ I, II and SMAC since they were published and never have had any of the problems others have complained about. I still patched them as they evolved, but I have a frankestein for a gaming box and thought there would have been trouble.

        Some of the changes the Civ III patch they are planning look promising. I still have a problem with the combat model, but I'm learning to work with it. Still can't get used to the idea of a regular unit killing a more advanced, vetran unit in a fortified position on a hill. I could see it if it was an elite unit, but not a bunch of cherries... still don't like the idea of large numbers of casualties that combat goes through before anything is decided, but that's just me. I know what it's like to get shot at and it's not something you want to repeat too often

        I would love to see a multiplayer version/expansion. This would be an extremely entertaining game when you can make and break alliances with your friends/enemies at a lan party. Nothing like an old friend shreiking "You sunk my m$^%$%# f&^%g battleship !"
        "Not the cry, but the flight of the wild duck,
        leads the flock to fly and follow"

        - Chinese Proverb

        Comment


        • #94
          Re: More complaints

          Originally posted by scientist

          2) Make automation of settlers more controllable, as in SMAC. I really wish there was more than the generic "automate" button, and more choice, like "automate build roads" "automate remove pollution" etc.
          Shift P automates pollution only clean up (the worker goes dormant though when all pollution is gone, must then be given new orders)

          Shift R build roads (?) I never use this one, so check the hot keys list at the back of the manual for this one and more.

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          • #95
            Communism and Corruption

            Corruption under Communism is now flat according to how many cities you have?

            I thought it was supposed to be flat according to the _distance_ of cities from your capital/FP?

            Could we get some better explanation (or at least a fixed Civilopedia entry) to explain the effects of Communism on corruption?
            I'm not giving in to security, under pressure
            I'm not missing out on the promise of adventure
            I'm not giving up on implausible dreams
            Experience to extremes" -RUSH 'The Enemy Within'

            Comment


            • #96
              Another one from firaxis on civfanatics that I think is worth reading:


              quote:
              --------------------------------------------------------------------------------
              Originally posted by FM_Freyland
              I am extremely thankful for the patch. However, several posts in this thread have more or less said, "now, aren't you sorry you complained?". NO. Many of us shelved this game until its bugs were fixed. It is the complaining of the masses that gets our games working correctly. Do you truly think that developers who are willing to put out poorly tested or faulty products would devote time/money to fix them if no one complained? Of course not! It wasnt important enough to fix before they asked us for our money, so what impetus would there be now if the customer base did not make themselves heard?

              Before someone pipes in with "the Producers made them release it before it was done", consider this.... if you were charging people for a creation with your name on it, would you even be able to sleep knowing that it was anything but perfect?

              Jonathan

              "patched" for imperfect punctuation
              --------------------------------------------------------------------------------




              Criticism yes, abuse no. One of the great lies in gaming forums is that venom and unrelenting attacks get you heard. Personally, nothing can be farther from the truth. The first time I read an abusive post from someone is the last time I read an abusive post from someone (thanks to UBB's wonderfully robust ignore feature). Nothing is accomplished with a threat that isn’t accomplished by simply stating the facts. It's quite the opposite, since if it convinces me that they're more interested in the forum than the game, I'm done listening.

              In short, being critical is fine. Threats, slander, and personal attacks ensure you'll never be heard by me again.

              Jeff


              Zap

              Comment


              • #97
                Re: Civilization III v1.16f Additions/Changes/Fixes

                Originally posted by Jeffrey Morris FIRAXIS
                * Shield bonus from clearing forest can only be received once per game.
                Aw, I was hoping IFE would be an editable thing, not just a blanket 'once only' fix. I like having something to do for my workers in the later game, and it's a godsend for three-land-square peninsula cities.

                Maybe think about putting it in as an option in the editor? I owe my navy to IFE... sad to see it on the chopping block.

                I can understand that it sways balance if the AI doesn't IFE, but it's a nice tool to have at one's disposal.

                IMHO, more options and more features is better than locking out options and features.

                Anyway, I'm happy to say I like Civ 3 a lot, and am glad Firaxis is showing dedication to patching.

                What was the last civ2 version? 2.41? So I guess we can expect plenty more patches?

                << Save IFE >>

                Comment


                • #98
                  Re: Re: More complaints

                  Originally posted by Howling Chip


                  Shift P automates pollution only clean up (the worker goes dormant though when all pollution is gone, must then be given new orders)

                  Shift R build roads (?) I never use this one, so check the hot keys list at the back of the manual for this one and more.
                  Ctrl + N IIRC automates a worker to connect all your cities with roads.
                  "Hindsight is all well and good... until you trip." - Said by me

                  Comment


                  • #99
                    Re: Questions & Clarifications

                    Originally posted by IBNobody


                    (re: palace cost)
                    How much is it reduced?
                    Who said it gets reduced?

                    * Irrigation sorts slightly differently.
                    This change doesn't make sense. Can you please clarify what it does?
                    I agree.. can someone point out what is meant by this?

                    (re: AI & Culture)
                    Does this mean that enemy civs skimp even more on building temples/libraries?
                    ...

                    Has anything been done to curtail the AI from building cities on those occaisional unclaimed shoreline squares? Soren mentioned something before, and I'm just following up.
                    If you go back and read through the responses from fireaxis, you'll see you just answered your own question. The change was poorly worded.
                    kmj

                    Comment


                    • Re: Patch ETA and Ramblings

                      Originally posted by Gen.Dragolen
                      Still can't get used to the idea of a regular unit killing a more advanced, vetran unit in a fortified position on a hill. I could see it if it was an elite unit, but not a bunch of cherries...
                      General, I read the "elite" comment as if that would pertain to the skill level of the unit. Reg, vet, elite level has no effect on the odds of giving or taking damage to health, only in how many health bars a unit has.

                      Comment


                      • Re: Communism and Corruption

                        Originally posted by David Weldon
                        Corruption under Communism is now flat according to how many cities you have?

                        I thought it was supposed to be flat according to the _distance_ of cities from your capital/FP?

                        Could we get some better explanation (or at least a fixed Civilopedia entry) to explain the effects of Communism on corruption?
                        It is basically flat for both factors now.

                        IOW, if you have 40% corruption in your capital, you will now also have 40% corruption in you most distant city.
                        - What's that?
                        - It's a cannon fuse.
                        - What's it for?
                        - It's for my cannon.

                        Comment


                        • In regards to palace costs, I assumed they'd be reduced for smaller empires. As it stands, it's neigh impossible to build one and relocate your empire center in the early game.

                          - Nobody

                          Comment


                          • Only one thing missing IMHO. How about a flag to let an improvement or minor wonder remove the fog of war? Such a flag might be useful for a satelite systemt that becomes available with 'Satelites'?

                            Just my request.
                            With Air Superiority and Precision Strike fixed, I'll be more than happy.
                            - "A picture may be worth a thousand words, but it still ain't a part number." - Ron Reynolds
                            - I went to Zanarkand, and all I got was this lousy aeon!
                            - "... over 10 members raised complaints about you... and jerk was one of the nicer things they called you" - Ming

                            Comment


                            • As it says in the list:

                              cost of palace is now dependent of number of cities you have.

                              Zap

                              Comment


                              • Originally posted by IBNobody
                                In regards to palace costs, I assumed they'd be reduced for smaller empires. As it stands, it's neigh impossible to build one and relocate your empire center in the early game.
                                - Nobody
                                Agreed - I'm almost certain that it will reduce the costs in the early game, and increase them in the later game.

                                Comment

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