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  • #31
    What was the old squence? What was so bad about it?
    It was quite random, yanking you all over the map. It was impossible to conduct a battle campaign or order worker detail without constant and persistent interruptions in your train of thought.

    If this is indeed fixed, it represents a monumental interface improvement.
    "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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    • #32
      Originally posted by Libertarian
      It was quite random, yanking you all over the map. It was impossible to conduct a battle campaign or order worker detail without constant and persistent interruptions in your train of thought.

      If this is indeed fixed, it represents a monumental interface improvement.
      Since I haven't played Civ3 since a few days after the first patch was released, I had forgotten about that annoying aspect. Not being able to stack workers also made me forget that annoyance too.

      But this is indeed promising, if they keep the sequence to the region of the units before moving to a new "area" instead of jumping around.

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      • #33
        Exactly. It needs first to exhaust a stack, and then activate units sequentially on the proximate stacks, etc., thus allowing you to complete your activities one theater at a time.
        "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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        • #34
          Lib, actually I read those when they were three pages long, so I didn't see what came after that. I do recall the one (forgot by whom) what kept updating the first post as new suggestions came in. As a software manager, all I care about is a list of problems to be fixed and stuff to be changed or added. I don't care how one "feels" about them, just state it accurately. But then again, we've gone round and round on this before, haven't we?

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          • #35
            Apparently not, because I don't disagree with what you just posted.
            "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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            • #36
              just wondering, why is it 1.17b (not f)?

              imo a good patch
              Try my Lord of the Rings MAP out: Lands of Middle Earth v2 NEWS: Now It's a flat map, optimized for Conquests

              The new iPod nano: nano

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              • #37
                Originally posted by Hagbart
                just wondering, why is it 1.17b (not f)?

                imo a good patch
                I think b=beta (the one the testers got)
                Creator of the Civ3MultiTool

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                • #38
                  Stack movement and improved activation sequence are the hit, no doubt. But haven't seen the "killing last AI ship with settler crashes game" bug being fixed... did I miss that?

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                  • #39
                    Originally posted by Sir Ralph
                    Stack movement and improved activation sequence are the hit, no doubt. But haven't seen the "killing last AI ship with settler crashes game" bug being fixed... did I miss that?
                    Shouldn't that have been dfixed in version 1.16f?
                    Creator of the Civ3MultiTool

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                    • #40
                      No fix for the AI tech trading bug? Or did I miss it?
                      /Cesa

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                      • #41
                        Originally posted by Libertarian
                        The ones who feel silly are those who turned a blind eye to the game's faults. The ones who are vindicated are the ones who insisted on the changes that were made.
                        You are going to take credit for the work they did?



                        You kill me.


                        Back on topic. - Sentry mode - Drop shadows - CSU upgradable - Stacks - etc.

                        Everything looks promising. I'm sure the whiners will find something to whine about though.
                        Sorry....nothing to say!

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                        • #42
                          I'm...tentatively hopeful... It really looks pretty good! Tho it does sadden me to see that there's only one addition to the editor, and a relatively minor one at that. The Mod-With-No-Name then, will sit on ice a bit longer.

                          But I will be reinstalling the game to see how this new patch changes/improves things!



                          -=Vel=-
                          The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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                          • #43
                            how about these?

                            this isnt a whine or *****ing, just some ideas i want to get out:

                            i know its could be done by editor i want this to be official: how about giving army unload ability? it will make armies more useful and allow upgrades to those units.

                            also, one thing that needs to be addressed IMO is how when a trade with another civ is disrupted by something that is totally not my fault, usually because they are in war with some other civ (eg. their trade route is disconnected, their resource becomes disconnected), that civ shouldn't get angry at me and cause the other civs not wanting to trade with me...

                            also i dont get the "removal of despot rushing" change despite the explanation by the firaxian. did they remove the whole rushing production or only change unhappy citizen rushing exploit?

                            anyways, this should be a GREAT patch (although i hope despot rushing is not removed entirely) and i appreciate firaxis' work

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                            • #44
                              Vel, I sympathize with your need for modding tools. I believe, however, that Firaxis properly prioritized. After all, a mod crippled by a fitful interface will become just as tedious as the regular game.

                              Clearly, this patch represents a triumph of steady, relentless, and constructive ideas offered by people like you. If this patch is any indication, I wouldn't be a bit surprised to see a stellar editor just down the pipe.

                              And Coop, you should be ashamed. Whiners? We have our reward, thank you very much.
                              "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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                              • #45
                                The inclusion of custom scenarios and the full editor to be able to create scenarios cannot (imo) simply be a patch. That is why I will patiently wait for the "expansion pack". Perhaps it will be Civ3 MGE with both the scenarios/editor(s) and MP.

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