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  • #46
    Hooray for Firaxis!

    I clap my hands at these improvements to the game : ) Even though I never noticed 80% of the problems they fixed. It's a good thing I waited to release my mod, because the update will wipe the slate clean. I will enjoy the mass unit movement, but I still hope for a reworked army concept in a future expansion pack, where armies are free to create and units can hop in and out as they please. But I understand of course that such a feature will take time to do.
    MonsterMan's Mod: http://www.angelfire.com/amiga/civ3/

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    • #47
      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.
      ...
      I perceived the ordering of unit activation as done by unit functions. Such as: artillery/bombardment units were activated together, regardless of where on earth they were; naval units; 'fast' units; ....

      If they resequence somehow to keep on the 'current' screen until all units are moved, that may also take some getting used to in many situations -- 'move unit from side A of map to side B' may keep you at side B when you wanted to move more units from side A, or it may return you to side A when you wanted to remain at side B.

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      • #48
        Well, we'll know soon enough, I suppose. I hope that it will return proximate to the theater from which it last moved.
        "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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        • #49
          ... without comments.
          Traigo sueños, tristezas, alegrías, mansedumbres, democracias quebradas como cántaros,
          religiones mohosas hasta el alma...

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          • #50
            Originally posted by Gramphos
            Shouldn't that have been dfixed in version 1.16f?
            No, I have 1.16f and recently had a unmovable and unsinkable Russian galley 2 tiles away from the last Russian city for the entire rest of the game.

            EDIT: Sorry, with "last city" I meant the last city I took; they had no city left.
            Last edited by Harovan; February 13, 2002, 17:15.

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            • #51
              It looks pretty solid. The die roll for retreat will make using combined arms more attractive. The activation sequence coupled with stacking will really help out late in the game.

              The BIG ONE, though, seems to be pop rushing. I never knew that the unhappiness from poprushing was buggy, and I didn't make extensive use of poprushing anyway (*crack* temple.... *crack* library... switch to republic), but I wonder what impact, if any, this will have on my early game.

              Edit: Oh, and military suppression of cultural reversion is pretty big, too. I hope Firaxis lets us know the specifics on that one (1 unit per pop point, 2...3?). People don't like the uncertainty, and will be frustrated until they know for sure.

              Here's hoping that a future patch will beef up the editor for the mod & scenario makers.

              -Arrian
              grog want tank...Grog Want Tank... GROG WANT TANK!

              The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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              • #52
                Thank ya Lib! And good to see you back in these parts! Mail me sometime soon and tell me all about the new job and such!

                -=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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                • #53
                  Originally posted by Sir Ralph


                  No, I have 1.16f and recently had a unmovable and unsinkable Russian galley 2 tiles away from the last Russian city for the entire rest of the game.
                  Well, at least the SAVs doesn't corrupt any more when sinking that ship
                  Creator of the Civ3MultiTool

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                  • #54
                    Originally posted by Libertarian
                    Those "professional-like discussions" were so inane and childish that Mark gutted them out, eviscerating whole posts.
                    eeer what on earth are you talking about? i only edited the faq thread(for obvious reasons). nothing to do with the suggestions/bugs threads....
                    Co-Founder, Apolyton Civilization Site
                    Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
                    giannopoulos.info: my non-mobile non-photo news & articles blog

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                    • #55
                      Originally posted by Gramphos
                      Well, at least the SAVs doesn't corrupt any more when sinking that ship
                      But it crashes the game.

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                      • #56
                        Originally posted by Sir Ralph
                        But it crashes the game.
                        Details, details.

                        I've never un into that problem myself, but I guess I've just been lucky.
                        Creator of the Civ3MultiTool

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                        • #57
                          Thank ya Lib! And good to see you back in these parts! Mail me sometime soon and tell me all about the new job and such!
                          Will do, Vel.

                          eeer what on earth are you talking about? i only edited the faq thread(for obvious reasons). nothing to do with the suggestions/bugs threads....
                          I stand corrected.

                          While you're at it, though, you might want to do a bit of editing in this thread.
                          "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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                          • #58
                            Gramphos:

                            Well, I destroyed the last Russian city, but Russia was not yet defeated. Then I saw a Russian galley 2 tiles from the last taken Russian city, probably with a settler and Cathy. I had heard before, that there was a bug, saved the game and sunk the galley. A message popped up, that the Russians have been destroyed, after which the game crashed. The galley did not move for the whole game, as there was no room to settle. After a time, I managed to make peace with Cathy. In the end of industrial age some wars with razing made room to settle. I gave Cathy my map for free (she had no gold anyway), thought she would move and settle, but no. She remained in her galley and voted against me in the UN. Had to launch the Space ship.

                            Happened about 2 weeks ago with 1.16f.

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                            • #59
                              Originally posted by Libertarian

                              And Coop, you should be ashamed. Whiners? We have our reward, thank you very much.
                              Ashamed of what?

                              Glad you feel that you are rewarded.



                              Back to topic:

                              It looks like it's only stack movement, not stack commands. (Is that the way anybody else reads it?)

                              I must have read over this earlier, but having Civilopedia links in the diplomacy window may be te best improvement in the whole patch.

                              Also the fix that stops AI civs from building more cities once the city limit is reached may be a real sleeper that may have a lot more impact to gameplay than most would expect.

                              "Fixed bug which caused some govenment buildings not to function properly." - Anybody know what this means?
                              Sorry....nothing to say!

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                              • #60
                                Originally posted by player1
                                * Added Sentry command: y = wake whenever next to friendly or enemy unit(s) / shift+y = wake whenever next to enemy unit(s).
                                * Added stack movement. Hitting 'j' will produce the goto cursor. Once you select a destination, every unit of the active unit's type in that square will move to the specified location. Air units of the same type will attempt to rebase.
                                I really hope that they have added the equivalent screenbuttons for above as well. Im a mouseclick-man myself.

                                Im curious about "active units type". Obviously they are refering to land/sea/air branches only, and not to indevidual unit-types. One should (of course) be able to move around mixed stacks of, for example, land-units. Also, one should be able to stack non-combat units, as well. Navigating hordes of inefficient (especially under non-industrial Civs) foreign captured workers, one by one, is really somewhat of a chore.
                                Last edited by Ralf; February 13, 2002, 18:03.

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