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v1.17f Reaadme
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v1.17f Reaadme
Last edited by RickBlaine; February 13, 2002, 15:18.I remember every detail. The Germans wore gray, you wore blue.Tags: None
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* 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.
* Improved unit activation sequence.I love being beaten by women - Lorizael
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* Editor: Added Undo/Redo functionality.
i'm hoping that all of the other wonderful things they've done to improve the editor has just somehow been left out of the read me
plus what does
Added "Show Wonder Initiation" preference and Eliminated 'Despot Pop Rushing' mean?
also i wonder how they changed the cultural reversion formula since
It is now possible to completely suppress a city's cultural reversion with enough military units.
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One nice cut & pase job:
Additions v1.17b:
* 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.
* The procedure for checking if the CD is in the drive has been changed to search all possible CD drives on a machine instead of simply the drive they installed the game from.
* There are now two types of "Improve Nearest City" commands. shift+'i' = Improve Nearest City. ctrl+shift+'i' = Improve Nearest City Without Altering Improvements.
* Editor: Added Undo/Redo functionality.
* Added Civilopedia links and cursor to diplomacy window.
* Added "Show Wonder Initiation" preference.
* Added "Turns to Expansion" readout to culture meter on City Display.
Changes v1.17b:
* City population drop shadows are now a pref and default to off.
* Scrollbar in Domestic advisor lengthened to make use of previously unused line.
* Civ-specific units are now part of the regular upgrade chain.
* Mobile units now have to make a die roll to determine if they withdraw. Success is also modified by their experience level.
* Workers on AI Automation (A/Shift+A) will now sleep in a city when there are no more actions to take. They will automatically awake when something needs to be done (such as clean pollution).
* Improved unit activation sequence.
* Expanded size of production popup drop list.
* Added mention of Wonder and improvement culture contributions doubling after 1000 years to Culture Civilopedia entry.
* It is now possible to completely suppress a city's cultural reversion with enough military units.
* Reworded luxury resource impact of marketplace and gold contribution in Marketplace Civilopedia entry.
Fixes v1.17b:
* Fixed bug which allowed the user to continue espionage even after the spy is killed.
* Fixed bug which prevented cruise missiles from targeting units with only 1 hit point.
* Fixed bug which miscalculated average scores (esp. for future techs).
* Fixed bug involving explorers and rail movement.
* Fixed a number of bugs involving recon missions.
* Fixed bug which let coastal fortresses hit submarines.
* Editor: You can no longer select Bonus Resources as a prerequisite resource.
* Eliminated 'Despot Pop Rushing'.
* Fixed pop-up bug involving citizen unhappiness on City Display.
* Fixed bug which did not destroy an enemy spaceship if the enemy capital was razed.
* Fixed bug which allowed the AI to keep trying to build cities if the city limit had been reached.
* Fixed bug which allowed infinite bombardment/precision bombing range.
* Fixed AI worker loop bug.
* Fixed missing-city-line bug in domestic window.
* Fixed AI disband unit bug.
* Fixed City Display bugs involving selling improvements and drafting citizens.
* Fixed bugs involving unit ordering.
* Fixed crash bug involving the civil disorder pop-up.
* Fixed bug with the cleanup pollution order.
* Fixed Flood Plain Civilopedia entry to correctly state increased food.
* Fixed Fortress Civilopedia entry to correctly state +50% defensive bonus.
* Fixed misspellings in Communism Civilopedia entry.
* Fixed AI bug giving value to worthless techs.
* Fixed bug with how capital/spy/embassy icons were being drawn for foreign cities.
* Optimized pathfinding for human player to prevent 10-second waits for various orders on huge maps.
* Fixed bug which sometimes caused depletion of resources so that there would be < 1 per civ.
* Fixed bug which sometimes caused you to not get any techs from Theory of Evolution.
* Fixed Communism Civilopedia entry to reflect the correct draft rate of 2.
* Fixed typo in Coast Civilopedia entry.
* Optimized save and scenario for speed increase.
* Build Railroad bubble text now lists the hotkey (Shift-R).
* Fixed bug which caused some government buildings not to function correctly.
* Fixed bug which allowed civs with no capitals.
* Spaceship parts pop-ups now only appear if you have a spy with the corresponding civ.
* "beginning wonder" pop-ups now only appear if you have an embassy or spy with the corresponding civ.
* Fixed infinite city growth exploit (involving granaries and size 6 cities).
* Corrected graphic display corruption on horizontal scroll bars.
* The correct scroll bar now always appears in production popup.
* Fixed spelling of Archimedes in Physics Civilopedia entry.
* Fixed title of "On the Origin of Species by Means of Natural Selection" in the Theory of Evolution Civilopedia entry.
* Fixed typo in Jet Fighter Civilopedia entry.
* Fixed typos in Modern Armor Civilopedia entry.
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Originally posted by Kamrat X
Well, it´s something I guess. Maybe I´ll actually re-install the game and give it another chance...nah"Entia non sunt multiplicanda praeter necessitatum." — William of Ockham
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Mobile units now have to make a die roll to determine if they withdraw. Success is also modified by their experience level.
if the cavalry unit loses the roll, yet somehow still manages to win would it be penalized a movement point for trying to withdraw? do units in an army have to make a roll when they are breaking off?
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Wow, lots of stuff. Some _huge_ changes though; no despotic pop rushing at all means the early game will be radically different. I was expecting a progressively less and less useful rush. I wonder if commies can still pop-rush.....
They also removed size 6.........no-one tell La Fayette
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Good, but no mention of corruption. I was anticipating at least some control of the rate of corruption per distance from the editor, but really it seems the editor is being left for a later patch or expansion.
Other wise, the rest is very good. I'll be waiting to hear reviews on the stack movement method before installing.
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