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1.29f PATCH README

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  • #31
    Thanks a bunch for the screenies Mike. They look awesome!

    Nice to see the menus for changing city size/culture/ and improvements.

    (BTW, you owe me a new t-shirt ... I've drooled all over this one now )
    If I'm posting here then Counterglow must be down.

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    • #32
      Has the commercial trait been strengthened?
      Does the AI build more offensive (and less defensive) units?

      I don't see these in the readme, but Soren has indicated that they would be in this patch.

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      • #33
        More missing from the readme (at least I didn't see them listed):

        * Editor: Added compression to BIC files. Use View->Options to disable.

        * Added ability to set number of autosaves in INI file using "Max Autosaves=#" where # is the number of autosaves to use (the default is 5).
        Mike Breitkreutz
        Programmer
        FIRAXIS Games

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        • #34
          * Removed compression from auto saves.

          I might use these again...

          * Editor: Updated improvements page to allow only 1 center of empire.

          What is this supposed to mean? Does it have to do with the FP wonder, or does this only refer to the palace?

          * Editor: Added a new flag to terrain types to be able to set whether or not cities can be built on a particular terrain type.

          Does this mean that, at some future point, new terrain types will be added? Just a thought...
          They're coming to take me away, ha ha...

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          • #35
            Mike, does this imply that a unit can only have one AI strategy at a time? I see that some can have multiple checks in the editor.
            Seemingly Benign
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            • #36
              Originally posted by alexman
              Has the commercial trait been strengthened?
              Does the AI build more offensive (and less defensive) units?

              I don't see these in the readme, but Soren has indicated that they would be in this patch.
              I thought they were gonna be in PtW.
              You might be able to improve these things in the editor now anyway.
              If I'm posting here then Counterglow must be down.

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              • #37
                Great! Looking good for Friday!

                Now all we have to do is document all the undocumented features and (dare I say it) bugs.

                I too like the forced renegotiation of deals, saves a little bit of micromanagement. But this comment worries me a little:

                * Restricted roads/railroads from being built on terrain that has no road bonus.

                Does it mean that it will not be possible to connect resources (and cities?) which are found/placed in the midst of e.g. a major mountain range. This situation occurs frequently, esp. on older worlds.
                Diderot was right!
                Our weapons are backed with UNCLEAR WORDS!
                Please don't go, the drones need you.

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                • #38
                  Mike, just a couple of queries..

                  1. Wasn't the commercial trait supposed to have received a boost?

                  2. Wasn't culture flipping supposed to have been slightly reworked?

                  3. How will this patch affect previous, highly detailed mods made with 1.21f?

                  4. Are there any un-documented changes, like changes to the cost for certain tech advances...?

                  thanks

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                  • #39
                    Mike, one more thing.

                    I was wondering if you could designate tiles to a country without a city being there. Having a billion cities just to fill up the landscape may be a bit tedious. Probably just something on my wish list, but I had to ask.

                    Another thing.
                    Do you know how much the AI has been improved? I am especially anxious to see how Artillery fare in my Civil War scenario.
                    Last edited by Jon Shafer; July 17, 2002, 11:56.

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                    • #40
                      Great idea Trip!

                      That would be a very important feature for a few scenarios IMHO.
                      If I'm posting here then Counterglow must be down.

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                      • #41
                        Like the renegotiate non treaty deals after 20 turns option

                        Glad to see that they fixed units attacking own workers bug

                        We'll see though if razing captured cities after nuclear war causes units to disappear from main map is fixed.

                        We'll see if ships attacking own ports when trying to enter coastal city is fixed.

                        Thanks to all at Firaxis for issuing this last patch. Waiting to see if all bugs are fixed when PTW comes out.
                        signature not visible until patch comes out.

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                        • #42
                          all great, except:
                          * Editor: Updated improvements page to allow only 1 center of empire

                          everything hard-coded isn't good :-(

                          and why isn't following mentioned:
                          * removed hard-coded bombing range limit for air units ('till now: 8)

                          forgotten or not changed?

                          but all together: THANKS, FIRAXIS !!!
                          - Artificial Intelligence usually beats real stupidity
                          - Atheism is a nonprophet organization.

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                          • #43
                            Originally posted by FrustratedPoet
                            Great idea Trip!

                            That would be a very important feature for a few scenarios IMHO.
                            Check out my East Coast map that I'm going to use for a Civil War scenario. You'll see why I want to do that instead of having to make a billion cities.

                            If worse comes to worst, I guess I can set 1-size cities culture up to like level 15.

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                            • #44
                              Originally posted by Proserpine

                              Does it mean that it will not be possible to connect resources (and cities?) which are found/placed in the midst of e.g. a major mountain range. This situation occurs frequently, esp. on older worlds.
                              Sounds to me like this will just be an option for those who choose it in the editor. The default now has all terrain with a road bonus, this just allows you to shut it off if you like. Frankly, I don't see this as being very practical, as you pointed out, and probably won't get used at all. It would be much better if they would just separate the roads and railroads, with a selector for both.

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                              • #45
                                Originally posted by WarpStorm
                                Mike, does this imply that a unit can only have one AI strategy at a time? I see that some can have multiple checks in the editor.
                                Yes. For example, the Rifleman has both the offensive and defensive strategies. When the AI builds a rifleman, it will build either an offensive rifleman or a defensive rifleman. Likewise, when you place a rifleman on the map in the editor, you need to tell the AI whether it is an offensive or defensive rifleman (or set it to random and it will choose randomly when you play the scenario).
                                Mike Breitkreutz
                                Programmer
                                FIRAXIS Games

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