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1.29f PATCH README

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    • I'm crazy.

      I hope I'm not the only one sitting at work refreshing this window every 2 or 3 minutes. And I hope that shows how much I love this game and look forward to playing with the patch. I work in Beltsville MD, Mike, so if you want I can drive over and ask you in person then come back and post it on here if necessary.

      -Rflagg.

      Comment


      • Re: Civ placement

        Originally posted by Desert Dog
        Forgive me if I missed this from a previous post asking this?

        Can we now place any civilization where we want on the map? Please say yes and not say, "Not until PTW XP comes out? Make my day, week, month will you
        Here:

        "Editor: Implemented city placement. You can now add, delete and edit cities. When a city is placed, a unique name is automatically generated for it. City art will match the era of the player it is assigned to."
        I watched you fall. I think I pushed.

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        • Impressive patch ! It was definitely worth the waiting

          * Editor: Changed maximum allowable value for Appearance Ratio for resources to 900.
          What was the previous max. value ?

          * Made a slight change to placement of goody huts and bonus grassland tiles. This will have no effect on existing maps and saved games but it will cause new seed-generated maps to be generated differently than they were prior to this version (i.e., using the same seed before this version and after this version will produce maps with a different distribution of goody huts and bonus grassland tiles).
          Will this affect the NUMBER of goody hut, or will there be as many goody huts, but distributed differently ?

          * Removed the water restriction from terraforming so that all terraform types are now based on the terrain type (except for forts).
          Don't we need fresh water to irrigate anymore ?

          * Noted that a Marketplace is required to build a Bank in its Civilopedia entry.
          * Noted that a Factory is required to build a Manufacturing Plant in its Civilopedia entry.
          * Noted that a Factory is required to build a Coal Plant in its Civilopedia entry.
          * Noted that a Factory is required to build a Solar Plant in its Civilopedia entry.
          * Noted that a Factory is required to build a Hydro Plant in its Civilopedia entry.
          * Noted that a Factory is required to build a Nuclear Plant in its Civilopedia entry.
          * Noted that a University is required to build a Research Lab in its Civilopedia entry.
          Is it specifically written, or does the program automatically update the Civilopedia when you check the "requires building" box ?

          Also, Soren told us commercial trait would be improved in the patch, Commercial Civs having +4 to their optimal number of cities, rather than +2 previously. Is it still in the patch ?

          Again, thanks for this great work !
          "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
          "I never had the need to have a boner." -- Dissident
          "I have never cut off my penis when I was upset over a girl." -- Dis

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          • Re: 1.29f PATCH README

            Originally posted by MarkG
            * Moved tech icons into pediaicons.txt.
            No more crashes after adding a tech and viewing the Civilopedia! Yeah!
            "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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            • Re: I'm crazy.

              Originally posted by rflagg
              I hope I'm not the only one sitting at work refreshing this window every 2 or 3 minutes. And I hope that shows how much I love this game and look forward to playing with the patch. I work in Beltsville MD, Mike, so if you want I can drive over and ask you in person then come back and post it on here if necessary.

              -Rflagg.
              Your not the only one, I have three windows open: this one, one at civfanatic, and one to browse the other treads.
              Was gone for two years, I'm back now.
              in a 3D world is there a difference between these: b d q p | / - \
              3D Unit tutorial
              My units: MechWalker,Rocket soldier,Hover Tank,Crawler,Hover Copter

              Comment


              • BUG NOT FIXED

                Originally posted by MarkG
                kind of a big list, huh?

                Thanks to Firaxis' Barry Caudill
                Some very useful additions, changes and fixes but one bug that I wish would get fixed is this one [does this happen to anyone else? ]:

                When any ship is selected, click the move button to get the automatic movement path line attached to the cursor; move the cursor to the very top or very bottom of the screen to have the map scroll quickly; if you allow the map to reach the polar ice caps and the cursor is still at the top/bottom of the screen (you are trying to scroll past the end of the map I suppose) the game freezes; Ctrl-Alt-Del is the only way to recover and then start the game again and load the last autosave.
                ·Circuit·Boi·wannabe·
                "Evil reptilian kitten-eater from another planet."
                Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

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                • i hope the ability to get 2 settlers at the beginning is in the fix too.

                  Comment


                  • The patch looks impressive when listed and I can't wait to see it myself. There is one problem though. Does this mean I still can't see all 16 players in the diplomacy sreen? I didn't see that listed as fixed and I'm getting worried because it is a major bug.
                    Try http://wordforge.net/index.php for discussion and debate.

                    Comment


                    • Re: I'm crazy.

                      Originally posted by rflagg
                      I hope I'm not the only one sitting at work refreshing this window every 2 or 3 minutes.
                      Nope.

                      Comment


                      • Originally posted by Oerdin
                        The patch looks impressive when listed and I can't wait to see it myself. There is one problem though. Does this mean I still can't see all 16 players in the diplomacy sreen? I didn't see that listed as fixed and I'm getting worried because it is a major bug.
                        I saw something to the effect of "fixed bug with diplomacy screen and showing faces." I'm not sure if that is the 8 face maximum or not. I hope they fixed it too.

                        Comment


                        • Originally posted by Oerdin
                          The patch looks impressive when listed and I can't wait to see it myself. There is one problem though. Does this mean I still can't see all 16 players in the diplomacy sreen? I didn't see that listed as fixed and I'm getting worried because it is a major bug.
                          Unfortunately, I don't see that fix listed. On the other hand, I don't think it is a bug, but a design decision (the game was originally designed to work with 8 civs max.) Correct me if I'm wrong.
                          I watched you fall. I think I pushed.

                          Comment


                          • Originally posted by Oerdin
                            The patch looks impressive when listed and I can't wait to see it myself. There is one problem though. Does this mean I still can't see all 16 players in the diplomacy sreen? I didn't see that listed as fixed and I'm getting worried because it is a major bug.
                            That's not a bug, that's how it was designed. They decided it was too cluttered with 16 on the diplomacy screen (or the code too hard to do after it had already been made just for 8, or something like that...).

                            You'll probably just have to stick with rotating the heads in and out for now.
                            Tutto nel mondo è burla

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                            • Re: Re: I'm crazy.

                              Originally posted by Level
                              Your not the only one, I have three windows open: this one, one at civfanatic, and one to browse the other treads.
                              I have a fourth for the chatroom, just in case.

                              Comment


                              • Re: 1.29f PATCH README

                                Originally posted by MarkG
                                * Added "Always Renegotiate Deals" prefs which forces a renegotiation of every non-peace treaty deal every 20 turns.
                                I would have preferred if the diplomatic advisor reminded you that a deal has been in place for 20 turns and there was a option at that time to renegotiate or leave in place for another 5 turns, 10 turns or 20 turns (4 options). Sometimes you can loose a lot on renegotiations, so I don't want to automatically renegotiate a deal where I'm getting 110 gold/turn for my silks but I might want to renegotiate a deal where I am only getting 4 gold/turn for my spices.

                                It would also be good if the diplomatic advisor let you know that a deal has automatically ended e.g. you gave ivory to get an advance or you sold an advance for 47 gold/turn. With the notice you would know that your ivory is free to be sold for gold or another advance or that if you are racing to finish an advance and running a -50 deficit it is going to be -97 gold /turn and you can revisit the situation.
                                ·Circuit·Boi·wannabe·
                                "Evil reptilian kitten-eater from another planet."
                                Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

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