thanks to Activision, i got this list of fixes which are included in the 1.1 patch and doesnt seem to have been posted yet(at least in this detail)...
* Fixed corrupted save game bug
* Fixed random civ chooser for scenarios (world map)
* Fixed autosave directory name for scenarios to match normal directory.
* Increased animation queue to 12, making unit-in-wrong-place bug less likely
* Always terminate a unit's sound effects when it dies
* Set cell owner when cheating tile improvements
* UnitSpeed and MouseSpeed removed from advanced options (available elsewhere in options)
* Incremented save file version to force string reload for old games.
* Added missing contextual info to several messages
* Added auto-center for bombardment
* Fixed lawsuits against franchises
* Prevented cities from revolting twice in a row (so if you have the wonder that gives you revolting cities, you'll at least have a chance to hold onto them)
* Added sanity check on city styles (avoids crash when settling in Alexander)
* Fixed movement point propagation for settlers from disbanded cities in network games with 3+ players
* Can't rush buy capitalization/infrastructure
* Fixed feat propagation in network games
* Fixed difficulty choice in scenarios
* Setting research goal to something already researched clears the goal.
* Trade routes are revalidated when loading a saved game. Sort of fixes a problem seen only once where a city lost track of its routes. Unknown how it happened to begin with.
* Fixed active defense movement checks so that land defenders work.
* Added extra checks to disable science victory in network games
* Enabled access to database values from SLIC
* Added about 40 SLIC functions, mostly related to diplomacy (has no effect on any existing scripts)
* Fixed scenarios that allow players other than player 1 to be played
* Fixed crash bug caused by launching editor, generating goods, exiting, and moving a unit.
* Added check for clear queue actions from clients received after they lost the city to another player
* Fixed nuking cities in network games - sometimes left a stale reference to the dead city around.
* Fixed propagation of city defensive bonus in net games
* Made sure diplomatic proposals in network games execute at the same point on every machine.
* Network object bookkeeping gets cleared when exiting a game (exiting and rejoining occasionally left something lying around, resulting in a resync not long after joining)
* Disabled restart key in net games
* Fixed science tax being one percent lower than it was supposed to be (didn't happen on every machine)
* Fixed display of turns for cap/inf
* Fixed message tab to always show newest messages
* Leave embargo button enabled when cancelled
* Diplomatic proposals/responses sent from UI get the highest priority possible so that the AI won't override them
* Added version label to shell
* Fixed auto-selection of currently researching advance on science chooser
* Fixed corrupted save game bug
* Fixed random civ chooser for scenarios (world map)
* Fixed autosave directory name for scenarios to match normal directory.
* Increased animation queue to 12, making unit-in-wrong-place bug less likely
* Always terminate a unit's sound effects when it dies
* Set cell owner when cheating tile improvements
* UnitSpeed and MouseSpeed removed from advanced options (available elsewhere in options)
* Incremented save file version to force string reload for old games.
* Added missing contextual info to several messages
* Added auto-center for bombardment
* Fixed lawsuits against franchises
* Prevented cities from revolting twice in a row (so if you have the wonder that gives you revolting cities, you'll at least have a chance to hold onto them)
* Added sanity check on city styles (avoids crash when settling in Alexander)
* Fixed movement point propagation for settlers from disbanded cities in network games with 3+ players
* Can't rush buy capitalization/infrastructure
* Fixed feat propagation in network games
* Fixed difficulty choice in scenarios
* Setting research goal to something already researched clears the goal.
* Trade routes are revalidated when loading a saved game. Sort of fixes a problem seen only once where a city lost track of its routes. Unknown how it happened to begin with.
* Fixed active defense movement checks so that land defenders work.
* Added extra checks to disable science victory in network games
* Enabled access to database values from SLIC
* Added about 40 SLIC functions, mostly related to diplomacy (has no effect on any existing scripts)
* Fixed scenarios that allow players other than player 1 to be played
* Fixed crash bug caused by launching editor, generating goods, exiting, and moving a unit.
* Added check for clear queue actions from clients received after they lost the city to another player
* Fixed nuking cities in network games - sometimes left a stale reference to the dead city around.
* Fixed propagation of city defensive bonus in net games
* Made sure diplomatic proposals in network games execute at the same point on every machine.
* Network object bookkeeping gets cleared when exiting a game (exiting and rejoining occasionally left something lying around, resulting in a resync not long after joining)
* Disabled restart key in net games
* Fixed science tax being one percent lower than it was supposed to be (didn't happen on every machine)
* Fixed display of turns for cap/inf
* Fixed message tab to always show newest messages
* Leave embargo button enabled when cancelled
* Diplomatic proposals/responses sent from UI get the highest priority possible so that the AI won't override them
* Added version label to shell
* Fixed auto-selection of currently researching advance on science chooser
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