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Cambios en el parche v1,20

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  • Cambios en el parche v1,20

    v1.20 Fixes, Changes, Additions
    Fixes:
    * PBEM: Games can not be loaded in Single Player
    * PBEM: v1.20 Games can not be loaded on earlier versions! Earlier saves can
    STILL be loaded in v1.20.
    * PBEM: Previous players Civ can no longer be seen when loading a PBEM game
    * Corruption calculation error that resulted in negative effects from the
    Forbidden Palace is now fixed. Forbidden Palace cities no longer act as a
    2nd city empire. They are still affected by distance corruption from the
    capital.
    * Double gold bug is fixed.
    * Railroads will always appear under captured cities if you have Steam
    Power.
    * Updated AI Strategies in Conquests: Mesopotamia - Galley (Naval Power),
    Enkidu Warrior (Offense), Rise of Rome - All legions (Defense OFF),
    MesoAmerica - Acali & Great Acali (Acali:Unload/Upgrade & Naval Transport,
    Great Acali (Upgrade Unit OFF), Age of Discovery - Javelin Thrower
    (Offense), Missionary (Capture, Offense), WWII Pacific - Fighter Bomber
    (Bombard!)
    * Secret Police HQ no longer gives effects corruption OR OCN bonus when
    player leaves Communism. Fixed error with Government required buildings not
    turning off.
    * Fixed issue that caused scientific leaders to use only the first name in
    the list.
    * Fixed issue that caused selections on the Foreign Advisor screen to be
    cleared.
    * Fixed issue with the audio preferences (sound volume).
    * Greatly improved the ability of Seafaring civs to start near the coast. It
    should happen most of the time now.
    * Fixed numerous problems with Seafaring civs starting near the coast in
    hotseat games.
    * Implemented Seafaring civs starting near the coast in MP games.
    * Updated the interface on the world chooser screen so selected options were
    more apparent.
    * Fixed upgrade all bug (for units that do not have the upgrade ability but
    are part of the upgrade chain).
    * Added feminine titles for Despotism, Feudalism, and Fascism (for English
    default
    rules only!).
    * Editor: Added Flavors to the Import dialog.
    * Corrected display of silk as luxury in city view in Rise of Rome
    * Corrected Scourge of God splash screen art in Fall of Rome
    * Build road/fort animations now show for Legionary in Fall of Rome
    * Cataphract now uses Ancient Cavalry art in Middle Ages
    * Corrected Mining tech art in Age of Discovery
    * Fixed Random Civ MP Launch OOS
    * Optimized main menu code.
    * Cleaned up INI preferences code
    * Updated Civilopedia.txt Forbidden Palace to explain that all cities are
    still affected by distance from the Real Capital.
    * Updated Civilopedia
    * Updated PediaIcons.txt
    * Fixed Credit Typos
    * Fixed QuickCiv Description

    Changes:
    * Corruption reducing buildings strength doubled
    * Optimal Cities increased
    * Histograph keeps tracking defeated Civs
    * Electronics requirement removed from Motorized Transportation
    * Radio Tech removed
    * Advanced Flight now requires Electronics
    * Civil Defense requires Electronics
    * Industrial Tech Page updated to reflect change
    * Radar Towers require Advanced Flight
    * MPTournament: Tiny & Small maps can be played with 8 players
    * MPTournament: Map sets Oceans to 40%
    * MPTournament: Map Trading moved back to Map Making
    * MPTournament: Enkidu cost raised to 15
    * MPTournament: Ancient Cavalry defense lowered from 2 to 1
    * MPTournament: Captured cities retain culture
    * MPTournament: Turn slices lowered from 24(base)/3(per-city)/1(per-unit) to
    16/2/1
    * MPTournament: Scientific Leaders disabled
    * MP: City goodie hut spawns are not possible in Elimination Mode
    * Shifted minimap and unit info boxes slightly inward to prevent problems
    with scrolling and button-clicking.
    * Re-enabled Intel optimizations from PTW.


    Additions:
    * Implemented Allow Scientific Leaders Rule
    * Implemented ability to enter a seed value on the world setup screen. It is
    located in the upper-right corner. Any character can be entered as the seed.
    If the seed is 0 (the default), it will generate the world normally. If
    every character is a number, the value is interpreted as the seed value and
    used to generate the world. In all other cases, a hash table formula is
    applied to the string to generate a unique value that is used to generate
    the world. While it is technically possible for two different strings to
    evaluate to the same seed, it is unlikely (i.e., SEED is not the same as
    DEES -- upper- and lower-case letters will yield
    different results as well).
    * Implemented the "Play Last World" option. This option appears on the main
    menu after playing the first SP random-map game. When chosen, the player is
    taken to the world chooser with the seed filled in and all the previous
    settings selected. The player can make any changes or keep the world exactly
    the same. Note that if ANY changes are made on this screen, the map that is
    generated will be different. Next the player is taken to the player setup
    screen with all the civs and settings from the previous game
    selected. Again, the player can make any changes or keep the settings the
    same. If ANY civs are changed, player starting locations MAY change
    (depending on the number of seafaring civs, actually).
    * Implemented support for CAPS LOCK to work as the SHIFT key to skip unit
    movement animations (so you don't have to hold shift for the AI's turn to
    skip the animations).
    * The MP timer values are now read from scenarios (the default values remain
    unchanged).
    * Editor: Added MP timer values to the Scenario Properties. There are 3
    values: Base, Per Unit, and Per City (with defaults of 24, 1, and 3,
    respectively). They represent the Base amount of time per turn + the amount
    of time Per Unit + the amount of time Per City (number of units/cities used
    each turn are based on the player with the most units and the player with
    the most cities on that turn). The values can range from 0-100. The higher
    the number, the more time per turn. The scenario MPFastCiv3Conquests was
    added to demonstrate this change. You may not notice much of a difference
    initially but the turns quickly become faster as you get more cities and
    units.

  • #2
    Ha salido ya o hay que esperar?

    Con el tiempo, tú también me llamarás Maestro...
    Antes conocido como Jack/Jubei

    Comment


    • #3
      Corruption calculation error that resulted in negative effects from the
      Forbidden Palace is now fixed. Forbidden Palace cities no longer act as a
      2nd city empire. They are still affected by distance corruption from the
      capital.
      ah??! quien me explica esto?
      >>> El cine se lee en dvdplay <<<

      Comment


      • #4
        Originally posted by Chilean President


        ah??! quien me explica esto?

        Carajo, pues parece decir que las ciudades que estén alrededor de la que tenga el FP van a seguir teniendo la misma corrupción como si éste no tuviera influencia sobre ellas.
        Si no hubiéramos sido lo que fuimos ahora no seríamos lo que somos... «Boys are back in town...»
        CIVILIZATION - PROGRESSIVE GAMES WEB
        SHOTS OF ROME , LISBON , GRANADA , SALAMANCA , SANTIAGO , SEGOVIA , ARANJUEZ , MADRID , MANZANARES EL REAL

        Comment


        • #5
          ¿O sea que lo arreglaron en el 1.15 y lo desarreglaron en el 1.20?
          Cuando un dedo señala la luna, los tontos miran el dedo. (del Mayo francés)

          Comment


          • #6
            Eso es lo que entendí.. pero no podía creer que infogrames (me sigo negando en llamarlos Atari) fuesen tan pelotudos!

            EDIT: Lo peor es que en la misma frase se contradicen!
            Last edited by Chilean President™; March 12, 2004, 14:35.
            >>> El cine se lee en dvdplay <<<

            Comment


            • #7
              Dice que arreglaron el problema de que el FP no bajaba el nivel de corrupcion (¿O aumentaba?) en las ciudades cercanas. Despues dice que la distancia del palacio sigue afectando a la corrupcion, aun con el FP.
              Sos groso, sabelo!
              "Yo a mis equipos los coloco bien el la cancha, lo que pasa es que cuando empieza el partido los jugadores se mueven" - Alfio "Coco" Basile

              "En el fútbol la que manda es la pelota" - Ángel Cappa

              Comment


              • #8
                dice que ya arregalron que el FP empeoraba la corupcion, pero que ya no es mas como una segunda capital.. es decir, mejora la corrupcion pero no tanto como tener una segunda capital...

                Comment


                • #9
                  Bueno, eso es más lógico.
                  Cuando un dedo señala la luna, los tontos miran el dedo. (del Mayo francés)

                  Comment


                  • #10
                    Magno esta en lo cierto

                    Sin embargo, muchos de los "cambios" y "arreglos" me parecen ser los mismos de los parches anteriores........
                    Fortune and Glory, here I come!!!.
                    Indiana Jones
                    Spanish Empire Civ for Civilization 5 (in Spanish/en Español)

                    Comment


                    • #11
                      a mi me parece una mierda quiero el FP como era antes y ya!
                      >>> El cine se lee en dvdplay <<<

                      Comment


                      • #12
                        Me parece bien
                        "Todos piensan en cambiar el mundo, pero nadie piensa en cambiarse a sí mismo". Tolstoi
                        "El tiempo es un fuego que quema, yo soy ese fuego". Jorge Luis Borges
                        "El mundo no está amenazado por las malas personas, sino por aquellos que permiten la maldad". Albert Einstein

                        Comment


                        • #13
                          nota importante:

                          1.15 era un BETA!

                          los cambios que hicieron en 1.15 ahora los metieron en 1.20 por este motivo. Si se fijan, el cambio en la FP lo hicieron en 1.15 igual que lo de "Play previous world" y el de meter el seed en la pantalla de una partida nueva.

                          Asi que no se preocupen jovenes, 1.20 es simplemente 1.15 refinado.

                          A true ally stabs you in the front.

                          Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

                          Comment


                          • #14
                            si, lo del FP sigue como en el 1.15
                            Todo suena muy bien, sobre todo el pulido a los PBEM y las reformas en el arbol tecnológico industrial
                            Campeón 2006 Progressive Games
                            civ4 mods: SCSCollateral GrayAgainstBlue ProperCrossings
                            civ3 terrain: Irrigations Roads Railroads Borders Multimine Sengoku Napoleonic

                            Comment


                            • #15
                              Todo bien, pero ¿dónde corno está el 1.20? En el sitio oficial ni lo nombran
                              Cuando un dedo señala la luna, los tontos miran el dedo. (del Mayo francés)

                              Comment

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