Fijaros lo que me dicen en infogrames:
-----Mensaje original-----
De: Federico Alfonso Saurà MartÃnez [mailto:federicosauri@saguntomail.com]
Enviado el: miércoles, 17 de julio de 2002 14:02
Para: stecnico@es.infogrames.com
Asunto: Sobre Civilization III
Estimado señor o señora:
¿Para cuando estará el parche para Civilization III (v1.21f) en castellano? Ha salido en alemán, ingles, francés y hasta en japonés, ¿pero cuando en español? ¿Qué las copias compradas por los españoles nos las regaláis...? ¿No tenemos derechos a tener algo defectuoso que hemos pagado en perfecto estado? Seguramente quien lea este e-mail no tenga mucha culpa, pero por lómenos presionar a quien corresponda....
Recibe un cordial saludo y gracias
Respuesta:
¿Qué problema tecnico tiene su juego para necesitar instalar un parche?
Un saludo.
Mi respuesta:
Los parches incluyen novedades que hoy por hoy solo pueden disfrutar los alemanes, ingleses, japoneses… pero no los españoles, ademas de:
Additions v1.21f:
* Added HOME and END keyboard support to scrollbars.
* Improved city governor AI.
* Editor: Added HP bonus to the Units page. The bonus can be anywhere from -20 to +20.
* Editor: Added Retreat Bonus controls to Combat Experience page.
* Editor: Added new unit abilities to allow bombarding to be lethal against land and/or sea units.
* Editor: Added multiple AI strategies for units.
* Editor: Exposed AI to AI trade rate.
* Editor: Added Reset Player Data option to Scenario menu which allows resetting of all custom player data to default values.
* Editor: Added a corruption slider to difficulty level page. It defaults to 100% for all difficulty levels.
* Added Barbarian Activity: No Barbarians.
* Added Allow Restarting Players rule.
* Added Preserve Random Seed rule. Turning this off will allow random seeds to be changed when a saved game is reloaded (which makes combat different...).
* Editor: Added game rules and victory conditions to scenario properties. If defaults are not used, the check boxes are not displayed and their on/off states cannot be changed.
* Editor: Added playable civs selector to scenario properties. If a civ is not playable, it will not be available for selection for both the human player and the opponents nor will it be assigned to any Random civ.
* Customized game settings for scenarios now work on the player setup screen. If defaults are not used, the check boxes are not displayed and their on/off states cannot be changed.
* Added "Abandon City" to right-click menu.
* Compressed saved games.
* Editor: Displayed active player on status bar.
* Editor: Setting active player to a barbarian tribe causes placed barbarian camps to use the specified barbarian tribe.
* Added bubble text to tech chooser for tech names that get cut off.
* Editor: Game now saves world-builder seed to .INI file for use in generating maps in editor.
* Editor: Added ability to customize player.
Changes v1.21f:
* Game settings are now stored in any save file that uses them. This prevents players from altering their BIC file and using it in an existing game.
* Editor: Changed the maximum value for the Min. Distance Between Civs to 256.
* Editor: Improved starting locations for scenarios only.
* Editor: Renamed "Unique Color" to "Alternate Color" on civilizations page of the rules property sheet.
* Editor: Removed option to customize world from scenarios that contain a map.
* Editor: Added support for custom Players to player setup.
* Editor: Removed some team color palette restrictions.
* Increased corruption/waste fighting ability of courthouses and police stations.
* Increased waste fighting ability of We Love The King Day.
* Decreased Large Map Size to 130x130.
* Decreased HugeMap Size to 160x160.
* Draft anger and hurrying unhappiness reduced to 20 turns.
* War chariots now upgrade to knights.
* Adjusted advance trading rates for AI.
* The following units now plays their fidget animations when the fortify: Mech Infantry, Modern Armor, Nuclear Submarine, Panzer, Submarine, Tank, and Transport.
* Editor: Restricted players from having duplicate races.
* Removed Mounted ability from all units (flag was unused).
* Changed Culturally Linked Starting Locations from a pref to a rule.
* Sped up world builder.
* Handled some hard-coded icon issues for the city management window.
* Improved method of detecting modified rules.
* Mods no longer show gray lines on Science Advisor screen.
* Editor: Streamlined menu options.
* Updated resource icon loading so that it's not hard-coded. Any number of resource icons can now be loaded from resources.pcx as longs they are 49x49 with a 1-pixel border (and don't forget to update resource_shadows.pcx).
* Updated unit icon loading so that it's no longer hard-coded. Any number of unit icons can now be loaded as long as they are 32x32 with a 1-pixel border.
* The maximum food a tile with a city on it can produce has been changed to 2.
Fixed v1.21f:
* Page Up/Down in Civilopedia no longer opens random entries.
* Editor: Fixed bug with Aggression Level slider on Civilizations page.
* Editor: Updated ERA_NONE techs to work as expected (you can never research them and they don't impede era advancement but they can be assigned as free techs).
* Removed "God mode" save cheat.
* Fixed crash related to last settler dying on a transport.
* Fixed bug involving extra movement costs if the unit can't advance after combat.
* Fixed stack movement bug involving armies.
* Fixed worker automation bug involving shift-A.
* Fixed bugs involving setup screen remembering settings.
* Fixed bug involving maintenance costs and granaries/Pyramids, barracks/Art of War, etc.
* Fixed bug involving stack movement and combat.
* Fixed forest planting on enemy territory exploit.
* Fixed bug in diplo bargaining AI for per-turn gold deals.
* Improved army healing AI.
* Fixed bug with how shields were calculated for population hurrying. The first citizen is now worth 20 shields instead of 40 shields, just like all the other citizens.
* Air units now stay on interception if their carrier moves.
* Updated units with Zone of Control in the Zone of Control Civilopedia entry.
* Updated food from game tiles in the Bonus Resources Civilopedia entry.
* Updated Coastal Fortress maintenance cost in Maintenance Civilopedia entry.
* Fixed some bugs involving the AI's use of fighters/jet fighters.
* Fixed some bugs with team color palettes.
* Fixed highlight bug on world and player setup screens.
* Fixed combo box bug.
* Correct Knight Death SFX now plays.
* Editor: Fixed bug that allowed rivers in water.
* Editor: Fixed bug that did not properly set rivers when turning water into land.
* Fixed bug which allowed rebasing bombers which had already bombed using group movement.
* Noted that a Temple is required to build a Cathedral in it's Civilopedia entry.
* Noted that a Library is required to build an University in it's Civilopedia entry.
* Fixed SFX problems with Rifleman and Cavalry.
* Fixed typo that prevented a Paratrooper from displaying it's fortify animation.
* Editor: Fixed some barbarian bugs. Barbarians are now forced to be the first civ.
* Editor: Fixed some bugs with Add/Delete buttons.
* Fixed bug with civ-specific abilities that caused them to be displayed in the "Dawn of Man" popup even when they were turned off.
* Fixed building prerequisites to allow buildings to require buildings that are bestowed by other buildings but only if 1 is required. If more than 1 or required, they must actually be built.
* Fixed bug in culture win where the Civilopedia cursor would show up in the wrong place.
* Fixed Foreign advisor bug where recently met civs would not appear on the screen in a > 8 player game.
* Fixed bug in Civ3 where Scout runs an extra space after revealing a goody hut.
* Fixed bug where greater than standard hit points left artifacts on the screen.
* Fixed bug involving not being able to draft certain types of defensive units.
* Wonders now work with the government specific field.
* Fixed domestic advisor crash.
* Worker death SFX now play in ancient and middle ages.
* Fixed bug that caused government-specific wonders and improvements to continue functioning when the government is changed.
* Editor: Fixed bug when placing irrigation on water.
* Fixed bug that caused icons to disappear from techs on Science Advisor screen.
* Editor: Fixed bug with New which caused some map data to be retained.
* Updated All Terrain As Roads unit ability to work with water units.
* Updated water unit movement to take into account the cost of the terrain type.
* Fixed bug in script with duplicated/missing key for science advisor (strong funding message had the same key as average funding).
* Nuclear Plant Civilopedia entry corrected.
* Fixed advisor bug where science funding was incorrectly calculated.
* Upgrade all now leaves fortified units fortified.
Additions v1.17f:
* 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.
* Editor: Improved river placement and deletion interface.
* 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 v1.17f:
* 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.
* Armies now have the zone of control and blitz ability.
* Coastal Fortress maintenance reduced to 0.
* Great Lighthouse cost decreased to 300.
* Forbidden Palace cost decreased to 200.
* Wall Street cost decreased to 300.
* Game bonus resource now gives +2 food to its tile.
* Oil and Aluminum not longer appear in Plains.
* Aluminum now appears in Tundra.
* Unhappiness from population rushing production increased to 40 turns.
* Building and citizen defense against bombardment increased to 16.
* Military Tradition advance now costs 68.
* Rocketry advance now costs 240.
* Fission advance now costs 280.
* Computing advance now costs 260.
* Space Flight advance now costs 300.
* Nuclear Power advance now costs 280.
* Superconductor advance now costs 300.
* Miniaturization advance now costs 320.
* Synthetic Fibers advance now costs 280.
* Satellites advance now costs 260.
* Laser advance now costs 280.
* Genetics advance now costs 320.
* Stealth advance now costs 300.
* Smart Weapons advance now costs 280.
* Robotics advance now costs 320.
* Integrated Defense now costs 360.
* The AI no longer trades during the players turn.
Fixes v1.17f:
* 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.
Ya os contare que responden....
-----Mensaje original-----
De: Federico Alfonso Saurà MartÃnez [mailto:federicosauri@saguntomail.com]
Enviado el: miércoles, 17 de julio de 2002 14:02
Para: stecnico@es.infogrames.com
Asunto: Sobre Civilization III
Estimado señor o señora:
¿Para cuando estará el parche para Civilization III (v1.21f) en castellano? Ha salido en alemán, ingles, francés y hasta en japonés, ¿pero cuando en español? ¿Qué las copias compradas por los españoles nos las regaláis...? ¿No tenemos derechos a tener algo defectuoso que hemos pagado en perfecto estado? Seguramente quien lea este e-mail no tenga mucha culpa, pero por lómenos presionar a quien corresponda....
Recibe un cordial saludo y gracias
Respuesta:
¿Qué problema tecnico tiene su juego para necesitar instalar un parche?
Un saludo.
Mi respuesta:
Los parches incluyen novedades que hoy por hoy solo pueden disfrutar los alemanes, ingleses, japoneses… pero no los españoles, ademas de:
Additions v1.21f:
* Added HOME and END keyboard support to scrollbars.
* Improved city governor AI.
* Editor: Added HP bonus to the Units page. The bonus can be anywhere from -20 to +20.
* Editor: Added Retreat Bonus controls to Combat Experience page.
* Editor: Added new unit abilities to allow bombarding to be lethal against land and/or sea units.
* Editor: Added multiple AI strategies for units.
* Editor: Exposed AI to AI trade rate.
* Editor: Added Reset Player Data option to Scenario menu which allows resetting of all custom player data to default values.
* Editor: Added a corruption slider to difficulty level page. It defaults to 100% for all difficulty levels.
* Added Barbarian Activity: No Barbarians.
* Added Allow Restarting Players rule.
* Added Preserve Random Seed rule. Turning this off will allow random seeds to be changed when a saved game is reloaded (which makes combat different...).
* Editor: Added game rules and victory conditions to scenario properties. If defaults are not used, the check boxes are not displayed and their on/off states cannot be changed.
* Editor: Added playable civs selector to scenario properties. If a civ is not playable, it will not be available for selection for both the human player and the opponents nor will it be assigned to any Random civ.
* Customized game settings for scenarios now work on the player setup screen. If defaults are not used, the check boxes are not displayed and their on/off states cannot be changed.
* Added "Abandon City" to right-click menu.
* Compressed saved games.
* Editor: Displayed active player on status bar.
* Editor: Setting active player to a barbarian tribe causes placed barbarian camps to use the specified barbarian tribe.
* Added bubble text to tech chooser for tech names that get cut off.
* Editor: Game now saves world-builder seed to .INI file for use in generating maps in editor.
* Editor: Added ability to customize player.
Changes v1.21f:
* Game settings are now stored in any save file that uses them. This prevents players from altering their BIC file and using it in an existing game.
* Editor: Changed the maximum value for the Min. Distance Between Civs to 256.
* Editor: Improved starting locations for scenarios only.
* Editor: Renamed "Unique Color" to "Alternate Color" on civilizations page of the rules property sheet.
* Editor: Removed option to customize world from scenarios that contain a map.
* Editor: Added support for custom Players to player setup.
* Editor: Removed some team color palette restrictions.
* Increased corruption/waste fighting ability of courthouses and police stations.
* Increased waste fighting ability of We Love The King Day.
* Decreased Large Map Size to 130x130.
* Decreased HugeMap Size to 160x160.
* Draft anger and hurrying unhappiness reduced to 20 turns.
* War chariots now upgrade to knights.
* Adjusted advance trading rates for AI.
* The following units now plays their fidget animations when the fortify: Mech Infantry, Modern Armor, Nuclear Submarine, Panzer, Submarine, Tank, and Transport.
* Editor: Restricted players from having duplicate races.
* Removed Mounted ability from all units (flag was unused).
* Changed Culturally Linked Starting Locations from a pref to a rule.
* Sped up world builder.
* Handled some hard-coded icon issues for the city management window.
* Improved method of detecting modified rules.
* Mods no longer show gray lines on Science Advisor screen.
* Editor: Streamlined menu options.
* Updated resource icon loading so that it's not hard-coded. Any number of resource icons can now be loaded from resources.pcx as longs they are 49x49 with a 1-pixel border (and don't forget to update resource_shadows.pcx).
* Updated unit icon loading so that it's no longer hard-coded. Any number of unit icons can now be loaded as long as they are 32x32 with a 1-pixel border.
* The maximum food a tile with a city on it can produce has been changed to 2.
Fixed v1.21f:
* Page Up/Down in Civilopedia no longer opens random entries.
* Editor: Fixed bug with Aggression Level slider on Civilizations page.
* Editor: Updated ERA_NONE techs to work as expected (you can never research them and they don't impede era advancement but they can be assigned as free techs).
* Removed "God mode" save cheat.
* Fixed crash related to last settler dying on a transport.
* Fixed bug involving extra movement costs if the unit can't advance after combat.
* Fixed stack movement bug involving armies.
* Fixed worker automation bug involving shift-A.
* Fixed bugs involving setup screen remembering settings.
* Fixed bug involving maintenance costs and granaries/Pyramids, barracks/Art of War, etc.
* Fixed bug involving stack movement and combat.
* Fixed forest planting on enemy territory exploit.
* Fixed bug in diplo bargaining AI for per-turn gold deals.
* Improved army healing AI.
* Fixed bug with how shields were calculated for population hurrying. The first citizen is now worth 20 shields instead of 40 shields, just like all the other citizens.
* Air units now stay on interception if their carrier moves.
* Updated units with Zone of Control in the Zone of Control Civilopedia entry.
* Updated food from game tiles in the Bonus Resources Civilopedia entry.
* Updated Coastal Fortress maintenance cost in Maintenance Civilopedia entry.
* Fixed some bugs involving the AI's use of fighters/jet fighters.
* Fixed some bugs with team color palettes.
* Fixed highlight bug on world and player setup screens.
* Fixed combo box bug.
* Correct Knight Death SFX now plays.
* Editor: Fixed bug that allowed rivers in water.
* Editor: Fixed bug that did not properly set rivers when turning water into land.
* Fixed bug which allowed rebasing bombers which had already bombed using group movement.
* Noted that a Temple is required to build a Cathedral in it's Civilopedia entry.
* Noted that a Library is required to build an University in it's Civilopedia entry.
* Fixed SFX problems with Rifleman and Cavalry.
* Fixed typo that prevented a Paratrooper from displaying it's fortify animation.
* Editor: Fixed some barbarian bugs. Barbarians are now forced to be the first civ.
* Editor: Fixed some bugs with Add/Delete buttons.
* Fixed bug with civ-specific abilities that caused them to be displayed in the "Dawn of Man" popup even when they were turned off.
* Fixed building prerequisites to allow buildings to require buildings that are bestowed by other buildings but only if 1 is required. If more than 1 or required, they must actually be built.
* Fixed bug in culture win where the Civilopedia cursor would show up in the wrong place.
* Fixed Foreign advisor bug where recently met civs would not appear on the screen in a > 8 player game.
* Fixed bug in Civ3 where Scout runs an extra space after revealing a goody hut.
* Fixed bug where greater than standard hit points left artifacts on the screen.
* Fixed bug involving not being able to draft certain types of defensive units.
* Wonders now work with the government specific field.
* Fixed domestic advisor crash.
* Worker death SFX now play in ancient and middle ages.
* Fixed bug that caused government-specific wonders and improvements to continue functioning when the government is changed.
* Editor: Fixed bug when placing irrigation on water.
* Fixed bug that caused icons to disappear from techs on Science Advisor screen.
* Editor: Fixed bug with New which caused some map data to be retained.
* Updated All Terrain As Roads unit ability to work with water units.
* Updated water unit movement to take into account the cost of the terrain type.
* Fixed bug in script with duplicated/missing key for science advisor (strong funding message had the same key as average funding).
* Nuclear Plant Civilopedia entry corrected.
* Fixed advisor bug where science funding was incorrectly calculated.
* Upgrade all now leaves fortified units fortified.
Additions v1.17f:
* 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.
* Editor: Improved river placement and deletion interface.
* 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 v1.17f:
* 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.
* Armies now have the zone of control and blitz ability.
* Coastal Fortress maintenance reduced to 0.
* Great Lighthouse cost decreased to 300.
* Forbidden Palace cost decreased to 200.
* Wall Street cost decreased to 300.
* Game bonus resource now gives +2 food to its tile.
* Oil and Aluminum not longer appear in Plains.
* Aluminum now appears in Tundra.
* Unhappiness from population rushing production increased to 40 turns.
* Building and citizen defense against bombardment increased to 16.
* Military Tradition advance now costs 68.
* Rocketry advance now costs 240.
* Fission advance now costs 280.
* Computing advance now costs 260.
* Space Flight advance now costs 300.
* Nuclear Power advance now costs 280.
* Superconductor advance now costs 300.
* Miniaturization advance now costs 320.
* Synthetic Fibers advance now costs 280.
* Satellites advance now costs 260.
* Laser advance now costs 280.
* Genetics advance now costs 320.
* Stealth advance now costs 300.
* Smart Weapons advance now costs 280.
* Robotics advance now costs 320.
* Integrated Defense now costs 360.
* The AI no longer trades during the players turn.
Fixes v1.17f:
* 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.
Ya os contare que responden....
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