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GENERAL: Patch 1.1/1.11 list of changes

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  • GENERAL: Patch 1.1/1.11 list of changes

    Below are the changes made in Activision's patch 1.1/1.11 and the files that had been altered to reflect those changes.

    We can use this list as a guide to remake the patch on our own.

  • #2
    These are the changes made in Activision's patch 1.1/1.11:

    * 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

    Comment


    • #3
      Below are the files that had been altered in Activision's patch 1.1/1.11:

      Units.txtscenarios\alexanderthegreat\scen0000\default\gamed ata\
      uniticon.txtctp2_data\default\gamedata\
      uniticon.txtscenarios\alexanderthegreat\scen0000\default\gamed ata\
      tut2_str.txtctp2_data\english\gamedata\
      tut2_main.txtctp2_data\english\gamedata\
      tips_str.txtctp2_data\english\gamedata\
      tileimp.txtctp2_data\english\gamedata\
      SS_func.slcscenarios\magnificentsamurai\scen0000\default\game data\
      spnewgame.ldlctp2_data\english\uidata\layouts\
      science.ldlctp2_data\english\uidata\layouts\
      scenario.txtscenarios\alexanderthegreat\scen0000\
      scenario.txtscenarios\magnificentsamurai\scen0000\
      scenario.txtscenarios\nucleardetende\scen0000\
      scenario.slcscenarios\alexanderthegreat\scen0000\default\gamed ata\
      scenario.slcscenarios\magnificentsamurai\scen0000\default\game data\
      scenario.slcscenarios\nucleardetende\scen0000\default\gamedata \
      profile.txtctp2_data\default\gamedata\
      plasma2.dllctp2_program\ctp\dll\map\
      keymap.txtctp2_data\default\uidata\
      Great_Library.txtscenarios\alexanderthegreat\scen0000\english\gamed ata\
      geometric.dllctp2_program\ctp\dll\map\
      fault.dllctp2_program\ctp\dll\map\
      exp_str.txtctp2_data\english\gamedata\
      diplomacy.slcctp2_data\english\gamedata\
      ctp2patch.reg 
      ctp2.exectp2_program\ctp\
      credits.txtctp2_data\default\uidata\
      Crater.dllctp2_program\ctp\dll\map\
      CnBG.tgactp2_data\default\graphics\pictures
      citystatus.ldlctp2_data\english\uidata\layouts\
      buildings.txtctp2_data\default\gamedata\
      anet.infctp2_program\ctp\
      anet.inf 
      Advance.txtscenarios\alexanderthegreat\scen0000\default\gamed ata\
      add_str.txtctp2_data\english\gamedata\
      1_1readme.txt 
      Last edited by Keygen; December 22, 2003, 06:01.

      Comment


      • #4
        It's so beautiful to watch how vBulletin renders tabels

        Does enyone know how to solve this huge space between the first sentence and the table?

        Comment


        • #5
          It also breaks long strings into two lines... interesting...

          Comment


          • #6
            Originally posted by Keygen
            Does enyone know how to solve this huge space between the first sentence and the table?
            Yes, remove all end-of-line characters (Enters) from your table code. Very ugly and awkward, but the only way...
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

            Comment


            • #7
              How stupid of me, I forgot to delete the new lines.

              Thanks Loc

              Still, I can't figure out why the long strings are broken into two lines...

              Comment


              • #8
                * Added about 40 SLIC functions, mostly related to diplomacy (has no effect on any existing scripts)
                I've filled in most of those diplomacy functions but they haven't been completely debugged. Also, some of the existing functions weren't working properly, so I've tried to fix them. This means that some existing scripts (Diplomod, NewDiplomod, and Call to Conquest) will have to be modified, but I think the necessary changes are pretty trivial.

                * Enabled access to database values from SLIC
                Anybody got any ideas on this?

                Comment


                • #9
                  Originally posted by Peter Triggs
                  Anybody got any ideas on this?
                  I looked into it, unfortunatly I was busy the last weeks so that I wasn't able to test my ideas, so far I know that this feature was not implemented in v.1.0. And it has to do with one of the slic functions, it looks like I just need to put the right stuff on a stack. Maybe I can to it until the weekend but I can't pronmise anything.

                  -Martin
                  Civ2 military advisor: "No complaints, Sir!"

                  Comment


                  • #10
                    My files are a total mess. Until I clean them up, I'll post here.

                    =================================
                    * Diplomatic proposals/responses sent from UI get the highest priority possible so that the AI won't override them
                    Added to DipWizard::SendCallback

                    Code:
                    //for counters
                    response.priority = 9999;
                    
                    // for new proposals
                    prop.priority= 9999;
                    
                    // for threats
                    resp.priority = 9999;

                    =================================
                    * Can't rush buy capitalization/infrastructure
                    Added to CityData::BuyFront()

                    Code:
                    if(m_buildInfrastructure || m_buildCapitalization )
                            return FALSE;
                    ===============================

                    * 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.
                    I think we should leave this one for awhile. IIRC, there were a lot of complaints about how when you loaded a saved game, your trade would often dramatically decline. Maybe this fix was the cause of that.

                    ==================================

                    * Added auto-center for bombardment
                    Added to ArmyData::Bombard

                    Code:
                    if (defender.GetOwner() == g_selected_item->GetVisiblePlayer())
                        g_director->AddCenterMap(point);
                    ===================================

                    Also, Ahenobarb similarly put an AddCenter on a location being pirated but complained:

                    However, the game shifts focus from one unit to another quite fast, so you have under a second to see the unit (this is the same amount of time to observe all of the other units that are moving during a turn).
                    I had a look at this and, IMO, the whole ArmyData::InterceptTrade() function was not well organized. So I've re-arranged it. Again, it hasn't been tested yet.

                    Comment


                    • #11
                      Well you should clean up you files Peter, or do you have a lot of experimental changes in them, if yes you could just post the files that contain the code you posted here, of course it would be good to clean up these files at least.

                      -Martin
                      Civ2 military advisor: "No complaints, Sir!"

                      Comment

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