Civ4 Beyond the Sword Patch v3.17 is out

lol I noticed that too but that's an actual feature. Units catch disease in that mod. I think it's really strange that diseased units get pretty much redlined. I was worried they'd die. So don't worry the mod is working properly.:) (By the way did you not read the little intro, because it explained the rule changes there).

I read the intro, but I had expected some sort of pop up or a message alluding to an epidemic. There was nothing. That's pretty cheesy.
 
Well I like the global Warming, because that means that it is reversible in some cases (a forest/jungle can be regrown) and have a large new stoppable component [Recycling centers will nullify that new part of Global Warming. if I read it right]

I think the limit of 5 executives is a little low, and would prefer the unlimited... but the AI was really bad about handling them, even with bhruic's it had problems.

Only other thing I was hoping they might put in was the ability to make a Vassal into a Permanent Ally.

I wonder how they are handling the colony bug... did they stop you from making colonies in an 18 civ game after eliminating other players again, or are they properly killing dead players now?

If so what does that do to historical power graphs?
 
I read the intro, but I had expected some sort of pop up or a message alluding to an epidemic. There was nothing. That's pretty cheesy.

Agreed. Partly why I already lost interest in playing the mod. :(
 
Did you have the BUG mod installed?
I'm having similar issues and I have BUG installed. Just to make things clearer and to request help for this problem. It doesn't really do too much to annoy me but it happens on the BUG espionage screen as well so we need a spokesman from BUG to come and advise!
 
Agreed. Partly why I already lost interest in playing the mod. :(

I found out higher graphics settings reveal a stinking cloud over the infected cities (which I didn't have on). But still, I find the "new feature" totally annoying. I don't think I'll bother with this mod either.
 
Could someone explain the new Global Warming mechanic in detail? From what I've read I gather that it is now linked to pollution and forests, but there appear to be conflicting statements regarding the extent of this, as well as whether nuclear weapons play any role.

From what mynystry said, it sounds like it's now similar to the Civ II rules.
 
perhaps one of our more computer savvy members can patch the no espionage option to remove all espionage only buildings and eliminate any espionage benefits from others rather than converting them into game imbalancing stuff. IE: Culture and GPP. And PLEASE someone make a "no city govenor" MOD. I hate having to manually check my cities to make sure a specialist has been assigned.
 
-Barbarian uprising events can occur only if you can build a counter unit. This was sorely needed :lol:
Does this mean the tech, or the tech and resource?
 
Reality trumps imagination: Romans & Greeks used catapults from galleys & trimerines quite often.

Not that I'm arguing with the rule change at all.

Yes, but those were the early versions of naval artillery... they were mounted in galleys to fire against another vessels. Short range, not a big punch.

Catapults to tear down cities walls, that is another thing... and that is what was "modelled" before this change...
 
tearing down walls is the jurisdiction of the bombard ability, which was never possible in civ amphibiously. All a catapult on a ship deck needs to do is make people on land run for cover and maybe kill a few of them. Catapults on ships may or may not be able to tear down walls but there is also the case of attacking troops on the shore without a city, which is removed in civ but still very possible in real life. I disagree with the siege weapon change.
 
Does this mean the tech, or the tech and resource?

Sorry I don't have the capacity to read the code so I can't tell you. I would only be guessing.

Regarding the "no espionage option", what makes me laugh a little is that a jail and intelligence agency alone will alone add 24 culture. The espionage modifiers actually only multiply the esp points but it is at the end they are added to the culture sum. I haven't checked but I think they then go through culture modifiers too.

I'm also amused that the espionage related buildings are likely to become more popular when espionage is disabled! :lol:

Courthouses in "no espionage mode" will be perfect for rushing in your newly captured cities as they allow a generic GPP-producing "artist" (spy) to be assigned along with the maintenance reduction. :)
 
In no espionage mode, can't they just disable production of Intelligence Agency and Security Bureau altogether? As for anything else that currently produces Great Spy points, just take their GPP away. And disable the Spy specialists, also.

Well, I'm sure they thought of that too but decided against it for some reason. If I can figure out how to edit those items, I might do that for my purposes. As it stands, there are too many exploits with culture victories and manipulating GPP.
 
What do they mean by "Empire Split"?
 
I'll try the patch after my current Game. Are there any glaring mistakes still left? Did they really delet war weariness for the cpu? That kind of spoils the fun of the statue of Zeus, no?
 
Also played 3 1/2 hours on the LAN last night without a single OOS error. A pleasant change.
 
I'll try the patch after my current Game. Are there any glaring mistakes still left? Did they really delet war weariness for the cpu? That kind of spoils the fun of the statue of Zeus, no?

They didn't delete it, but it LOOKS, like AI suffers from it less then even before.
 
I'm also getting some corrupted things ..... Dunno if it is BUG or the patch ( or the two together )

I've looked over the patched files, and the only issue BUG should have is that 3.17 widened the top left and right areas where the buttons go. BUG will simply draw the buttons as before. Also, if you turn off espionage in a game, BUG will still show the button for the espionage screen.

Other than that, BUG should work fine with 3.17. We'll have an update for BUG shortly, so no worries.

I was hoping for a improved glance screen.

BUG adds attitude icons (happy/angry face) next to the numbers, just as it does in the scoreboard, to visually show the attitude of the civs toward each other. It also adds a fist to show civs at war. What else would you like to see added?

My current plan is to add icons for civs that could be bribed to stop trading, declare war, or sign peace. Any other ideas?
 
^^I know that BUG is working fine with 3.17 patch ( I'm using it now ). But I'm having some interface quibbles in other computer that are not BUG related ( as thought they could be in first analisys ), but clearly 3.17 related. Already posted it in the bugs thread.
 
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