Here's a list of changes and fixes:
- Provides a Universal Binary for both the Civilization 3 Complete and Play the World applications.
- Fixes error "Load Error: Error Reading file: Missing Entry in: Game Data\text\PediaIcons.txt"
- Fixes instances where game would sometimes fail when completing research, giving an error about missing Civilopedia entries or other strange behavior.
- Fixed sporadic crashes when music cues were being stopped.
- Music stuttering should be greatly reduced.
- Custom scenarios (such as the SGOTM at civfanatics.com) are now properly found if placed in "~/Documents/Civilization 3 Complete/Scenarios" (searched first) or "Conquests Game Data/Scenarios" (searched second)
- Saved files are now compressed. (Autosave files are never compressed, which is the same as the PC version.)
- When playing fullscreen (as opposed to a window), you may now temporarily leave the game by using either Cmd-H (OSX's hide command) or Cmd-Tab. Clicking on the game icon in the dock (or using Cmd-Tab again) will return you back to where you were.
- Compatibility fixes for several third-party mods. In particular, the "Rhye's of Civilization" mod now works. As a side effect, network games will not work with previous versions.
Quasar said:Unfortunately, it seems the sound issues have not been resolved - at least not completely. I noticed that some units with .amb files now do have sound, but others still don't (heavy machine gunner e.g.)... it's really strange.
Brad Oliver said:I thought I caught them all. If you notice any others, let me know.
Some sounds specific to mods may not play, but that's a different kettle of fish.
I don't understand this thinking. This would require me to have game elements such as BIQs, unit animations, etc. in different directories, on different drive partitions, rather than all within one Civ-related directory structure. Wouldn't the scattering of files called on during the game slow it down even more?Brad Oliver said:The preferred way to install mods and third-party stuff with the Rev. A patch is by using the ~/Documents/Civilization 3 Complete (or Play the World)/ hierarchy in your home directory. Doing this should keep your game data pristine as the app now looks in your home directory first and then falls back to your game install. This has the added benefit of allowing you to have per-user mod installations, which is particularly helpful if you're not using an administrator account.
Blue Monkey said:Quote from here
I don't understand this thinking. This would require me to have game elements such as BIQs, unit animations, etc. in different directories, on different drive partitions, rather than all within one Civ-related directory structure. Wouldn't the scattering of files called on during the game slow it down even more?
I experience two primary problems that we were told this mod would address: load/path errors, and sound problems.Quasar said:Unfortunately, it seems the sound issues have not been resolved ... The other problems were more important, anyway (subjectively).
Blue Monkey said:This would require me to have game elements such as BIQs, unit animations, etc. in different directories, on different drive partitions, rather than all within one Civ-related directory structure.
Wouldn't the scattering of files called on during the game slow it down even more?
Blue Monkey said:I experience two primary problems that we were told this mod would address: load/path errors, and sound problems.
Blue Monkey said:Which is more important to correct: faulty functioning as shipped; or errors resultant from trying to adapt modifications made by third parties using another platform/OS ?
Quasar said:if you could tell me, approximately, what things were changed to make the sounds work, I could distinguish between original and modded units. It weren't the .amb files themselves, so it must be something "deeper".
Brad Oliver said:The game code changed.
Brad Oliver said:Not all .amb sounds will play properly (primarily .amb files that are totally unique to 3rd party mods, like some of the dinosaur ones) but the Firaxis-supplied ones (for lack of a better term) should play.
Again, let me know which do not and I will take a look.
My comment was more of a reply to Quasar's "subjective" priorities. Looks like he and I actually agree. So far I hear sounds great (Thank You!). But I'm proceeding slowly.Brad Oliver said:OK, so what sounds are *you* missing still in the Rev. A patch?
Blue Monkey said:Brad, let me say to begin with how much I appreciate all the blood, sweat, and tears you've given to our indulgence. Any criticisms I make, or shortcomings I point out are definitely pointed at the product, not you or your effort.
Blue Monkey said:OK, did step 2. Played 24 turns of a standard game. I'm hearing sounds. No +/- black out as before. For Brad's reference: 450 mhz G3, 1 gb memory, OS 10.3.9.
I'm now going to start the mod installs. I'll probably start with TAM, then Mughals, since RoC seems to be well covered.
Empiremaker said:From the website that dojoboy provied, is there anything that needs to be done (ex. Register) since it says I don't have permission do download, or is there a mirror site (I couldn't find one)?
applies, since the path and files being searched for are part of PTW. I can probably solve the issue by applying the known solution, but I was hoping that that patch made it so that C3C could find the PTW stuff.Brad Oliver said:Some sounds specific to mods may not play, but that's a different kettle of fish.