Civilization III v1.16f Additions/Changes/Fixes

Jeffrey Morris

Firaxian
Joined
Dec 1, 2001
Messages
23
Additions v1.16f:
* We've added an ini file setting, Refresh. To use, open the civilization3.ini and add 'Refresh=60'. You can try higher frequencies, but 60 is good starting location. If it can't set the frequency, it will default to what Windows believes it should be. If you are not having monitor or frequency problems, do not use this ini setting.
* Players now receive a message when a wonder is made obsolete.
* There is now a text prompt on using the production queue in the City Display screen.
* Editor: Added Barbarian Combat Bonus to difficulty level tab.
* Editor: Added Cost Factor to difficulty level tab.
* Editor: Added AI unit support bonus to difficulty level tab.
* Editor: Added AI bonus starting units to difficulty level tab.
* Editor: Added AI max. govt. transition time to difficulty level tab.
* Editor: Added corruption modifier to difficulty level tab.
* Editor: Added a number of armies requirement for Improvements and Wonders.
* Editor: Added a small wonder ability checkbox for "Requires a Victorious Army" for Improvements and Wonders.
* Editor: On General Settings, added Border Factor which controls border expansion.
* Editor: On General Settings, added Future Tech Cost.
* Editor: On General Settings, added Min. Tech Turns.
* Editor: On General Settings, added Max. Tech Turns.
* Editor: On General Settings, added Golden Age Duration.
* Editor: Added mission cost to Diplomats and Spies page.
* Added "Color Blind Help" pref (gives the name of the civ in the city title box).
* Added "Ask for Build Orders after Unit Construction" pref (asks for build orders after every unit construction in all cities).
* Added "Always Start Building Previously Built Unit" pref (cities always start building the last built unit).
* Added "Show Civil Disorder Pop-Up" pref (displays a pop-up whenever a city descends into civil disorder).
* Added "Culturally Linked Starting Locations" (civs are placed on maps in close proximity to other civs of the same culture; please note that not using this pref can lead to sub-optimal arrangements of civ colors)
* Added "Show Our Manual/Our Automatic/Enemy/Friend Moves" preferences


Changes v1.16f:
* The cost of building a Palace is now based on the number of cities in your civilization.
* The Sun Icon on the Info Box represents the amount of global warming affecting the game. If the sun does not display, there is insufficient global warming to affect the terrain. Once the sun displays, the brighter it is, the greater the impact of global warming.
* It's slightly easier to culturally acquire cities.
* Forests planted on tundra always display as pine.
* Irrigation sorts slightly differently.
* Goody hut console popup display times increased.
* Relationship lines are no longer displayed on the Foreign Advisor unless the player has contact with both civilizations.
* Corruption effects have been reduced.
* Cultural priority of AI has been reduced.
* Submarine and Nuclear Submarine now have an offense value of 8.
* Paratroops now have a range of 6.
* Privateer now has an offense value of 2.
* Corruption calculations for Communism are now flat for the number-of-cities factor.
* Borders now draw over forest and jungle.
* Shield bonus from clearing forest can only be received once per game.
* Palaces and spaceship parts can only be built in one city.
* Improved City Governor Performance.
* The maximum number of cities permitted in a game is 512.
* Added information about healing units to Barracks civilopedia entry.
* Clarified that railroads increase output of mines and irrigation in civilopedia entry.
* Added hyperlink to Ocean in Caravel civilopedia entry.
* The maximum number of turns it can take to research an advance has been increased from 32 to 40.
* Editor: Removed unused Description field from Improvements and Wonders.
* Police Stations now reduce corruption in the city they are built in.
* Editor: On General Settings, renamed Border Expansion Multiplier to Lvl. Multiplier.


Fixes v1.16f:
* Fixed scroll problem on some Nvidia graphics cards.
* Player is no longer able to extort 200000000+ gold per turn from the AI.
* Invalid link in Build Colony Civilopedia entry fixed.
* Cropped French Civilopedia entry fixed.
* Typo in German Civilopedia entry fixed.
* Typo in Japanese Civilopedia entry fixed.
* Typo in Indian Civilopedia entry fixed.
* The missing periods from unit lines on the disembark box fixed.
* The correct city now highlights on the Domestic and Cultural advisor screens when scroll bar displays.
* Precision Bombing now works as intended.
* Sorting columns on the Domestic advisor screen now stay sorted.
* Traded advances that cause an era transition, now allows the player to select the advance to research in the new era.
* The five states an AI can be in on the Diplomacy screen, can now be seen on the mouse over advisor messages on the Foreign advisor.
* The problem of not being able to build 'Wealth' in some cities has been fixed.
* Messages about resources discovered that the player doesn't have the advance to use no longer display.
* Incorrect popup concerning placing new embassies with civilizations you're at war with no longer displays.
* Occasional instances of selected units not stay centered fixed.
* Synthetic Fibers now has the correct prerequisite advance, Ecology.
* The Great Lighthouse no longer permits Galleys to travel on Ocean tiles.
* The AI no longer reacts to submarines that it cannot see.
* Multi-cultural cities no longer occasionally produce barbarian settlers or workers.
* Minimap now updates when interface is hidden.
* Units no longer occasionally disappear at the poles.
* 'Combo' boxes now are set to the maximum size needed.
* Long advance names no longer overrun the Info Box when in Golden Age.
* Correct cities highlight on Domestic and Cultural advisor when a scroll bar displays.
* There is no longer a punctuation error in disembark popup.
* There is no longer a spacing error on the right-click flyout for upgrading units.
* Bubble-text on the replay screen now correctly clears itself.
* The last line in the Event View of the replay screen is now fully visible.
* You can now see a cities population on the City Title bar regardless of team color or state.
* The correct plural and singular forms of civilization names are now used on the Wonder screen.
* Selecting a 'grayed out' option in the Diplomacy screen no longer clears the Foreign Advisor's advice.
* Correctly small graphic corruption on Domestic Advisor popups.
* Right-Click flyout menus no longer display if you use a function key to open an advisor screen.
* The spaceship components in the Civilopedia now correctly link to the Victory Conditions entry.
* You can no longer unload air units from a carrier. You need to execute a rebase mission.
* You can no longer demand very large amounts of gold in diplomacy.
* There is correct punctuation at the end of the defeat popup.
* Modified advance trees now load correctly.
* Fixed AI exploit with regards to giving cities away in diplomacy.
* Air superiority missions work as intended.
* Quick Start will now use the number of civs selected in the previously generated game.
* Retiring from a Conquest only game no longer is recorded as a victory.
* Fixed AI problem with resources on custom maps.
* Team color on horseman unit correctly displays.
* French Musketeer fortify animation now plays.
* Governors no longer build privateers when set to build no units.
* Fixed AI bug allowing the user to infinitely postpone invasions by shuffling units around.
* Hall of Fame screen now correctly lists the difficulty levels.
* Games that don't save due to low hard drive space now displays an error message.
* A save corruption problem was fixed.
* The helicopter civilopedia entry now correctly states it can only transport one unit.
* Corrected punctuation error in Jet Fighter civilopedia entry.
* Corrected punctuation error in Longbowman civilopedia entry.
* Corrected Marine strategic resource requirements in civilopedia entry.
* Corrected Modern Armor strategic resource requirements in civilopedia entry.
* Correct punctuation problem in Tactical Nuke civilopedia entry.
* Fixed fatal related to tiles on the edge of the map.
* Once the UN is completed, you are no longer prompted to vote every turn.
* Fixed punctuation error on New Era popup.
* Fixed typo in diplomacy demands.
* You no longer declare war by accidentally passing over a hidden submarine.
* Fixed infinite loop with automation.
 
Only 512 cities!?!?!

But I want each turn to last *longer*!!!
 
"It's slightly easier to culturally acquire cities."

Hmmm, I already hated how easy it was especially the turns immediatly following wartime for cities to be converted.

*Sigh* I guess it will continue to be razing cities and butching the populations and then pressing the survivors into slave labour....

But atlest you got precision bombing and air superiority to work now.
 
It's good to know that Firaxis is actually listening to the demands of the Civ III community and not being insulted by the deal.

Buliding previously built unit, Civil Disorder popups, lower corruption (especially police stations!), precision bombing, air superiority... I'm in Civ III heaven, if it works as described

One question though; when it says "Palaces and spaceship parts can only be built in one city." what does that mean? Does that mean that each city can only have 1 spaceship part? Does it mean that only 1 city can build a spaceship part at a time (I think that wasn't broken)?

Please, oh please tell me I can still build multiple spaceship parts in a single city. Otherwise, the aliens will have contacted ME before I can get my spaceship built...
 
damn that's an eye full to read.

did any where in there say, corrected historical starting locations?
I couldn't find it.

"* Added "Culturally Linked Starting Locations" (civs are placed on maps in close proximity to other civs of the same culture; please note that not using this pref can lead to sub-optimal arrangements of civ colors) "

I thought it was like this way before.
 
Originally posted by baberg
It's good to know that Firaxis is actually listening to the demands of the Civ III community and not being insulted by the deal.

Buliding previously built unit, Civil Disorder popups, lower corruption (especially police stations!), precision bombing, air superiority... I'm in Civ III heaven, if it works as described

One question though; when it says "Palaces and spaceship parts can only be built in one city." what does that mean? Does that mean that each city can only have 1 spaceship part? Does it mean that only 1 city can build a spaceship part at a time (I think that wasn't broken)?

Please, oh please tell me I can still build multiple spaceship parts in a single city. Otherwise, the aliens will have contacted ME before I can get my spaceship built...

No, what they mean is that you cannot go around building palaces in multiple cities to "cheat" at building wonders.

Perviously, especially in the Middle Ages when a number of good Wonders are up for grabs, I would get several cities to start producing palaces. As the techs came online and opened up the wonders, I simply switched production from the palace to the wonder. That way, you can basically lock up the entire set of wonders in the middle ages and there is no way for the computer to beat you at it.

The same applies for spaceship parts. You cannot simply start queuing up spaceship parts so as new parts come online, you switch production.

Previously, you could esssentially start building the entire spaceship before you discovered any of the techs to do so. Now you have to wait. Well you can still cheat a little by building stuff like courthouses or whatnought to store up shields and then pump it into the wonders or spaceships components but atleast it is not nearly as rampant as before.
 
What??? The Great Lighthouse no longer permits galleys to travel in ocean squares?????? Huh?..Then what does it do? The only thing that ruled about the Lighthouse was your Galleys became useful...am I reading this wrong?
 
Originally posted by Mike C

You cannot simply start queuing up spaceship parts so as new parts come online, you switch production.

I guess I wasn't even aware that it was possible to do so; I have done that in the past, i.e., I set my highest producing city to work on a spaceship part, then I discovered a new part with a higher cost, so I switched over to the newly discovered part, letting a lower city take over the small part.

That made no sense whatsoever. Basically I was doing a switch of wonders, like when you are building the Oracle, but somebody beats you to it, so you switch over to the Pyramids. It's the same general thing.

I have never been able to "queue" up the same spaceship part in multiple cities (nor have I been able to do that with palaces) Maybe I just never tried :-/
 
Maybe I missed it, but was there something to the effect of "AI stops patrolling its borders with all its units"?
 
Originally posted by WarandPeace
damn that's an eye full to read.

did any where in there say, corrected historical starting locations?
I couldn't find it.


didn't see it either

"* Added "Culturally Linked Starting Locations" (civs are placed on maps in close proximity to other civs of the same culture; please note that not using this pref can lead to sub-optimal arrangements of civ colors) "

I thought it was like this way before.

I think what they meant was added the option to have that or not... I think. I hope. :)
 
@Sam_Catchem,
Don't forget there are three types of water tiles ...
  • coast
  • sea
  • ocean
Without the Great Lighthouse, a Galley can traverse coast tiles without risk, but incurs a 50% chance of sinking when it ends it's turn on a sea square.
With the GL, a Galley can traverse both coast and sea tiles without risk, but (presumably) incurs a 50% chance of sinking when it ends it's turn on an ocean square.

The bug is that the GL allows a Galley to traverse both sea and ocean tiles risk-free, when it is only supposed to allow sea.



:)
 
@narmox,
Yes, that is my impression of the situation - the new functionality will be an option to switch cuturally-linked starting positions off. As it stands right now, e.g. if I play as China, I'm always right beside India and Japan. (Which I hate...)

:)
 
hey guys, thanx for the patch but i have a question. Are missiles still considered GROUND UNITS!?!?! they can't be loaded onto subs or anything. also, helicopters should be able to land on carries, considering that's how our entire MARINE EXPEDITIONARY FORCE works. thanx for your consideration...
 
Didn't see anything concerning the Coastal Fortress city upgrade or SAM Missile city upgrade so I am to then assume that they are either fixed in the patch and not mentioned, missed or ???

The city governer builds privatiers which is mentioned but it also even after specifically asking NONE for units air, ground, water, exporer, etc will build defense units like spearmen in the beginning game (think has to do with happiness setting in governers?), jet fighters end game. Are these bugs addressed as well? Didn't see anything mentioned either.

There are many more questions I have but these two top the list and I want to see what the patch covers before posting more that may be already fixed :)

Great work though!
-Delar :king:
 
"Are missiles still considered GROUND UNITS!?!?! they can't be loaded onto subs or anything"

Only half-right, mate. ;)

(Normal) Subs have no carrying capacity.
Nuclear Subs have a (missile) capacity of one.

:)
 
yaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay!
i think that expresses the sentiments of just about everyone at this site.
air superiority and precision bombing will work? excellent. corruption's lower? yes!
this should rock. now just to wait for the patch...
 
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