Patch v1.21f ReadMe is here!!!!!!!!!

Thunderfall

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Enjoy!

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

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.





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.


Jeff Morris
Producer
Firaxis Games

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


Many thanks to Jeff for the ReadMe!

[The patch is coming out this Friday.]
 
I'm cautiously optimistic about being able to play civ3 again. Why did they have to take out the multi cheat though????
 
New patch rah rah, but did they fix the rampant tech trading by the AI??? I'm none the wiser from reading the readme! (but hey it's 12:30am and I'm tired...)
 
Originally posted by Dinorius R.
New patch rah rah, but did they fix the rampant tech trading by the AI??? I'm none the wiser from reading the readme! (but hey it's 12:30am and I'm tired...)


looks like we can change it ourselves

"* Editor: Exposed AI to AI trade rate. "
 
Seem to be a lot of editor changes. Maybe we soon will see some real scenarios! :goodjob:

Originally posted by Thunderfall
Enjoy!

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

Additions v1.21f:

* Improved city governor AI.

Great! Maybe he will understand to switch to shields when waiting for the Aqueduct or a hospital.

* Editor: Exposed AI to AI trade rate.

* Adjusted advance trading rates for AI.

Does this mean we will see how they value different trades?

* 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...).

Good. Perhaps the "random seed broken" whining will finally stop.

* Added "Abandon City" to right-click menu.

I.e. raze own cities??? I can already see how this will be exploited.

* 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.

No surprises here. I think many expected something totally new, not just "increased". Smaller maps will increase speed.

* Removed "God mode" save cheat.

No more MULTI.SAV! :cry:

* Fixed bug involving extra movement costs if the unit can't advance after combat.

Was this a bug? Tanks will rock even more now!

* Fixed bug in diplo bargaining AI for per-turn gold deals.

What was this bug?
 
Abandon city - very good.

Bombardment kills option - excellent

Anyone know what the HP bonus means exactly?
 
Abandon city will be useful - if it works as anticipated. Cities suffering from excessive inherited unhappiness (which they didn't seem to want to fix) could be used as a 'place saver' and worker farm until you can roll a new settler up to take its place.
 
Good news :)

It's FAR to be a correct-all patch, but it's at least a very big step in the good direction for modders. This patch is much more encouraging than the previous ones :)
There will still be suggestions to do in the future, but it seems that at least Firaxis is now walking in the good way.
 
Anyone know what the HP bonus means exactly?

I suspect this is the long awaited solution to tank-killing spearmen. It sounds like a way to make modern units tougher without messing with attack/defense or the bonuses for veteran and elite HP's. Very cool if it is.
 
Originally posted by Jason Fox
Anyone know what the HP bonus means exactly?

You can assign a hit point bonus on a per unit basis. For example, if you give Warriors a bonus of 5, Conscript Warriors will have 7 hit points, Regular Warriors will have 8, Veteran Warriors will have 9, and Elite Warriors will have 10 hit points.
 
Thanks for the HP explanation, Mike. That's also very cool.
 
Originally posted by Thunderfall
* Editor: Added new unit abilities to allow bombarding to be lethal against land and/or sea units.

So, when playing gotm, no lethal bombarding :(
 
Well done firaxis i will definetley be changing to this patch (though i will be sticking the world size u again and changing my ship movement as per usual)

but - and I really dont want to whine cos the hitpoint thing is so cool
but
why have i got to start next to civs which are culturally like me? cant you change this for friday :D
Seriously it will be annoying for me because I like playing the iroquious with 16 civs and so presumably i will always start next to az and americans which will be rather boring - if it is an option people can choose and no one is disappointed. Is there a technical reason i dont know about?

Anyhow apart from that - :goodjob:
 
WOOHOO! 3 Cheers for Firaxis!!!!
HIP-HIP-HOOOORAY! :D

i wasnt going to go out tonight but since im going to be in all weekend playing civ i guess i better my [dance] on! :lol:

roll on friday :love: :goodjob:
 
mr mike firaxis may i thank you for your great work?i thank you that you fixed so many things like the army upgrading bug removed i always like to play fair and i found that somewhat disturbing.
i want to also thank you that bomber units can now kill units
but do this mean you can also raze cities with bombers?
this is very good work from firaxis and i will download the patch as soon as i can




KEEP UP THE GOOD WORK FIRAXIS!:goodjob:
CIV RULES!:king:
I JUST LOVE CIV3!:love:
 
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