1.29f IS UP!

I downloaded it in under 60 seconds. :p :lol: I :love: Road-Runner!

Great patch! Thanks Mike! You're the best! :goodjob:
The mini-map rocks, and civ-specific starting locations was a real nice surprise too. I had'nt heard that was going to be in the patch.

Well, I'm going to d/l some resource pcx graphics now, add them with the new editor buttons and start playing!

Thanks again Mike. Your work is appreciated. :beer:
 
Originally posted by Exile_Ian
First thing I've noticed (which I don't even remember seeing in the readme) is that the computer doesn't seem to automatically trade everything which itself (as it always seemed to do before).

What I mean is, it was almost always the case that if (for instance) one civ had knowledge of another civ, they would have virtually the same techs and would each have communications with the same other civs (i.e. if you traded something with them it was almost always useless for trading elsewhere). This has stopped! I can now usefully trade on techs and comms with other civs! Is it just me or had that been previously fixed anyway?

I didn't notice this with 1.21f and I don't remember this being in the readme either. If what you're saying is true, then this is GREAT NEWS! :goodjob:

I won't install the patch until after I finish the latest GOTM, which means I should probably get started on that this weekend . . .
 
Originally posted by wohmongarinf00l
it's not friday yet...well, i'm downloading it now anyway.
gotta see what we have here

Hmmm, try not to take this as too much of an insult, but you should have a look in an atlas some time. The world doesn't revolve around USA time LOL.:crazyeye:
 
But Firaxis are from USA ;)
 
I'm not surprised.... Washington founded 4000BC??!!??
I think almost all other races are older than modern Americans.
If Firaxis was true to it's country of origin, It would do a bit of research and have Native American city (erm tribe?) names.

Or maybe even more historically accurate and start with native American names, and right in the middle of the game, they all change to current names without asking you.
 
"America" is actually represented by the culture of the United States... not just the area that was America in general. Kind of like giving France some Celtic names, simply because they lived there first. ;)
 
That's a great program, but I don't think it does what we mean, setting the diplomatic state between nations in a scenario, ie; making it that the North and South(in a Civil War scen.) are at war as soon as the scenario begins.

Nemesis
 
Originally posted by Exile_Ian
Well as usual, I'm diving into gameplay rather than the editor stuff, and so far its all looking good (seems a shame to have to confirm that it doesn't crash!, but you can never be sure).

First thing I've noticed (which I don't even remember seeing in the readme) is that the computer doesn't seem to automatically trade everything which itself (as it always seemed to do before).

What I mean is, it was almost always the case that if (for instance) one civ had knowledge of another civ, they would have virtually the same techs and would each have communications with the same other civs (i.e. if you traded something with them it was almost always useless for trading elsewhere). This has stopped! I can now usefully trade on techs and comms with other civs! Is it just me or had that been previously fixed anyway?

Still playing ... more feedback (on gameplay) later.

Human to AI trading seems just as bad as it was. I offered masonry for the wheel (even trade, each costs 4) but he wanted masonry+alphabet+contact with india.
 
Yes, if they're stronger then they can be damned nasty when it comes to trading...

They soon see the light when you've taken half their nation :p

Nemesis
 
Originally posted by Masquerouge
Sumthinelse : maybe the AI was a lot stronger than you military speaking ?

No, I am stronger. It's just that I am ahead in science. That's the way the AI works.
 
I've had to uninstall and reinstall CIV a couple of times since the 1.29f patch. Most likely it is a problem with the DYP mod and assorted terrain I've added.

My question is: After wiping out the directory and reinstalling CIV, may I just apply the 1.29f patch, or do I need to install the earlier patches and step up that way. I've looked around several sites, but haven't found an answer.

Thanks in advance for any assistance you may provide.
 
Originally posted by Kault
I've had to uninstall and reinstall CIV a couple of times since the 1.29f patch.

My question is: After wiping out the directory and reinstalling CIV, may I just apply the 1.29f patch, or do I need to install the earlier patches and step up that way. I've looked around several sites, but haven't found an answer.

Thanks in advance for any assistance you may provide.

The 1.29f patch has all the changes from the previous patches built in. This should work.

IF it doesn't, you may have to uninstall AGAIN, then edit the Windows Registry to remove remaining references. BE SURE to make a backup copy of your registry before making any changes. The registry editing procedure has been posted, but I can't remember where, but mostly likely in the tech forum. A search for Windows Registry would probably find it.
 
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