Civ3 1.29f Patch ReadMe is here!

Sounds great :)
 
I'm really liking these puppies :D

* Editor: Implemented city placement. You can now add, delete and edit cities. When a city is placed, a unique name is automatically generated for it. City art will match the era of the player it is assigned to.

* Editor: Updated Tile property sheet to work with starting locations.

* Editor: Added unit-placement option.

* Editor: Added a minimap.

* Added a preference for disabling the pop. limit warning.

* Editor: Added zoom in/out functionality.

* Added the ability to rename units if they produce a great leader during combat. The player is given a popup to name this unit.

* Changed Military Advisor to evaluate armies based on relative strengths of units as opposed to number of units.


Didn't see anything that could solve Settler Diharrea or Culture Flipping, Sorry Zouave :(

Now if only I could find my time machine and go through time to Friday. [dance]

Good job, Firaxis :goodjob:
 
Danke Mike, you are God! :goodjob:

Any news on any AI improvements (especially to artillery)?
I'm anxious to see how well things will work in my Civil War scenario. :D
 
Thanks for posting those shots of the unit and city properties. Now I have something to tide me over until the patch is released. No doubt I'll waste countless hours oogling them and dreaming of all the cool things I'll be able to do with those two tools alone. :)
 
I see no option to disable citizen shift when pollution strikes.:(:(:( For example, the city would automatically shift citizen to work on a non-polluted tile whenever poluttion strikes. Since most of my cities are max out anyway, I want to disable that silly auto-shift feature. The bottom line, please let my citizens' assignment alone. It would be great if the program stop second guess my command. If I assign my citizens to work on certain tile, I wish they will stay there until I tell them otherwise; that means if God (Firaxis) shows up and tell them to move, they better not!
 
32 civs max mmmm

If i got it right people will be able to custom the citizen heads.
civ3 like? How about civ3-like leader portraits?

One more question...i can't install that patch on a french version,can i?
 
This patch is fantastic, thanks Firaxis.

Did I miss mention of "events" or some form of scripting abiltity to add units or monies or culture during a scenario?
 
I've personally never felt the need for *ANY* patches with this game (I play irregularly; once every 2 pr 3 weeks I'll go on a binge), so to get enhancements are icing on the cake.

Thanks again.

Tom
 
Thank god!!!! The power graph will actually be accurate! And a MINIMAP!!!!!!! W000000T


:jump::jump::jump::jump:
 
* Editor: Added display of city territory boundaries with a View option to toggle this display.

I sincerely hope that means that we now have city boundry markers so we can tell what exactly is the city radius, making placement a bit better. YAHOO! I love this one.
 
looks great!!

Maybe it has been said before but is there a way to change the civ's color? (I just hate playing with Brown or purple)

What about the leader gender (male/female)? Even if you choose the other gender, the picture stays the same. I know the Russian Tsarina looks ugly & could be a man but still..

Or is this just a newbie talking
:beer:
 
Right! I'm going back to bed, and sleeping till friday! I'm finaly going to get to work on a proper scenario.

Did I see right, on the Unit edit screen was there the option to change the name of each unit? Will I get the chance to build paulus' 6th army for operation barbarosa?
Also if you give a unit (tanks for example) two different strategies, can you set independant strategies so that a few geman tanks hold back to defend, while the rest charge on ahead?

The most important question is; can you set it so that civs start the scenario at war with each other, or am I going to have to rely on AI agressivness to ensure that WWII doesn't turn in to a decade long peace-fest?
 
* Editor: Changed city placement so that roads/railroads are not automatically added to the tile but neither are they removed and they can be manually placed underneath cities.

* Changed city code so that a road/railroad is not placed under a city if a road/railroad is not allowed on the terrain type the city is built upon.

uh oh, this sounds a little like trouble. Does that mean we have to use a whole movement point moving into and out a city that doesn't have roads/RR? That'll complicate things a bit. :/
 
Originally posted by Smoking mirror
Right! I'm going back to bed, and sleeping till friday! I'm finaly going to get to work on a proper scenario.

Did I see right, on the Unit edit screen was there the option to change the name of each unit? Will I get the chance to build paulus' 6th army for operation barbarosa?
Also if you give a unit (tanks for example) two different strategies, can you set independant strategies so that a few geman tanks hold back to defend, while the rest charge on ahead?

The most important question is; can you set it so that civs start the scenario at war with each other, or am I going to have to rely on AI agressivness to ensure that WWII doesn't turn in to a decade long peace-fest?
There's some kind of "team" thing that someone pointed out at Apolyton.

Also, yes, you can name units in the Scenario, and that's what the name field is for. :)

And either Mike or Soren said over at Apolyton also that the unit has ONE strategy... so yes, you can have some tanks defend, and some attack. He said that the flags set in the editor previously (you can set more than one), a SINGULAR role is decided upon when it's built based upon the flags selected.

Hope that answers some of your questions. :)
 
Originally posted by newfangle
Worker dogpile occurs when they have nothing to do, no?
I was referring to the exploit where you can add thousands of workers to a city, and it only starves one pop. point per turn.


Other than that, the changes look great.

Although, as always I'm interested in what subtle changes have been made to the AI ;)
 
I would suspect the worker dogpile exploit came to light too late to be included in the patch.
 
I call this the EDITOR patch,

mostly interesting for people using the editor which I never do. Would be interesting to see which percentage of the players do really use the editor, 10%? Maybe I should start a poll....

I hope AI got some improvements and manors, too.

Well, before making any judgement - let's play and see.
 
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