Civ3 1.29f Patch ReadMe is here!

Wow... time travel .. The message posted 10 minutes ahead of my time zone...
 
I can't wait to redo my mod!!!! The one thing I have always wanted was to be able to restrict road/railroad building in mountains and jungles. Since my settlers are wheeled units this will really change the way of expansion and the rate of expansion as well. Since all of my tanks/artillery/mech inf are also wheeled this will restrict invasions through any choke points in a mountain range, such as a hill. We will now get the effect of the Alps for example with just a few crossing points for mechanized armies. This will make a need for leg troops instead of everything being mechanized. As for the resources, simply deny them in mountains. For Jungle resources you have to clear the terrain all the way to a city to get the benefit. I'm excited...
 
:goodjob: This isn't just a EDITOR patch, however.

Added Fortify All and Wake All right-click menu commands.
What a plus for later in the game with large stack of units.

Added "Always Renegotiate Deals" prefs which forces a renegotiation of every non-peace treaty deal every 20 turns.
This really helps with Diplomacy - No more mistakes of leaving Tech, $1/turn for a luxuries deals left over to simply be $1/turn for a luxury.


Added a preference for disabling the pop. limit warning
[party]If this mean not seeing aqueduct nag, unreal. You know how painful that is on a world map?????

Changed Military Advisor to evaluate armies based on relative strengths of units as opposed to number of units.
MEGA[party] - It really pays to upgrade spearman to pikeman to musketman. The AI will actually see it correctly as you are stronger!

These alone make the patch worth it!
 
Everytime I play the game, then turn the computer off then back on. Windows 98 tells me, please wait while we update your files, finished updateing, continuing to load windows. You know like it does after you install a patch or edit the registry or something. Okay, so its not really a bug, but no other game makes this happen, and yes I have checked and it is caused by Civ3.
 
Originally posted by twoztwo
Everytime I play the game, then turn the computer off then back on. Windows 98 tells me, please wait while we update your files, finished updateing, continuing to load windows. You know like it does after you install a patch or edit the registry or something. Okay, so its not really a bug, but no other game makes this happen, and yes I have checked and it is caused by Civ3.

This does not happen to me, it must be a failure in your system. You can try reinstalling civ3.
 
Hmmm... I can only say this about the patch:

:D:D:D:D:D:D:D:D

Just thinking about all the quality scenarios makes me salivate. !!!!!!!!!!!!!!!!!! :goodjob: :king:
 
Does this patch solve the problem of the AI sending every unit all on one tile after you when you capture one of their cities?
 
Is it just me, or is the Rally Points option not here? I was really looking forward to that. Can you no longer set rally points for units built in a city?
 
I picked up a couple of extra snippets from Soren's rely to Ap*lyt*n....

yes, the Commercial trait was improved for this patch. ...cities and metropolises get an _additional_ extra commerce or two and the "Optimal # of Cities" is increased by 25% instead of 12.5%.

and there are a bunch of AI improvements (most of which don't typically get mentioned in readme's as they are quite under the hood), including faster pathfinding and improved AI build priorities (i.e. more knights/cavalry/tanks).


Seems to imply to me that there could be a whole lot more 'AI improvements' that we'll have to discover for ourselves.
 
Originally posted by ErMaC
Is it just me, or is the Rally Points option not here? I was really looking forward to that. Can you no longer set rally points for units built in a city?

i don't think it was ever able in civ3. that's the biggest missing feature i was talking about when i said there are still some popular things missing. i want to see waypoints like in Age of Empires. I'd like to see an option for 'go to X after military units are built in this city' in the governor's screen.
 
Rally points make no sense in Civ3. You build a unit in a city then decide what you want to do with it - its not a problem.

The scale is the thing - in Age of Empire you're working at a micro level - down to buildings. In Civ3, a single square represents 'n' square miles!
 
Originally posted by Exile_Ian
Rally points make no sense in Civ3.
i disagree-obviously. when i'm at war and 8 or 9 modern armor are produced in one turn, it would be nice to have them stack up in one spot instead of moving each one to the same spot. lots of times i use H and move em to the capital, but you can't do that if the capital is on another island.
way points would help when i want units to go somewhere without going through or close to enemy territory. The AI has them go the quickest route, not the smartest. it would also all 'patrolling' of places covered by the fog of war.
 
Originally posted by RufRydyr
Also glad an asterick will be added to elite units that have produced a leader. I take it that upgrading one of those will change it from "*elite" to veteran with no problems?

I don't think there will be any problems with that. When you upgrade an elite it clears the internal "created leader" flag so it should not display the asterisk.
 
wow .... thats a ton of fixes you guys got going there .. :)

Hey Mike,

1)
Any plans to quantify ... pollution (by the Civ and by the city) .. ?,
much like culture, instead of the stupid Sun ... which supposedly gets brighter as pollution increases ... !

This way one can measure the effects on pollution from building
recycling plants and mass transit ... as well as the effect from the
pollution spillover onto the city tiles.

2)
I also had a suggestion on the re-spawn AI option .... right now it seems to work pretty stupidly. If you kill off a CIV's last city, the respawn will startup that CIV ... (but unfortunately for that CIV) it gets respawned around the same area where it was first born ... making it very susceptible to re-destruction. The respawned CIV, should be reborn as a new CIV, who has no comms to the others, as well as should show up on unexplored territory on a different continent ... (just so that it has time to grow/catch up). You could make it smarter, by modifying the ocean floor to create a landmass with the CIV situated there.

Also, it seems that the game respawns at most 2 civs ... after that if a civ is destroyed .... it stays dead.

In CIV2, the respawned AI ... used to show up on unexplored territory ... usually not on the same continent. In CIV2, the respawn was connected to the CIV year .... after a certain year .... destroyed CIV's would not be reborn.


thanks --
 
YIPPEE!!!!!


The patch is coming!! Now i can make starting places for myself!


:goodjob:
 
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