Civ3 1.29f Patch ReadMe is here!

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

What about existing ones? (from 1.21 and earlier) And can you rename ones?
 
I am sorry if this was already asked. Does this patch include the place any civ any place you choose option? That was one biggie besides the mini map editor that I personally wanted.
The list of fixes are very impressive indeed. I am looking forward to the talent too start coming throughout the Civ community. Thank you! :goodjob: :love: (Sorry for being a "big" jerk in the past due to impatience for a poor excuse :)) :p
 
Originally posted by Chieftess
Especially for landbridges. Ever see that Discovery Channel show several months ago on future building projects? A Spain-Morroco bridge was one of them.

hehe, I guess that one will not get built........ :lol: :(

I wouldn't be surprised to see quite a few neat gimmicks in PtW and not before.... after all, Firaxis needs to make a profit off these games.....
 
I haven't played Civ III (or any games!) for a month. Once I get the patch I will start playing again. I am sure there will be some excellent scenarios coming out in the next few weeks. I'm really excited.

:)
:)
:)
!
 
Originally posted by Genuis
I haven't played Civ III (or any games!) for a month. Once I get the patch I will start playing again. I am sure there will be some excellent scenarios coming out in the next few weeks. I'm really excited.
[Shameless Plug]I'm going to be working on a good Civil War scenario based off of my US East Coast map here: http://forums.civfanatics.com/showthread.php?s=&threadid=27169, so I suggest you check it out once it's finished! :goodjob: ;)[/Shameless Plug]
 
Originally posted by Civanator
That should be fun, you will have to get a leader head for the oconfederates, america's leader is already there!
Yep, that's one good thing about that scenario! :D

But anyways, I won't pollute this thread anymore with my scenario business, if anyone cares they can stop by my map thread.
 
Some clarifications:

1)
* 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.

This is mostly an interface issue for the editor. When you build a city in the game, you get roads/rails in the city tile. When you place a city in the editor, it does not automatically place roads/rails so that if you later delete the city, it doesn't leave a road behind. When the scenario is played, however, the roads/rails will be there as though you built the city.

2)
* 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.

This means that the above automatic roads/rails are not placed when you build a city if the terrain type under the city does not allow roads. This is only for mods. You can make, say, mountains get no road bonus which will make roads be unable to be built on mountains. Unmodded, all land terrain has a road bonus.

3) Team Colors = Civ Colors. I've always referred to them as "team" colors for some reason.

4)
Went through the readme again, and still see no mention of removing the hardcoded Food-production by the Center tile of a city.

So I guess nothing has been done about that, is that right? Will we just have to settle for 2 Food in the center tile in the Double Your Pleasure mod??

The center tile now produces as much food as is required to support 1 citizen (i.e., 2, unmodded).
 
by Mike B
The center tile now produces as much food as is required to support 1 citizen (i.e., 2, unmodded).

Well, you've just made Isak's day I imagine :)
 
Originally posted by Mike B. FIRAXIS
Some clarifications:
The center tile now produces as much food as is required to support 1 citizen (i.e., 2, unmodded).
[dance] :love: [dance] :love:
Shame on me for ever doubting you guys. Thanks :king:

If you ever need anyone to mow the lawn, walk the dog, make fresh coffee, whatever.... don't hesitate to call me.
I'm in Denmark though, so make sure you give me a few days notice... ;)
 
To Mike B. FIRAXIS, thanks for listening to all of us and it is truely amazing that you guys & gals were able to do that much in a single patch when 1.21 was released not too long ago. Also, thanks for the scene shots and look for to a long civ3 weekend!
 
Originally posted by Isak

[dance] :love: [dance] :love:
Shame on me for ever doubting you guys. Thanks :king:

If you ever need anyone to mow the lawn, walk the dog, make fresh coffee, whatever.... don't hesitate to call me.
I'm in Denmark though, so make sure you give me a few days notice... ;)

I'm closer! I live 20 minutes from Hunt Valley! :p I'll even program a function or two! :egypt:

Anyway, does that mean it's possible to set how much food a city has if it's in another tile (like Civ1 and 2). I liked how Civ2 would penalize you if you were bold enough to build on the desert or tundra. :)
 
Read the documents. ;) It's in the help file in the editor.
 
Wait, let's say they didn't add In-Editor-Diplomacy thing for scenarios.

How hard will it be to create a MOD without that, play the mod yourself, create the wanted diplomacy settings, save the game, and the distribute the saved game with the MOD as the scenario? :confused:

Sounds like something you can do manually.
 
Originally posted by IceBlaZe
Wait, let's say they didn't add In-Editor-Diplomacy thing for scenarios.

How hard will it be to create a MOD without that, play the mod yourself, create the wanted diplomacy settings, save the game, and the distribute the saved game with the MOD as the scenario? :confused:

Sounds like something you can do manually.

Well, maybe I'm missing something, but unless they allow you to edit saved games...

How could you declare war on Japan and Germany and Rome (Italians) as the US and then have the English and French do the same thing?
 
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