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Civ4 Colonization Patch v1.01f Released!

Discussion in 'Civ4Col - General Discussions' started by Thunderfall, Mar 11, 2009.

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How would you rate the patch?

  1. Excellent

    13 vote(s)
    16.3%
  2. Good

    34 vote(s)
    42.5%
  3. Average

    22 vote(s)
    27.5%
  4. Bad

    11 vote(s)
    13.8%
  1. Thunderfall

    Thunderfall Administrator Administrator Moderator

    Joined:
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    The patch is out! You can download it from our downloads database:

    http://forums.civfanatics.com/downloads.php?do=file&id=11915

    Civilization IV: Colonization Patch v1.01f

    Download Mirrors: Atomic Gamer | GamersHell | Firaxis Games

    Enhancements

    Released PITBOSS executable
    The end of the game is extended once a colony declares independence
    100 turns on Normal speed
    Missionaries now have a chance of failure to establish a mission.
    A failed mission angers the native chief
    Added the ability to sail from Europe to the west edge of the map
    Changed text for when natives abandon their settlements to be less confusing
    Missions now always send converts to the player who established them
    Added warning message for when a settlement needs more raw materials
    Added warning for when stored goods are nearing storage capacity
    AI tries to produce more defenders in their settlements
    AI tries to prepare better for revolution
    AI uses King to transport treasure if no Galleons are available
    AI knows how to pick up treasures without bringing them to a settlement

    Balance Fixes

    The Royal Expeditionary force increases less rapidly as the game progresses, depending on difficulty level
    AI colony leaders are less friendly
    AI native leaders are more likely to declare war due to proximity of borders
    Changed Europe width to be a percentage of the map size
    Europe plots are now at least four tiles from the near land
    AI gets some free money depending on difficulty level
    Satisfying the King's demands delays increasing his expeditionary force
    Great Generals are born more frequently on Marathon and Epic speeds
    Crosses levels required for immigration increase more slowly
    Education points required for graduation increase more slowly
    Enforcing a 20-turn peace treaty between colonies at the start
    Population no longer affects score – just Land and Founding Fathers
    Increased price of horses in Europe
    Natives change their desired good only when supplied with that good
    Military ships (Frigate, Ship of the Line, Man-o-War) cannot enter native settlements
    The price of hurrying immigrants never exceeds the price of buying them
    Starting location is now randomized every time you lose all your ships
    Domestic Advisor no longer available when the trade screen is up
    Exploration points no longer scale with game speed
    Converted natives can no longer be educated in native settlements
    Converted natives can no longer become missionaries
    Traded goods through warehouse expansion count towards tax raises
    Boycotted goods no longer count for tax raises

    Bug Fixes
    Armed Mounted Brave does not receive defensive bonuses
    Armed Brave receives defensive bonuses
    Fixed lost production bug
    Fixed bug with two citizens graduating in the same turn
    Fixed reversed labels on assign trade route tooltip
    Fixed some starting location issues
    King no longer asks for money after you have declared independence
    King no longer raises taxes after you have declared independence
    King no longer adds to his expeditionary force after you have declared independence
    Units ungroup when traveling to Europe
    Units ungroup when being educated by the natives
    Terrain double movement from promotions now works properly

    Other Changes

    Automated pioneers will not remove features from an improved plot being worked
    Removed cap on production overflow
    Colonists can join settlements even after they have moved
    Units left in Europe after the revolution are eliminated if Elections are chosen in the Constitution
    Education point threshold increases per city, as intended, rather than per player
    King is more likely to have a balanced REF (rather than all troops and no ships, for example)
    Fixed exploit where gifting a wagon full of goods in a city would double the goods(!)
    Fixed gifted cargo disappearing
    Fixed text bug dealing with incorrect token
    Slavery gives extra hammers as well
     
  2. Habadacus

    Habadacus Chieftain

    Joined:
    Aug 9, 2006
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  3. Ranger300

    Ranger300 Chieftain

    Joined:
    Feb 13, 2009
    Messages:
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    Fantastic - can't wait to give it a go! Let's pray to the Gods it makes it the excellent game it could be
     
  4. lordofcivs

    lordofcivs Lord of The Civilizations

    Joined:
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    Location:
    Civland
    That's really good.
     
  5. Dale

    Dale Deity

    Joined:
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    Messages:
    7,030
    Patch still has the auto-cycling bug. :(
     
  6. Pfeffersack

    Pfeffersack Deity

    Joined:
    May 10, 2003
    Messages:
    2,563
    Location:
    Germany
    Also it is still not possible to trade partial amounts of goods with other colonies or natives. Not a bug, but probably one of the most desired interface enhancements and likely also one which is hard to mod in, I guess :(
     
  7. Chibiabos

    Chibiabos Prince

    Joined:
    May 24, 2005
    Messages:
    424
    It breaks AOD2. *plays kiss-the-king's-ring-shame sound*
     
  8. edmeister

    edmeister Chieftain

    Joined:
    Sep 23, 2003
    Messages:
    2
    Patch Does not Install.
    Claims that No Previous Verson of Software exits.
    I have a legit copy ..
    .. I have attemted to load the patch through the Advanced / Check for Updates function in the Game Menu ..
    Also after it got downloaded .. Program claims that it was sucessfully downloaded .. Main program closes / Install Shield shows up .. With same error .. "No version of Civilization installed"
    How is this installed to us legit users ??
     
  9. PiMan

    PiMan Emperor

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    Messages:
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    Location:
    Melbourne, Australia
    You have a direect2drive version, don't you?

    Look at post 2 in this topic
     
  10. Greybriar

    Greybriar Prince

    Joined:
    Jan 16, 2006
    Messages:
    418
    Thanks, Firaxis. At least you haven't forgotten us. :twitch:
     
  11. tour86rocker

    tour86rocker Warlord

    Joined:
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    Location:
    USA
    Thank goodness. I wouldn't have even known about this if I hadn't set a Google Alert for the term "firaxis".

    I'll have to set up my desktop and try it out; a lot of the fixes sound like just the ticket. Thanks Firaxis! :goodjob:
     
  12. The Rusty Gamer

    The Rusty Gamer Prince

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    Location:
    Christchurch, New Zealand
  13. dalgo

    dalgo Emperor

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    I can confirm that it is still there. I just unloaded a galleon in Europe containing 6 treasure units worth over $10,000. I really hate that bug :)
     
  14. Greybriar

    Greybriar Prince

    Joined:
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    Bug? I thought it was one of the few improvements over the original game. ;)
     
  15. Marlowe13

    Marlowe13 Chieftain

    Joined:
    Nov 8, 2005
    Messages:
    30
    FWIW, the ingame updater does work with the DD GamersGate version of the game, though I did have to DL the patch twice (the installer did not show up the first time, worked fine the second).
     
  16. edmeister

    edmeister Chieftain

    Joined:
    Sep 23, 2003
    Messages:
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    PiMAn .. I have no idea what you are talking about ..
    I have a legal copy of the game that does not accept a patch.
    Why do I want to go to a 3rd Party website & signup & download something
    That should be available ON A OFFICIAL FIREAXIS WEBSITE !!!!!
    WHAT IS THIS CRAP ????
     
  17. Dale

    Dale Deity

    Joined:
    Mar 14, 2002
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    7,030
    Calm down. He was asking if you had purchased the game from Direct2Drive or Steam, which are legitimate download sites.

    No need to get so stressed out. :)
     
  18. Ranger300

    Ranger300 Chieftain

    Joined:
    Feb 13, 2009
    Messages:
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    I seem to have a strange bug with the updated version. When I play a scenario I'm unable to declare war on other European powers (or attack at all), though I'm able to start wars with natives.

    For example, I've just started a scenario, and made peace with say France. When I go to attack them a few turns later it blocks me. Am I missing something here? I've checked the game options and it's not that.
     
  19. Labrat19

    Labrat19 Chieftain

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    Well, if you say you are attacking them a few turns after the start of the scenario then it's not a bug. You can't attack Europeans in the first 20 turns now.
     
  20. Pep

    Pep King

    Joined:
    May 28, 2002
    Messages:
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    Location:
    Spain
    From the changelog of v1.01f:
    "Added warning message for when a settlement needs more raw materials"

    I find this "enhancement" very annoying. I think it should warn you only when you have no raw materials AND you are not producing them.

    In my recent game I have a city with 0 ore stock, producing +5 ore/turn and consuming +6 ore/turn to make tools (+5 -6). Well, each turn due to the ore shortage, I receive 2 messages saying that I have no ore in that city :cry: (one per specialist in the ironworks).
     

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