Civ4 Patch v1.61, SDK, PitBoss, & Low-res Movies Released!

Giaur said:
This what you told was executed in Civ1 and Civ2. Catapult had the strength of six, Phalanx strength of 2. So catapult has 6/(2+6)=3/4 chances to achieve victory. For me it was a disaster. No matter what technology you have, you can always win by simply sending weaker but cheaper units.

I don't think that creators of Civ4 followed that way (or perhaps they did :mad: ). Where is place for technological war? No mentioning that this would make game more interesting.

6 grenadiers exterminated by 12 swordsman?

-------------------------------------------

In fact they did follow that way. It is likely to see it when you have enormous advantage 4:1 or more. But the algorithm is still bad (for me)

Yeah it is time to MOD the game :cool:

Well, to be honest, technologically superior armies can easily be overwhelmed by numerically superior, technologically inferior foes. Those grenadiers you mentioned almost never used actual grenades because the grenade technology of the day was extremely unreliable. They mostly used muskets which have a notoriously slow rate of fire.

As for the patch, I am noticing a defeinite improvement in memory-related performance issues. Near the end of games on huge maps, the sluggishness is barely noticable and even the very last wonder movie plays without jerking.

Specs:
AMD Sempron 2800+
1.5GB RAM (single channel)
nVidia 6600GT 256MB (AGP)
 
Just played it with the patch and noticed two things:
The clock and the game year are displayed at the same time:D
and the titles for the two new map scripts apear to be switched.
I looked at maps made by the fractals script and the fantasy world script, and the fantasy world one creates a completley random map with tundras and deserts and ice all mixed together with forests, jungle, and rescources on random tiles everywhere. The fractal script (description for fractal script says it creates a random unpredictable map) always creates a continents map with interestingly shaped landmasses and some large islands.
I think they accidentally switched the names or something.
 
gunnergoz said:
The solution that comes to mind is to give each succeeding generation of units a special bonus that is applied once to each combat, before all other considerations. The greater the generational separation between opposing units, the greater the bonus. This would practially guarantee that units two or more generations behind another would have little chance to damage the newer unit and certainly not destroy it (unless the newer unit was very, very weak from prior combat losses.)

That would probably unbalance the game by giving too much advantage to whoever happens to be the most technically advanced nation.
 
Aarontu said:
I looked at maps made by the fractals script and the fantasy world script, and the fantasy world one creates a completley random map with tundras and deserts and ice all mixed together with forests, jungle, and rescources on random tiles everywhere. The fractal script (description for fractal script says it creates a random unpredictable map) always creates a continents map with interestingly shaped landmasses and some large islands.
I think they accidentally switched the names or something.

I think it's just as it's supposed to be. The names make perfect sense to me. The fantasy realm ignores realism: random terrains are all mixed together in an arbitrary fashion. The fractal script creates fractal coastlines (i.e., similar to actual continents, with a Zipf-like distribution of sizes).
 
Underseer said:
Those grenadiers almost never used actual grenades
Indeed! I hate it when I see these grenadiers throwing grenades. The unit looks like a Napoleonic French imperial guard infantryman, and these (tough) guys only used traditional weaponry... I'm not even sure that what we call grenades did exist at the time; and if they did, there use must have been minimal, because I've never heard about them making any difference in a Napoleonic battle.
 
DynamicSpirit said:
That would probably unbalance the game by giving too much advantage to whoever happens to be the most technically advanced nation.
:eek: OMG! The better and more advanced one is going to win! How unbalanced! :eek:

:mischief:
 
After installing the patch, I'm finding that when I discover a technology, the splash screen describing the technology no longer comes up. It simply asks for the next research tech. This also occurs when I pop a tech from a hut. It simply says I've discovered a technology, but doesnt tell what it is. I have to go to the science advisor to find out.

Anyone else having this issue? No mention of it here as far as I can see.
 
Goodenuf said:
After installing the patch, I'm finding that when I discover a technology, the splash screen describing the technology no longer comes up. It simply asks for the next research tech. This also occurs when I pop a tech from a hut. It simply says I've discovered a technology, but doesnt tell what it is. I have to go to the science advisor to find out.

Open your civilizationIV.ini and look for the following lines:

Set to 1 for no tech splash screens
NoTechSplash = 1

And change the 1 value to 0. Done.
 
Yet again...
How does the SDK work???:confused:
I'm completely boggled by it- does it go in a mod folder? Does iyt go with the application?
Please aid me or give me a link!!! :cry:
 
@Tycoon101, you don't need the SDK to play Civ4, only to mod it. I wouldn't recommend modding with the SDK unless you've had at least some experience of software development, preferably in c++.
 
Dianthus said:
I wouldn't recommend modding with the SDK unless you've had at least some experience of software development, preferably in c++.

Heck, I'd go further than that. Unless you are a programmer by trade or inclination, don't bother opening it. It will do you no good.
 
well, I find it useful just to look at. I don't have the software to start re-compiling it and what not, but I do just enjoy getting an idea of the inner mechanics. I knew C++ from a while back but don't do much with it anymore. I still find it interesting to look at though.
 
morchuflex said:
Open your civilizationIV.ini and look for the following lines:

Set to 1 for no tech splash screens
NoTechSplash = 1

And change the 1 value to 0. Done.

This value is already set to 0, unfortunately :(
 
Goodenuf said:
This value is already set to 0, unfortunately :(

Then set it to 1 and see.

If that doesn't work, rename the config file and start the game up again (which will create a new config file). See if that gets it happening.

Remember to clear the cache each time.
 
It has always depended on the size of your empire or at least the size of the map or something.
 
Hello.

I don't remember wether this change has been mentionned, but it seems Great Wonders now cost much more to hurry, as I discovered to my dismay: having discovered Democracy, I switched to Suffrage in order to grab the Statue of Liberty ASAP. I used a great engineer to hurry half of it, and thought I could easily afford to buy the rest. But the missing 722 hammers required 6498 gold! That's 9 gold per hammer! And that, while playing an industrious leader (Louis)! Gasp!
 
Gee, you fill me with so much confidence Warpstorm. I was really hoping to make a few changes-nothing too major-but now I am not so sure :(.

Aussie_Lurker.
 
I find the patch somewhat disappointing because....
1) The movies are still choppy even with low resolution version, with interlace on, high-colour, no background, 1024x768. (This make me suspect that the movie problem is independent of memory issue, but may be related to disk cache, file system or hardisk controlling issues)
2) Don't like the changed game balancing issues... I hate to see 'spearman kill my tank' problem come back again.

I'm wondering if the bik movie can be converted to avi or MPEG-1/4 and mod the game so that avi/mpg version of movies can be played instead of the bik.


My PC: 1GB Kingston RAM Dual Channel, Asus P4C800 Deluxe, Intel P4 2.8GHz, ATI 9800SE, Seagate 80GB SATA x2.
 
Back
Top Bottom