Conquests Beta Patch Now Available

Jihaaaaaaaaaaaaaaaaaaaaaaaaaaaa...

Great news.
Thanks for the good news

Greetz Jurimax
(downing as I type this :) )
 
thank you :D so very very very very very very very very very very very very much

I've been looking for where I can download that I checked www.civ3.com but it wasn't there, thank you

oh and are you really santa :D
 
BTW, Random for MP games causes an OOS - sorry for the inconvenience but we had to release or wait until next year.

Thanks for the support!!

Jesse Smith
Producer, Firaxis Games
 
Just a few seconds more...
 
Originally posted by Tavis
BTW, Random for MP games causes an OOS - sorry for the inconvenience but we had to release or wait until next year.

Thanks for the support!!

Jesse Smith
Producer, Firaxis Games

A good decision.


You'll be bringing out at least one more patch, so you can have it fixed in the next one. At least this bug can be worked around, so is merely an inconvience rather than something that gets on my ***s :p
 
Originally posted by Tavis
BTW, Random for MP games causes an OOS - sorry for the inconvenience but we had to release or wait until next year.

Thanks for the support!!

Jesse Smith
Producer, Firaxis Games

Tavis, thanks for the beta!

Happy Holidays to you and family. :santa:

:jesus:

:candelabra:
 
Thank you Jesse.

Here's the readme for those who haven't downloaded it yet.

***************************************************
SID MEIER'S CIVILIZATION III: Conquests README
***************************************************

v1.12
* Fixed Crash with MP Random Civ selection

NOTE: CHOOSING RANDOM IN MULTIPLAYER CAN CAUSE AN OOS WHEN LOADING THE MATCH. WE RECOMMEND
THAT YOU PICK YOUR CIVILIZATION FOR THE TIME BEING. THIS WILL BE ADDRESSED IN THE NEXT
PATCH.

v1.11
* Removed additional combat calculations
* Fixed Various Civilopedia fixes
* Fixed QuickCiv Description


Updates BETA v1.10:
CIV III: CONQUESTS BETA v1.10
* Fixed negative corruption from Forbidden Palace
* Fixed negative corruption from Secret Police HQ
* Fixed corruption calculation error
* Fixed issues with double gold being awarded
* Shifted minimap and unit info boxes slightly inward to prevent problems with scrolling and button-clicking.
* Re-enabled Intel optimizations from PTW.
* Fixed issue that caused scientific leaders to use only the first name in the list.
* Fixed issue that caused selections on the Foreign Advisor screen to be cleared.
* Optimized main menu code.
* Cleaned up INI preferences code
* Fixed issue with the audio preferences (sound volume).
* Greatly improved the ability of Seafaring civs to start near the coast. It should happen most of the time now.
* Fixed numerous problems with Seafaring civs starting near the coast in hotseat games.
* Implemented Seafaring civs starting near the coast in MP games.
* Updated the interface on the world chooser screen so selected options were more apparent.
* Fixed upgrade all bug (for units that do not have the upgrade ability but are part of the upgrade chain).
* Added feminine titles for Despotism, Feudalism, and Fascism (for English default
rules only!).
* Editor: Added Flavors to the Import dialog.
* Corrected display of silk as luxury in city view in Rise of Rome
* Corrected Scourge of God splash screen art in Fall of Rome
* Build road/fort animations now show for Legionary in Fall of Rome
* Cataphract now uses Ancient Cavalry art in Middle Ages
* Corrected Mining tech art in Age of Discovery
* Text: Several civilopedia fixes (mostly spelling, grammar, spaces)

---------------- Features --------------------
* Implemented ability to enter a seed value on
the world setup screen. It is located in the
upper-right corner. Any character can be entered
as the seed. If the seed is 0 (the default), it
will generate the world normally. If every
character is a number, the value is interpreted
as the seed value and used to generate the
world. In all other cases, a hash table formula
is applied to the string to generate a unique
value that is used to generate the world. While
it is technically possible for two different
strings to evaluate to the same seed, it is
unlikely (i.e., SEED is not the same as DEES --
upper- and lower-case letters will yield
different results as well).

* Implemented the "Play Last World" option. This
option appears on the main menu after playing
the first SP random-map game. When chosen, the
player is taken to the world chooser with the
seed filled in and all the previous settings
selected. The player can make any changes or
keep the world exactly the same. Note that if
ANY changes are made on this screen, the map
that is generated will be different. Next the
player is taken to the player setup screen with
all the civs and settings from the previous game
selected. Again, the player can make any changes
or keep the settings the same. If ANY civs are
changed, player starting locations MAY change
(depending on the number of seafaring civs,
actually).

* Implemented support for CAPS LOCK to work as
the SHIFT key to skip unit movement animations
(so you don't have to hold shift for the AI's
turn to skip the animations).

* The MP timer values are now read from
scenarios (the default values remain unchanged).

* Editor: Added MP timer values to the Scenario
Properties. There are 3 values: Base, Per Unit,
and Per City (with defaults of 24, 1, and 3,
respectively). They represent the Base amount of
time per turn + the amount of time Per Unit +
the amount of time Per City (number of
units/cities used each turn are based on the
player with the most units and the player with
the most cities on that turn). The values can
range from 0-100. The higher the number, the
more time per turn.


*FOR INTENSELY FAST MP GAMES PLAY THE CONQUESTS FAST MP scenario that is
provided with the Patch (\Scenarios)
 
I just loaded my 1.00 game let the governor recalculate, corruption went *way* up and the FP city is *extremely* corrupt.

Am i suppose to be able to continue a 1.00 games in 1.12?
 
Once I download the patch, will it affect the games of mine I started in version 1.00, and 1.02?

Thanks for posting this everyone!
 
Originally posted by warpstorm
Just a few seconds more...

Just a few hours more...

Speedy. :p


Originally posted by watorrey
I just loaded my 1.00 game let the governor recalculate, corruption went *way* up and the FP city is *extremely* corrupt.

Am i suppose to be able to continue a 1.00 games in 1.12?

Try a new game. It's very well possible that the old save data could be "corrupt" now.
 
There appears to be a graphical bug with this BETA where part of the unit info (bottom right) box's border is replicated partway up the right side of the screen.

But thats minimal; THANKS FIRAXIS, MERRY XMAS! :)
 
Top Bottom