Conquests Beta Patch Now Available

Originally posted by Stapel
I think showing gratitude, when someone puts in effort, but doesn't actually help, is also a very human reaction ;) .

Well then, we simply differ on what we consider important.

I consider effort with some results infinitely more worthy of thanks than no effort with no results.

But perhaps that's just me.
 
I've seen a couple of reports that the FP bug is not fixed.

Does anyone wish to report that on their system, it *was* fixed?

This is so weird. How can the developers have thought it was fixed when it wasn't?

-mS
 
Originally posted by Gogf


So, after I do this, I just play, and if the files are in the "patch" folder, than it will have the patch, but if they're in the "release" folder they won't? :thanx: so much!

As far as I understand, you only use the "Release" and "Patch" folder to store the backups for v1.00 (or v1.02) and v1.12.
Before you play (=access conquests.exe), you decide about the version: if v1.00, you copy (better not move!) all stuff from the "Release Folder" into the Directory ...\...\CivIII_or_whatever_you_called_it\Conquests\
Then start exe.

For v1.12, you would copy the files out of the "Patch" directory into ...\...\Conquests
before playing.

You do not need to copy anything if your last C3C session was played with the same version you want to play actually with.

I hope I got that part right, bear with me...:)


In case you change the .ini file (e.g. change some stuff in prefs) and you want to keep the changes for the respective version, I *guess* it's a good idea to copy the .ini back into the respective back-up folder.


If you switch version numbers from time to time and have save files from both versions, it might be a good idea to create also 2 folders named "Save-old" and "Saves-new" or whatever in the directory
...\...\Conquests\Saves
->just to be able to keep track on old/new version save files when you load them after some time of Civ-abstinence. The load/save windows have a browsing feature.
You chould save the files in the respective folder before ending a session with that browsing feature or copy them into the right folders directly after a session for a clear arrangement.
 
Originally posted by Master Shake


This is so weird. How can the developers have thought it was fixed when it wasn't?

-mS

The reason is probably time. They could have actually fixed it in 1.10 but when adding, fixing, and changing things from 1.10 to 1.12, they probably didn't test it again to see if all these changes affected the curruption fix and in the end it probably did.
 
If I install the patch, is there a way to uninstall it without having to uninstall and reinstall the whole game from the vanilla ground up?

-mS
 
With PTW you could uninstall patches. And I'm looking at my Add/Remove programs in Control Panel, and it does look like you can just unistall the patch. Now, I've never done this, so while it may uninstall the patch, I'm not exactly sure that it does.

There are files that are overwritten in patching, and it would really depend if they are restored or not when the patch is un-applied.
 
Originally posted by Master Shake
If I install the patch, is there a way to uninstall it without having to uninstall and reinstall the whole game from the vanilla ground up?

-mS

If you follow the steps Tavis posted, it shouldn't matter.

You must make the backups before patching, of course.
 
Originally posted by Jurimax
Don't want to be a partytrasher, but with the new patch I already experienced two crashes:

1) As a world seed I tried my birthday (13111975) and the game crashed back to the desktop.

Greetz Jurimax

According to the editor, world seed numbers are seven digits. Try putting in your phone number minus area code or something. ;)
 
Are you sure about that? I've had nine digit codes in PTW, and I'm looking at an eight digit one now. I can't see how the world generation would be that different between the two. I mean, it could be. . .

In fact, I was able to generate a map with that seed. Jurimax - want me to send it to you? PM me your email if you do.
 
Originally posted by Turner_727
Are you sure about that? I've had nine digit codes in PTW, and I'm looking at an eight digit one now. I can't see how the world generation would be that different between the two. I mean, it could be. . .

Actually, it doesn't appear I was right after all. Upon further experimenting, the editor will not error out no matter how many digits you have entered, but after a certain number it did not appear to be changing the map at all.

The number that originally showed up in my editor (i.e. before you check the box to enter your own) was seven digits.
 
Originally posted by GrandpaCat


Actually, it doesn't appear I was right after all. Upon further experimenting, the editor will not error out no matter how many digits you have entered, but after a certain number it did not appear to be changing the map at all.

The number that originally showed up in my editor (i.e. before you check the box to enter your own) was seven digits.

That makes sense. I thought I'd seen a couple of different sized ones. I was going to say that I was dinking around in the editor when I genned the map, that might have made a difference.
 
If 1.10 had the corruption fixed but 1.12 does not, can I request that they release 1.10 as well?
 
So are we unanimoust that corruption is not fixed and the patch should not be installed?

Or has anyone had a better experience?

-mS
 
Does this mean the immobile captured Princess is fixed???
 
RCP is fixed!

Please be clearer on what you are asking - the FP rank bug appears to be fixed also!!

What appears to not be fixed is the FP acting as a second Palace (since the FP city still has non-trivial corruption after FP is built).

These are 3 seperate bugs with seperate symptoms - one possibility to explain the FP not acting as second palace is that the distance corruption could be calculated from the palace(!), with the city rank calculated from the FP. Alternatively the rank may now depend solely on the number of cities closer to the Palace.

Despite this FP problem, the other FP bug (increases city rank for cities closer to Palace than FP) appears to be fixed, as is the RCP 'highest rank' bug.

To get full results you will have to wait a day or so for someone to do full testing (I am just reporting what others have tested so far, and I am at work). If you care so much then please test it yourself and tell us!!
 
It would be nice if Tavis explains to us how is the corruption calculated now...
For what I have read on the posts... the patch somehow works... but not to the degree people expected... that of the FP NOT working as a second palace disturbes me...

I haven't installed the patch myself... and think I better wait until further explanation is made...

I understand it is a beta patch... and that the firaxians are doing a lot of work to meet our expectations... so I thank them for their efforts and wish them a Happy Hollydays... please take some deserved rest... and come back with renewed strenght and insight!
 
Even if the FP city itself does not get minimal corruption, this is still a major improvement though and the game is therefore playable.
 
I think I'll wait until someone actually tests the FB bug in a new game, not a save, before rendering a decision. But even if it's not a perfect fix yet, this is just a beta patch. For all those that didn't make it into the public beta...Welcome.

CS
 
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