Differences between C3C 1.00 and 1.22

Khshayarsha

Shahanshah
Joined
May 30, 2002
Messages
115
Location
Persepolis
What are we missing, those of us who haven't gotten the 1.22 patch yet?

What has changed in between?

I heard there were bad bugs in 1.00. What are they? Has 1.22 fixed all of them?

One advantage 1.00 has is that craters can be cleared easily, simply by building an improvement like a road over them. Can be done by one Industrial Worker in one turn. I was told that in 1.22 it's like clearing :nuke: pollution: takes several Worker-turns. (I've just coined a new phrase: "Worker-turns" -- analogous to "man-hours.")
 
AFAIK, they fixed something in the industrial age tech tree regarding the Radio tech, and changed the dates (or something) so you can't load saves from older versions. But I actually haven't noticed anything different. I'd check civ3.com, they proabably have a full list there.
 
What's this alpha beta business? I was referring to the numbers of the versions.

When I first load C3C, the little number in the lower left corner of the screen says "1.00."

Some of the people who post to this board have a little C3C logo in their sig lines with the number "1.22" and this refers to the patch that was made available after the initial release. In another thread, I was told that C3C 1.00 had bugs that made it "almost unplayable," something to do with corruption. I started this thread to find out more specifically what is wrong with version 1.00, and what exactly 1.22 is supposed to improve on it.
 
This is from patch readme:

v1.21
* Fixed MP Load


v1.20 Fixes, Changes, Additions
Fixes:
* Corruption calculation error that resulted in negative effects from the Forbidden Palace is now correct.
* Double gold bug is fixed.
* Railroads will always appear under captured cities if you have Steam Power.
* PBEM Games can not be loaded in Single Player
* PBEM: v1.20 Games can not be loaded on earlier versions. Earlier saves can STILL be loaded in v1.20
* PBEM: Previous players Civ can no longer be seen when loading a PBEM game
* Secret Police HQ no longer gives corruption OR OCN bonus when player leaves Communism. Fixed error with Government required buildings not turning off once switched from that government.
* 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.
* 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
* Fixed Random Civ MP Launch OOS
* Optimized main menu code.
* Cleaned up INI preferences code
* Updated Civilopedia.txt Forbidden Palace to explain that all cities are still affected by distance from the Real Capital.
* Updated Civilopedia
* Updated PediaIcons.txt
* Fixed Credit Typos
* Updated AI Strategies in Conquests: Mesopotamia - Galley (Naval Power), Enkidu Warrior (Offense), Rise of Rome - All legions (Defense OFF), MesoAmerica - Acali & Great Acali (Acali:Unload/Upgrade & Naval Transport, Great Acali (Upgrade Unit OFF), Age of Discovery - Javelin Thrower (Offense), Missionary (Capture, Offense), WWII Pacific - Fighter Bomber (Bombard!)

Changes:
* Histograph keeps tracking defeated Civs
* Electronics requirement removed from Motorized Transportation
* Radio Tech removed
* Civil Defense requires Electronics
* Advanced Flight now requires Electronics
* Radar Towers require Advanced Flight
* MPTournament: Tiny & Small maps can be played with 8 players
* MPTournament: Map sets Oceans to 40%
* MPTournament: Map Trading moved back to Map Making
* MPTournament: Enkidu cost raised to 15
* MPTournament: Ancient Cavalry defense lowered from 2 to 1
* MPTournament: Captured cities retain culture
* MPTournament: Turn slices lowered from 24(base)/3(per-city)/1(per-unit) to 16/2/1
* MP: City goodie hut spawns are not possible in Elimination Mode
* Fixed QuickCiv Description
* Shifted minimap and unit info boxes slightly inward to prevent problems with scrolling and button-clicking.
* Re-enabled Intel optimizations from PTW.


Additions:
* Implemented Allow Scientific Leaders Rule
* 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. The scenario MPFastCiv3Conquests was added to demonstrate this change. You may not notice much of a difference initially but the turns quickly become faster as you get more cities and units.



NOTES:
* City view is disabled while playing the Conquests. This was done because the creation of art assets to fit every scenario was considered a lower priority than expanded gameplay.
* City view art for the New Wonders do not appear in the City View screen. Sorry.
* Corruption is always going to be a huge debate but we hope you enjoy the changes that have been made.
 
Thanks for the info. Can we have some discussion about it?

What were the "negative effects from the Forbidden Palace?"
What are "flavors" in the Import Dialogue? Can I import chocolate and vanilla?

"Double Gold Bug"—
Edgar Allan Poe would be interested in knowing about that!
 
Building the FP made overall corruption worse.
Flavors are a way to steer the AI research build preferences.
Double gold bug is just plain irritating.

Find a way to upgrade.
 
The sticky threads don't cover all the questions. For example, whether the difficulty of clearing craters is different between the two versions. kryszcztov says that with 1.22 it takes as long as clearing pollution. It doesn't work that way for me running 1.00. The documentation doesn't explain this. Can anyone explain it?
 
I recently (2 days ago) Bought C3C Complete.... and i haven't encountered the problems you've mentioned...... I'll look at the version number tonight.... but in the 8 hour meantime, does anyone know whether 'çomplete' ships with 1.22 patch???

BTW...the printed manual totally rules! :goodjob:
 
Khshayarsha said:
The sticky threads don't cover all the questions. For example, whether the difficulty of clearing craters is different between the two versions. kryszcztov says that with 1.22 it takes as long as clearing pollution. It doesn't work that way for me running 1.00. The documentation doesn't explain this. Can anyone explain it?

IMHO, clearing craters is small beans compared to the major problems assopciated with the double gpt bug and the FP bug, not to mention the tiny problems fixed from 1.00 to 1.22.

The only problems remaining are the "All-American" bug and the Submarine bug, neither of which is any different in 1.00.

Negative Effects from the FP: Rather than reducing overall corruption, it instead increases corruption in your core cities. Bad news.

Double gpt Bug: Whenever a gpt trade is made, the receiver of gpt receives twice as much gold as the trade specifies (the sender of gpt still pays the normal amount, effectively generating gpt from nowhere for the receiver).

All-American Bug: When "Cultural-Linked Start Locations" is selected, your civ is always counted as an American civ and surrounded by the Inca, Maya, Iroquois, Aztecs and Americans.

Submarine Bug: Whenever an AI unit tries to move onto a tile containing an invisible unit, it declares war rather than back off, even if declaring war breaks a treaty of any sort (including an MPP or even a scenario-generated Locked Alliance).
 
Cuivienen said:
The only problems remaining are the "All-American" bug and the Submarine bug, neither of which is any different in 1.00.

You forgot AI inablity to use armies (ranking it personaly higher then submarine bug).

All-American bug is not big deal, if you workaround it by turining off culturaly linked starting locations.


P.S.
There are several others, mostly minor.
 
Thanks for the explanations, Cuivienen and player1 fanatic! It's a lot clearer now.
 
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