Firaxis: BETA Patch Info

@Jisl - edited to make clear to whom I answered
1) no
2) no
3) no
 
thank you socralynnek for your reply

i will have a play arround and see what happens

i have come up with another idea for my mod. i am going to have the portugese/spanish in the mod across the atlantic in europe on there own and rig it so they wont have any sea faring vessels until the third age called "the spanish are coming" or perhaps "no one ever expected the spanish inquisition" well maybe something less comical but hey it's my mod and if people don't like it tough.

any way i will keep people posted on my progress but obviously i will use the correct forum for that

ta tar for now
:goodjob: :) :scan: :rocket2: [party]
 
Because it would make forests as productive as mined hills and make tundra too useful - it's supposed to be a cruddy terrain.
 
How about adding the ability to change the food/shield/commerce numbers on terrains by age? Sure, most of them will stay the same. But you could make forests have a +1 shield starting in industrial and then -1 food and +1 commerce in modern. That would sort off mirror real life, where:

ancient - lots of forests that can be a bit of a nuisance
medieval - deforestation
industrial - timber farming
modern - national parks and populations too large for game to make a meaning difference to food supply :)

I guess whether it was worth it or not is how useful this would be for other terrains, mods, or conquests.

I'm not opposed to a lumber camp. ;)
 
I have just bought C3C.

Just spent some time wading through hundreds of posts on two threads concerned with patches.

I am throughly confused.

Should I instal the game.
Then patch 1.02
Then patch 1.12 ?
Or what?

Thanks.
 
You can skip 1.02. That one is mainly to fix some language problem in some of the non-English release. Just patch 1.12.
 
If you are not sure, I say keep to 1.12. But if you are eager to see every change that has been made, you can patch to 1.13. It is an unofficial release initially meant for only a small group of players. So, if you want to play it safe, keep to 1.12.
 
Originally posted by Yeti
Because it would make forests as productive as mined hills and make tundra too useful - it's supposed to be a cruddy terrain.

But if you have railroads, you'll also have mined hills with railroads, and that's 4 shields.
 
As you can see I am not much of a poster, but I wish to add my two cents. Everyone has their own style of play and concepts they tend to stick to. So, everyone wants the game thier way, fine. The subject here is the patches and Travis's ideas on what he is doing now. Why is it that every thread I have read goes off subject. Even as I write this, I, too, am off subject.
I don't do MP's so the only true comment I have is on the worker gang suggestion. I am not a programmer and don't know what is involved in that respect.
The ideas I get from reading this thread is the stack command for an immediate fix. The worker gang thought for me is two-fold.
1: Armyy Corps of Engineers. A "gang" that has no movement penalty, per se, just their actions as earlier suggested. They should have a defense capability. I see them as building roads and fortifications on the front lines, establishing a supply route not easily overrun.
2: chain gang, Using a worker as a gang [foreman], only foreign workers are loadable. Again, no movement cost except work performed. They would build whatever and contnue orders(including moving) til the move cost for entire gang is spent.
Forests could be replanted but not rebonused.
I have other comments on forests, but would rather see another thread for this.
From just a player enjoying someone else's ideas, Thanks Travis.
 
I have started a game with the v1.15 betta patch and until now everything seems to go well.Finaly Coruption bug is no more a problem,and the F.P works as it sould be.So a thanks to all those who worked (and continue on working) for resolving such problems is the least we can say.
Now,i would like to ask to all those out there who knows how to create Art Work,that it would be great if you could give a helping hand to Tavis since he said it clearly.I unfortunately don't have a clue on programing stuff,but someone who knows and is interested could create the Art work of the new G.W for the Aerial View.It is up to you guys...
 
So when are we going to be able to MOVE captured princesses???
 
1) Is the new "10% effect" of the courthouse linear, i.e. will 2 out ouf 20 wasted shields always become productive instead of just 1?

2) Is this thread the place to give our "evaluations" of the patch or is there another way? Most of the posts here don't look like evaluations.

I've tried Inca on deity with patch 1.13. The dificulty was just right for me. F.P./Palace jump was of some use. I'll start a sid game now with patch 1.15 to see how much of the huge corruption on sid we were warned about is still there. I think I'll choose an agricultural civ again in order to stand a chance...

...speaking of which: I noticed that agricultural cities get 3 food net from their center square in despotism if they are adjacent to fresh water. The agricultural trait seems powerful. In my Inca game the last 4 out of five civs still standing were agricultural. And England was about to be wiped out too when the game ended.
 
Originally posted by Greyhawk1
I've always wondered why there has never been a 'fast settler' unit. They're always restricted to 1 move. I'm sure I could stick a Settler on a horse early on...:crazyeye:
Perhaps this has to do with the fact that settlers are not one single unit; but a group of people. Think immigrants to America in the late 19th century. Most came with only a little money, a few clothes, and dreams of a better life. Settlers are like that. Most would not have a horse. ;)
 
I disagree. I think the settlers would be more like the pioneers of the old west, traveling in caravan of wagons with all their worldly possessions piled into their wagons. After all, when you create a settler unit, they're not out to create another country, they're out to settle unsettled land, usually.
 
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