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The long awaited Patch D is out!

New Features:
  • With Fixed Borders, occupied Forts exert a 1 tile Zone of Control
  • Updated Translations

Bug Fixes
  • Defender Withdraw now works correctly
  • Mastery Victory Mercy Rule correctly assesses Minor Civs when "Start as Minors" is enabled
  • Unit Limits are now per team, and do not count against units that can not fight
  • Personalized Maps now works for Larger Map Sizes
  • Revolutions now scales correctly for Eternity Speed
  • Fixed Visibility/Fog of War bug with Great Commanders

Enjoy! ;)
 
RoM 2.91 with AND 1.73C

Asoka offered me a very attractive deal.:D

Seems Too Good, although he just finished researching the Calandar tech one turn ago...

AI bug?
 

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I can make an exception for defending a city; but for all other cases, retreating shouldn't be a big problem, since I do check that the tiles for enemy units.

no, it's not a problem at all. but it's just somewhat unintuitive that a unit retreats it leaves the stack. one imagines that there is enough secure space on a tile where the other stack units are.
 
I think Killtech is saying that a retreat is when all the units leave but a rout is when they leave individually ;) So a retreating unit should only leave the plot if all the other units of that civ in the plot are also leaving the plot.
 
Yay! Since its a letter patch looks like save compatible and thus is by default should be compatible with HAND v1.1.

Off topic, but could you pls NOW then put it in your Sig area also?
 
Man, and I just got my instal tweaked the way I like it. :D How am I supposed to keep up with you? lol. Keep up the good work. <3 zone of control.
 
The long awaited Patch D is out!
  • Fixed Visibility/Fog of War bug with Great Commanders

This is good. Like how you changed the XML (was going to ask if you changed the XML or the code, but your reformatting the XML pretty much says how you did it). Is there a reason that you kept iVisibilityChange in the schema file? Would make it easier for modmodmodders and players to avoid causing themselves trouble by mistake if you got rid of it, but I don't know enough about the XML to know if this would break save compatibility or not.
 
RoM 2.91 with AND 1.73C

Asoka offered me a very attractive deal.:D

Seems Too Good, although he just finished researching the Calandar tech one turn ago...

AI bug?

I fixed that bug. There was an error in the valuation for Military Unit Trading, one subtraction was backwards. These offers will no longer occur in Patch D.

This is good. Like how you changed the XML (was going to ask if you changed the XML or the code, but your reformatting the XML pretty much says how you did it). Is there a reason that you kept iVisibilityChange in the schema file? Would make it easier for modmodmodders and players to avoid causing themselves trouble by mistake if you got rid of it, but I don't know enough about the XML to know if this would break save compatibility or not.

I removed the ability of the DLL to read that XML tag.
 
Good news.
I allways change the bug option than rar my ROM folder and give it to the other player.

But can we try ROM option when playing?
for exemple the "unit per title", is it enough if the host change it or everyone MUST change in the same turn?

I did switch OFF the storm but it is still present.

Something else strange, I build the place of sam marc with a great ingenior, it is in the log allso that I build it, but I was surprise to see I could still build marketplace, so I check the city were it was suppose to be build and it's not there. so I enter world builder and build it in the same city, and now everything is fine. I do not have save arround the time it was build so I couldn't go back but the log says it was build by me and if I click the line in the log the map center to the correct city, but the wonder wasn't in the city and I could build market.
I hope it wont happend in MP.
I have try to build other wonder with Great eng. and everythings fine.

Last thing.

I play with the SIAM, and my city got strange name, realy strange, and sometime the normal nane (bangkok, pattaya . . .)
 
Just played a duel-sized map on Eternity and the problem of Distance Modifiers is still huge. Ethiopia built a second city and that city nearly immediately went down in a civil war. That city, Gondar, was given to the rebels but than less than 25 turns later, the city went back to Ethiopia who got a lot of free military units for their "trouble".

I built a second city and almost immediately, the Distance problem was so huge I lost the city before I finished the second building.

Also, I'm not sure if this is a bug or intended, but I tried the limited units per tile option again and while workers no longer count, it's still possible to build more than the "limit" of combat units inside a city.
 
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