Patch 1.21f is out!

Everything seems to work! Will wonders never cease???:rolleyes:

The 1.21f patch reads my save game from last night. Civeditor reads my modified bic file from 1.17f patch.

No crashes in the first 35 minutes ...except for a power outage that crashed my computer:cry:

Meammeuppy .... can't tell W from E .... the quality of the English in your posts convinced me that you must be in GB. MY BAD!:D
 
Can anyone be kind and tell me whats the deal with Random Seed?? I have never messed with or tried to understand what it does, too busy just playing and learning my first comp. Later!!:cool: :cool:
 
Quick question to anyone w/ new patch. I just downloaded the patch, and tried to add some new units but hitting rename then cancel "a" no longer works for units or improvements?? Is this a problem with only my editor?? I noticed they added some buttons to add governments nice and easy but not is a pain in the a$$ to add units, resources, improvements. Then again, could just be a problem only i'm having which wouldn't suprise me.
 
Bah, i'm busy tonight and going to be out half the day tommorrow! Have fun everyone. :)

For those that already dove in, how is the tech trading working out? That was my only real gripe with 1.17.
 
Civfanatics sure got the scoop on this one! Apolyton site has been down for about 6 hours.

But Civfanatics wouldn;t know anything about that.. would they!:rocket2: :sniper: :skull:
 
Can anyone be kind and tell me whats the deal with Random Seed?? I have never messed with or tried to understand what it does, too busy just playing and learning my first comp. Later!!

I'll quote etj4Eagle on this one"

Quote:

A seed is used to generate a random number. Unlike us humans when we want a random number and are playing a board game or the like and roll a dice, the computer can't do this. Instead it uses a mathematical formula to calculate a "random" number. However in order to get a number out the other end you have to give it something to work with. This is where the seed number comes in. The seed is inputted into the function and a new number is then spit out the other end. This random number is then used for whatever the code calls for, but it is also used as the next seed for the random number generator.

Now on setting that first seed, you have to use some semi-random method. Most programs the system clock to provide that initial seed for the random number generator when the program is first loaded. Normally the generator will not be reseeded again while the program is run.

Now Civ3, at least till this next patch, worked a bit different than normal. What it did was every time you saved your game, the value of the current seed was also saved with your game. Hence when you reloaded the game the same sequence of random numbers would always be generated, since the same start value was used for the functions. What this patch does is that it allows the game to not reseed the generator with the saved seed, but to instead continue on with the current sequence when a saved game is loaded.

The actual mechanics of the algorithms used in the random number generators are far beyound me. However, I hope this answers your question.

End Quote:


Basically it means with 'allow preset seeds' checked (the way it is in older versions), if you reloaded a game, if you moved the same units in the exact same order, you would always get the same results. With that not checked, if you reloaded the game, you might get different results, even if you used the same units in the same order.
 
I just went into the civmod file, and after a few minutes of clicking to see some of the changes, parts of it start disappearing. If I click and get back to the main screen and go back in, everything is fine a few more minutes. I had Combat Experience disappear. Then, a whole row. Then, later (after x out and back in), I had Citizens with a blank grey screen. I made NO mods whatsoever when it started doing this!!!!

I loved the 1.17f. I will now try and play the game with the 1.21 to see if these problems translate to the game.
 
Originally posted by Thunderfall


You sound like a Civ newbie, speedy. :D That No Restart Player option is also in Civ2...

Your first guess is correct (i.e. killed AI players cannot respawn).

Actually, yes I am a newbie. I made the mistake (I'm sure there are plenty of others who made this mistake), thinking Call to Power and the Civilization series is the same. Thank God, I found the right civ series, now :).

Upon watching my GOTM 6 replay, I had 2 civs that had re-spawn :mad: .
 
Originally posted by rommel77
Looking at all new options in editor and like what I see, especially unit abilities flags!!! We can better separate what a unit can and can't carry specifically, INFINITE RANGE!! Will this allow us to have bombers hit targets all over the world??? I would test but friend rented limo to party in tonight and I don't have time to test, if I started playing I probably wouldn't stop.

The only new unit abilities are the two bombard abilities at the end of the list. I did, however, rename many of the abilities so that their effects were more intuitive. Thus, "Submarine" became "Invisible" and "ICBM" became "Infinite Range."
 
Citizen K was not far off when he made that comment about your sav files being named allhailjeffmorriskingofcivilization! When i renamed my sav game JeffMorris, i got a picture of him on my screen when i loaded the game!













Just kidding, i made that up!:rolleyes: :rolleyes:
 
Originally posted by Mike B. FIRAXIS


The only new unit abilities are the two bombard abilities at the end of the list. I did, however, rename many of the abilities so that their effects were more intuitive. Thus, "Submarine" became "Invisible" and "ICBM" became "Infinite Range."

I guess thats what a quick lookover will do. Didn't even notice that. But I guess their effects being more intuitive worked EH!
Later!!:cool: :cool:

PS:Nice to hear from you guys, Keep up the good work.
 
I will have to say that the fix allowing the person who generated the map to specify "Allow Restarting Players" is fairly damned significant and should not be glossed over.

The standard setting should also NOT be set to allow restarting.

The problem is not necessarily that the AI civ gets a second chance, but that the slimy bastards get respawned with a significant new allocation of units PLUS they get to retain all their accumulated culture points to assault you with from a new remote location. The CIV3 added culture thingies are the new trump card and this is not just the same thing as in CIV2 (even though I never played CIV2).

It would be different if the "restarted" player was just a new civ restarting with culture points at zero or inheriting the average current culture value. Its key that the restarted civ be a different nationality than all my recently repatriated new citizens. SInce I killed off the civ, then the citizens connection to their civ should be dead. End of story.

I do not mind having a new, aggressive, and freshly recharges opponent but will not tolerate an immiculate conception, rebirth, respawning of a cultural mega center that has cultural ties to over half my citizen populace.

This factor should also be set to "DO NOT ALLOW RESTARTING" in any GOTM file and should be deafult set to OFF in the start menu.

It just ain't the same game (in fact it is regularly an asinine game) when the restart option is included.

I just finished a second set of trial games as the iroquois and had the Japanese respawn three times as I chased them across the continent. Had the Indians respawn into boat people even though they should be dead (no cities but trading techs, whatsup with that crapola).

Also, I have a lingering negative impression of this because it was sort of undocumented and hidden in the original release. This is a fairly significant almost game breaking issue to just throw into the game and then have tech support deny that it even occurs.

----- just a nut==cracker
 
Originally posted by rhinoviper
Quick question to anyone w/ new patch. I just downloaded the patch, and tried to add some new units but hitting rename then cancel "a" no longer works for units or improvements?? Is this a problem with only my editor?? I noticed they added some buttons to add governments nice and easy but not is a pain in the a$$ to add units, resources, improvements. Then again, could just be a problem only i'm having which wouldn't suprise me.

After I read your post I downloaded the patch and first thing I did was check out the editor. Yup, I have the same problem. Hitting Rename, cancel then a or d for add or delete does not seem to work. I know they mention something about the editor buttons in the readme, but I figured they were going to reveal the hidden add/delete buttons, not disable them completely. I love most of the additions to the editor, but this one little thing seems to ruin a lot of the improvements for me.

If I remember correctly, another addition to the editor was that resources and units were no longer hardcoded, so you could add any number. Without the add/delete buttons, though, you can't add anything. What the heck gives with this? Maybe I'm missing something here.
 
Originally posted by Ed O'War


After I read your post I downloaded the patch and first thing I did was check out the editor. Yup, I have the same problem. Hitting Rename, cancel then a or d for add or delete does not seem to work. I know they mention something about the editor buttons in the readme, but I figured they were going to reveal the hidden add/delete buttons, not disable them completely. I love most of the additions to the editor, but this one little thing seems to ruin a lot of the improvements for me.

If I remember correctly, another addition to the editor was that resources and units were no longer hardcoded, so you could add any number. Without the add/delete buttons, though, you can't add anything. What the heck gives with this? Maybe I'm missing something here.


I agree with the right honourable gentleman's post.


does anyone know if theres a way around this? :confused:

ps. great work otherwise firaxis! im not gunna sleep tonight cos i wanna play civ so bad (its 4am now and by 5am i'll prolly give in to mr sandman but oh well, lets jus play a 'few more turns' ;))

:goodjob:
 
Papa Lazarou

I posted what i did in the other thread on complaints about the new patch. What i did to get around it was reinstalled Civ3 in a new folder so that i would have the old "bugged" editor as it is called, supposedly the rename, cancel, a to add unit is a bug, and add my units and improvements throught that editor, and then i transfer that bic over to the editor that has the current patch in order to give the units their new current abilities. This has been the only way around the problem that i have found.
 
Unlike many people who seem to have posted, I didn't bother looking at the editor fixes - I wanted to play the game itself!

After half an hour of play - I'm very happy! I haven't found any new problems - but I have found that the Tech Trading seems to work well now. I've met 7 other Civs - and amazingly they don't all already have the same techs!!! Likewise, they don't all have the same knowledge of each other's existance (communication). I'd almost forgotton what it was like to be ahead in the tech race and to be able to capitalize on that lead.

Too early to comment on all the other changes - but so far so good! :goodjob:
 
Originally posted by Exile_Ian
Unlike many people who seem to have posted, I didn't bother looking at the editor fixes - I wanted to play the game itself!

After half an hour of play - I'm very happy! I haven't found any new problems - but I have found that the Tech Trading seems to work well now. I've met 7 other Civs - and amazingly they don't all already have the same techs!!! Likewise, they don't all have the same knowledge of each other's existance (communication). I'd almost forgotton what it was like to be ahead in the tech race and to be able to capitalize on that lead.

Too early to comment on all the other changes - but so far so good! :goodjob:


i wanne hear more comments on this item!!!:crazyeye: :)

better or worse than 1.17f?? c'mmon people let us know!!!

(can't play until after the weekend:( !!)
 
I've learned my lesson - wait 48 hours after downloading patches for Civ 3 before installing - carefully wait until everyone else discovers all the bugs, and they get refixed. That being said, the contents of the readme are encouraging...
 
Originally posted by JustListenen
Beammeuppy .... can't tell W from E .... the quality of the English in your posts convinced me that you must be in GB. MY BAD!:D

After a few :beer: I can't tell W from E either :crazyeye: :crazyeye: :crazyeye: . Thanks for the comment on my English! :blush:
 
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