Patch 1.21f is out!

Originally posted by SeaWolf
Thanks for your input! :)

Trouble is, I did exactly that...

Regards,

I loaded a saved copy of my1.17f civ3mod.bic file that was used to start my saved game into the new editor , then saved it to replace the civ3mod.bic file installed by the patch. That kept my changes.... only THEN did I open my saved game and play with 1.21f patch.

JL ...... must stand for JustLucky

Regards:king:
 
Originally posted by SeaWolf
Thanks for your input! :)

Trouble is, I did exactly that... And the very first item mentionned in the 1.21 Readme is that it is no longer *possible* to modify the BIC file and expect those changes to take effect in the game.

This only applies to games saved in 1.21f. Your game from 1.17f does not yet have the rules stored in it. When you load the game into 1.21f and save it, the rules will be stored with it. So if you replace the 1.21f civ3mod.bic with your modified bic file, it is your modified rules that will be stored in your saved game.
 
c'mon there's one problem that hasn't been fixed yet. I want to play the world map with civilizations tarting from the real locations!!! there's no way to link a civ with a starting point and THIS SUCKS SO MUCH!
 
Originally posted by pat78
c'mon there's one problem that hasn't been fixed yet. I want to play the world map with civilizations tarting from the real locations!!! there's no way to link a civ with a starting point and THIS SUCKS SO MUCH!

Yea, I know. :(


-----------------

Firaxis' removal of the "multi.sav" cheat was vindictive, spiteful, and malicious. And paternalistically arrogant.

BRING BACK THE CHEAT MODE we had in Civ 2. :mad:
 
what about marlas map I heard that their startinfg positions will not work with the patch nor can you make changes to the .bic file? Is this correct?
 
Originally posted by roalan
what about marlas map I heard that their startinfg positions will not work with the patch nor can you make changes to the .bic file? Is this correct?

I am sure you are correct, as the correct starting location utility was made to work for the previous patches. 1.21 just came out - give the makers of these utilities some time. They will update it, I am sure.
Whether correct locations should have been included in the game itself is another question.
 
If making a scenario, you must select the # of civs. If you change other rules, but not the # of civs, then if you load the scenario and select HUGE map, you won't have more than 8 players possible.

Good thing is you can have 16 civs on a TINY map :D .
 
Beginning middle ages with the Jappers...AI tech trading problem solved, and, I'm having a hard time believing my eyes when all those settlers walk up to my green line and turn right around...threatening war when they do cross the line has, so far, worked.

Perhaps it's too easy now? I'm playing on Regent (first time with the new patch and all), but I'll probably have to bumb that back up again.

One other thing I've noticed, although this could be random, is that the barbarians are a lot tougher now - they're a little more aggressive and they seem a little harder to kill. Nice balancing touch, if it is a tweak, imho.

OK, one othe thing (the last, really). I started several games and in each one I noticed that there were a lot more resources and luxes than before - again, this *could* be random. Anyone else notice this?
 
Originally posted by alva848



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 hadn't read the complaints on this (overactive tech trading among AIs) on 1.17, and was just suffering in silence. Then I read the new readme and offered up praise to the gods. But I don't see any difference at all in the basic game. It seems as bad as ever in the one game I played so far (only up to 110 AD).

Anyway, I thought it was just an editor improvement: you can alter the inter-AI tech trading rates for different difficulty levels in the editor.

Echoing many other people, I'd like to say that the Civ3 team deserve great praise and thanks for their dedication to editability, but (a) it can never be editable enough so you should never ever decrease our editing power, and (b) though I love the editor, I want to have the basic game playable and finely tuned without my having to resort to the editor.

Specifically, to address (b), separate the maps from the scenarios, and allow us to specify either rules, scenario setups (like particular civs, etc) or maps in the game opening screens. Thus, I could select hammerquill (tm) standard rule set, with all my favorite settings, Marla Singer's map, and a world which chooses eight random civs from a set of 16 I've selected out to go together.

One other suggestion to the firaxians, which I keep forgetting: please, please put in a zoom out function on the editor! Trying to lay out a really big map to a real plan is aggravating, and makes me all the more impressed with Marla, Queen of the Earth.
 
This is my first comment to this forum. I think the lads at Firaxis should run over to 3DO and see how a real editor works. The HOMM3 editor created beautiful scenarios and campaigns with a minimum of effort. This literally added hundreds of hours of enjoyable game play as many people sent in their maps. I like the Civ3 game but the editor really does suck big time. I know people are diligently working on their mods (thanks!), but think of how much better it could be if Firaxis supplied a decent editor.

Not to be repetetive, Firaxis, but we need an editor that actually works.
 
I certainly noticed the difference with courthouses, Police stations, and WLTK day reducing corruption. This should cut down the torrent of complaints on that score - though I wonder whether it'll bring things closer to Civ 2. Although many complained, many other players were OK with the tough corruption on Civ 3, and it mean't the old Civ-2 conquer-a-civ-and-use-it-to-build-your-new-army strat was redundant.

It was very refreshing to see the AIs not having identical techs through the whole game. Funnily enough, I didn't manage to adapt my play and go for a tech lead. I just sold on for cash & lux and pumped up the science as for 1.17. Looks like I need to patch my HI :crazyeye:

I was playing peacenik, and launched the SS-Cleo without firing a shot, so I didn't get to test the arty, but the unit upgrade fortification fix worked nicely.

It's a shame that some folk get quite so apoplectic at Firaxis for not writing the game to their personal spec. Words like 'malicious' and 'vindictive' are more applicable to the ranter than to Firaxis. Software is sweat, tears, and risky investment - not magic. There's no such thing as perfect software nor will there ever be. Feedback - yes, complaints - fine, but many doth protest too much. Activision's dumping of the far more unfinished CTP2 makes Fireaxis look like angels.

Here's to Civ 3!

:beer:
 
Originally posted by digitalprimate
Beginning middle ages with the Jappers...AI tech trading problem solved, and, I'm having a hard time believing my eyes when all those settlers walk up to my green line and turn right around...threatening war when they do cross the line has, so far, worked.

Perhaps it's too easy now? I'm playing on Regent (first time with the new patch and all), but I'll probably have to bumb that back up again.

One other thing I've noticed, although this could be random, is that the barbarians are a lot tougher now - they're a little more aggressive and they seem a little harder to kill. Nice balancing touch, if it is a tweak, imho.

OK, one othe thing (the last, really). I started several games and in each one I noticed that there were a lot more resources and luxes than before - again, this *could* be random. Anyone else notice this?


Hi,

I like the new patch too.
The GAme is speeded up a lot. I'm playing on a huge map (it's now around 1940AD) and it took minutes between the turns where realy nothing happend and the computer calculated the moves of the AI (1.17f). Now after a few seconds, I can go on (it's the same map, only the 1.21f patch).
I did not try any new maps, because I first want to finish this game, but if all works so well, it will be great.
:egypt:

Lakon
 
I skipped 1.17 - this patch so far is working well.

The heat must be getting to me, though - I can't get the stack movement to work...
 
I thought I read that icon issues were fixed but I still see them with mods? Is this because you don't want people making mods yet? Maybe going to hit us with expansion pack to buy before we get a way to make mods and scenarios for real? It seems you have made it much harder to make mods. I hope you realize civ3 and the entire civ series is nothing without the ability to easily modify the game. I sure hope there is another patch coming with place civs where you want, mini map editor, and fix the editor in general, maybe add in a event generator too help us create scenarios with depth? I love civ3 in some of its aspects, but these not being in 1.21f it is really discouraging for anyone trying to create a decent mod or scenario. :(

What say you Firaxis? What is the deal are we going to get this MOST important items fixed or are we going to forced to pay more to get it? I really need to know this now please? Thanks. :aargh3: :slay:
 
I'm having a small problem. When I try to download the patch, the only thing I get is the QuickTime icon and the status bar slowly working, instead of the usual download screen "Do you want to open this file or save it to disc blah blah..." Can this be due to the fact that is an .exe file?

Also, is it possible to copy the patch on to diskettes? I don't have the Internet where I play Civ3 and it's quite annoying not to be able to play GoTMs or the new Tournament (which I really would like to do).
 
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