Patch 1.22 (standalone) bugs and features

Originally posted by Commander Bello

4) The F3 bug (crash on military advisor) has been reported to have re-appeared

Good summation on the contents of Patch 1.22. I don't plan to download it very soon as I'm still playing 1.15. I didn't know that the F3 bug was fixed, it happens all the time in 1.15 when I get near the end of the game. If they thought they fixed it earlier they were mistaken.
 
For those tired of the AI never making armies and who play with their own mods, I recommend removing the 'requires a victorious army' requirement from the Military Academy:
editacademy.jpg

This at least allows the AI the option to build armies. Of course, they'll probably build the Military Academy in a 6 shield per turn city, but oh well.

BTW, I got this idea from the AU mod thread over at 'poly.
 
I read somewhere that some of the late industrial age techs have been changed. I can't install the latest patch, because I'm in a SG that uses an earlier version. Could someone who has already installed the patch please post a screenshot of the tech tree for the industrial era after the latest patch? (Or provide me a link to one?)

Thanks in advance...
 
Originally posted by Caesar_Augustus
For those tired of the AI never making armies and who play with their own mods, I recommend removing the 'requires a victorious army' requirement from the Military Academy.

Hell no! This is just HIDING the deficiency that AI doesn't make (right) decision to make armies from leaders, not FIXING it.

It would be quite simple to fix. Here is one idea: if AI gets a MGL: if there is no shield > N to rush, create an army! N could be something between 200-400.
 
@scoutsout -- that is the biggest (or one of) problem with this patch. They removed the radio tech, which is apparently what makes the game non-reverse compatible. See the thread for 1.22 standalone at the top of this forum for more info.
 
whjat was the purpose of removing radio tech from game?

thanks
 
Here's what I'm wondering re: the armies thing. Even if you enable the ai to build armies, would it use them properly? What I mean is, we all know the AI generally stinks at upgrading obsolete units, so would it load those into the army? Would it use the first three units it found that weren't earmarked for defense? I would imagine that you'd NEVER see a defensive army at any rate, as the AI rarely attacks with muskets and the like anyhow.

I guess my point is that even if they told the AI how to use MGL's better, I think there would be a lot more programming before it properly used the armies it created.
 
Originally posted by microbe
Hell no! This is just HIDING the deficiency that AI doesn't make (right) decision to make armies from leaders, not FIXING it.

It would be quite simple to fix. Here is one idea: if AI gets a MGL: if there is no shield > N to rush, create an army! N could be something between 200-400.

Well, it was a suggestion for moders and not for progamers.


Moders can't change how will ai use the leader.
So it's better to have AI get some armies in this way that none whatsoever.
 
I'll pass on the 1.22 patch as it seems to have very little differences from the 1.15 patch, or at least in SP epic games.
The RR bug in 1.15, I think if you just re-load the game, the cities become connected properly, plus, that's really a minor bug, IMO.
But not fixing the sub bug, the SGL bug, and the AI Army making bug.....what exactly is the use of the 1.22 patch ?
 
It seems; at least at Emporer level; that Barabarians are tougher. I lost many more Warriors and Archers trying to kill them off in the game i am playing
 
Gentlemen and ladies,

This is a game killer.

Negotiating is flawed by reputation problems.

One case is a civ is being overrun by another so I help out the losing civ by providing a strategic resource so it can continue to build units to defend with. After the civ I was helping has been extinguished by the aggressor, my reputation is destroyed because the resource I was donating for free could no longer be sent once the civ was destroyed. It makes no sense that I am penalized with a permanent reputation as a 'cheat and liar'. Should I keep supplying the resource to a museum dedicated to the memory of the civ? ;)

Second case is I pay off a friendly civ to help me in a war against an enemy civ. But on the next turn, one of the members of my locked alliance suddenly makes peace with the enemy civ This destroyed my rep because I had just paid off another civ to help me fight that enemy and I was unknowly removed from the war leaving my supporter to fight alone. I can appreciate this case done on purpose is very dirty, just like suddenly leaving a restaurant forcing my dinner mates to cover my bill but I had no part in the peace making. Why do I get a rep hit? I wanted the war to continue and I cannot know when my allies are about to make peace. After this mishap, I could never make another deal with any civ again.

In conclusion, there needs to be some 'if, then else' clauses written into the code concerning reputation tarnishing to protect the player from cases not his fault.

 
Originally posted by JazzToucan
Sounds like the 1.22 patch is largely worthless. Glad I stuck with 1.15

1.15 was a beta release. 1.2/1.22 was supposed to be an officially released patch.

This patch fixes: the railroad bug (attaching to captured cities as long as you already know steam engine), tracks defeated Civs (I missed that feature in 1.15) and allows you to turn off scientific leader (something I wouldn't do).

Otherwise it is supposed to be indentical to 1.15.

Edit: I forgot about the Radio change, which to me was not a big deal (I know it was for others).
 
the problems is this...dont instal the official patch 1.22 over beta patch 1.15... once official patch is out, you never want to keep a beta version on...

so do a clean install ..uninstall civ3, ptw, conquest, beta patch, etc...also delete the civ 3 folder...

then install in this order....civ3, patch 1.29f for it, conquest, and offcial patch 1.22 for it...


it works great
 
Originally posted by jbmagic
the problems is this...dont instal the official patch 1.22 over beta patch 1.15... once official patch is out, you never want to keep a beta version on...

so do a clean install ..uninstall civ3, ptw, conquest, beta patch, etc...also delete the civ 3 folder...

then install in this order....civ3, patch 1.29f for it, conquest, and offcial patch 1.22 for it...


it works great

I don't believe that is necessary. I have never had to reload Civ3 since is was first loaded 2 and a half years ago. I have always loaded one patch over the other. I am running 1.22 with no problems.

You are looking work, especially you have made alot of changes with modded files.
 
the problems before we never had beta patch...and patch 1.15 for conquest was beta....


u might not see no problems...but to be safe clean install is the way to go..and have no beta patch install
 
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