Patch Information & Plans

I wanna add to the mob, I just wanna know WHY Radio was removed, what's the problem with the tech? Fitted so nicely since the vanilla...

I'm not even installing 1.20 anymore (I just downloaded, my home web connection sux) after I saw this horrible bug, starting the game with radio. It couldn't pass unnoticed, it's a sign the patch was not tested properly (if ever) before launched to customers.

I'm of the opinion Firaxis should make a little effort to clarify the reasons for changes like removal of Radio tech, and also why change the rule of 10-shield bonus for planted ("artificial") forests, since it was regarded as bug on Civ vanilla, then patch-fixed and now being itself regarded as a bug. :confused:
 
I think one has to distinguish between a few things here!

1. Removing the electronics requirement for mechanized transport greatly improves game play, and increses the number of options of how to go through the tech tree. Also, tanks showed up far too late, and were becoming obsolete far too soon. Besides, the units in that era were alreay very heavy on the defense. Radar and civil defense did not make things better, so the possibility of getting tanks sooner is good.

2. Removing Atomic Theory, that has no game function, would have been a better choice than Radio, but as I pointed out in my previous post, once you implement point 1, having three techs in a row with no branches makes little sense.

3. The fact that Radio is not removed entirely does not affect game play, and is thus not really a major problem. The idea of using two science_industrial background screens in parallell is, however, not implemented properly and leads to all kinds of problems. Not testing the introduction of such a feature is a bit strange...
 
Originally posted by keiselhorn
and also why change the rule of 10-shield bonus for planted ("artificial") forests, since it was regarded as bug on Civ vanilla, then patch-fixed and now being itself regarded as a bug. :confused:
What is this all about? :confused: :crazyeye:
 
In vanilla (unpatched) Civ3 you could plant and chop forrests forever as a way of increasing production.

Now you can only use each tile once for the 10 shield bonus, so I guess is what keiselhorn is referring to.

The weird thing is though, you have ALWAYS been able to plant and chop a forrest for the shields, but only if you haven't already chopped a forrest in that tile...
 
Yes, I used deforestation on almost every eligible square in my recent HOF Warlord Milk Run.....to get the 10-shield bonus....running under Civ 1.29f.

Of course it's a real bummer if you deforest the SAME square twice! :eek: (Since you only get the shield bonus once-per-square!)

So, after doing that a few dozen times, I incorporated which squares had been deforested into the City Name! ;)

So, the net net, I'm guessing, is that under the latest C3C Patch, deforestation gives you 10 shields once-per-square.....as in Civ 1.29!? :) (viz. NO Rule Change!)
 
So, what the heck is the good of saying I am sorry if you cannot tell me how to even fix my damn game after it has been messed up. I downloaded the new v. 1.22, tried to install it, it crashed during install and now I cannot even uninstall the game. Can someone please help me before I level an entire city block or something?
 
You'll probably get a more-informed reply BUT, I had problems with vanilla Civ on a computer once and couldn't uninstall the program!.........I phoned Infogrames (I think) and they told me how to remove it entirely from my computer!....and then I reinstalled it, no problem.

You could also post your problem situation in a Technical Help forum on this site. :)
 
Thank you, E-Man. I ended up shutting my computer down in frustration, reading for two hours and then trying again. So, I managed to reinstall the game. But, I have now lost all the changes I made to it - new units and etc. So, I get to restart making my mod. Fortunately I have my maps saved... Just wish that I had known that the patch would not work if you have modded the game.
 
It works if you have modded it in the right way. ;) Although it may be a little late for such advise now, it is very useful to keep a backup of the things you have changed. Some files, like the PediaIcons.txt get overwritten, and any new unit animations are lost if you changed the main file instead of making a copy in the scenario directory to go with your mod. The latter is a good idea anyway, though...
 
***** WWII ***** Raido *****


it was a mistake to remove Raido becuse, theres only a couple of techs between Fighters and Jet Fighters, by removing Raido, theres even 1 tech less!! :crazyeye:
 
I hope that I'm not the first to notice this glitch, but I'm posting it here just in case that Firaxis makes another patch.

Recently while modding, I found out the hard way that the flavor-specific tags for buildings don't actually work...

I hope this gets fixed within the assumed patch.
 
Pounder said:
Has Firaxis stated what they plan to fix by the final patch. Sub bug, great leader rushing bug, etc....
No. The only thing I know is that it will address bug fixes but no enhancements.

Would the the final patch be expected end of June, as it happened with Vanilla and PTW.
It's going to be released 'as soon as possible', but they have not given a date.

Does any one expect another expansion pack this fall. That could factor into the release of any future patch/patches.
C3C is the last expansion pack of Civ3, and the next patch will be the last patch for C3C. Civ4 is up next.
 
I'm not sure if this bug has been addressed, I apologise if it already has been.

The Statue Of Zeus wonder does not appear in the aerial view of the city. I've read before somewhere that it is a bug where it does not appear. Although it is not a significant thing, I would like to see it :D

One more thing, why in scenarios or conquests, we cannot see the aerial view of cities? Thanks to all!
 
ongwin said:
I'm not sure if this bug has been addressed, I apologise if it already has been.

The Statue Of Zeus wonder does not appear in the aerial view of the city. I've read before somewhere that it is a bug where it does not appear. Although it is not a significant thing, I would like to see it :D

One more thing, why in scenarios or conquests, we cannot see the aerial view of cities? Thanks to all!

These were left out on purpose so the company could make more money off us by giving us an incomplete product instead of paying one more salary.
 
These were left out on purpose so the company could make more money off us by giving us an incomplete product instead of paying one more salary.
I think you grossly underestimate the amount work that would have to be sunk into that...it's not about making a couple more images, it's about reprogramming the whole AV thingie...the improvements are hardcoded...
But I'm sure Firaxis learned a lesson here - "Don't listen too much to what the Fanatics say!" (in this case: "Aerial view? Who needs it?")
:p
 
alexman said:
No. The only thing I know is that it will address bug fixes but no enhancements.

That's good news.

I am just wondering whether they will address all 3 must-fixes in my sig. :) I wonder if there is a way to be an alpha or beta tester to make sure they won't screw up the final chance that we get them fixed.
 
The removal of electronics from MT is understandable, but in a game that is supposed to model history and our passage through it, it seems a bit foolish to remove radio, as it played such an important part in our history, and as for the late game map bug or whatever, why didnt they just fix the bug?
 
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