Patch v1.17f README is here!

The patch looks great except for one minor omission. What about the autosave bug? I usually use autosaves not to cheat but as my way of saving the game and its irritating to not be able to so this because the ai will be able to trade instantly.:mad:
 
Anark, wouldn't it make sense to just apply the tech points(think of them as research hours) to the next tech?
 
Dammm to late for the GOTM4 .... we should stick to the 1.16F right Matrix ???

I hope it gives more STABILITy as Iam going to WinXP shorty too

"Any word about the Civilization3.exe crash bug? "
>>> Fixed crash bug involving the civil disorder pop-up.
:goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob:

Well IAM gonna TEST it out on my Old GOTM3 with the crashbug on Win98SE. (it better deliver)

Each patch changes the the mechanices of the game is strange ways cause Friaix haven't through it through properly :rolleyes: Seriously I hate relearning new tactics over and over
 
Overall this seems to be an excellent patch, with a lot of thought and effort. Just a few minor comments.

- How MANY garrison units needed to avoid a flipping? If the garrison term in the formula got moved, I'm guessing if = #foreign nationals + #squares in 21-city-radius that belong to foe's culture, then there can be no flip.

- "A die roll??" for the fast attacker withdrawing? Percents please?? :crazyeyes:

- Eliminated despot pop rushing??
Wow!!! :hammer:
Well that sure takes a heavy handed approach to an interesting game element severely abused. What I'm wondering is why the following system isn't used:

Current: first apply all negative factors to citizens. second, with MP and happiness improvements, set one citizen to content or happy with luxury.

Proposed: apply these at the same time.

Current: on a given difficulty, 2 military police and a temple might keep a size 5 city content. No matter how badly treated it is, war weariness, foreign nationals, up to 5 is bliss.

Proposed: one whip will mean it can only be happy up to size 4 until the cruelty memory wears off. another whip, down to 3. two more and the city cannot grow past 1 until the memory subsides.

This allows 'reasonable' use of controlled whipping while knocking out all hope of 'endless despotism'.

-- EDIT -- I've not downloaded the patch yet. If by some chance, this is what they did instead of completely eliminating forced labor for despotism, then wow, Marvellous patch! (and pass me the ketchup to eat my post) --

A simpler change would be to change '39 shields' per rush down to 19. Now it's much less favorable to rush.

Finally, with respect to automating workers, there is ONE feature that needs to be added for me to start using any of those multitudinous commands: "wake up after you finish what you're doing". Right now if you click on an automated worker you can either wake him up and lose all work, or ignore him and HOPE you get him just in time when he is done to switch him over to something new. Add a third choice "Finish what you're doing first". This is like the city production popup where it asks "Finish what I'm doing then build aqeuduct"

I wish now I signed up for the beta/patch team :)
In any case, good job, Firaxis :goodjob:
Charis
 
[F]inally, with respect to automating workers, there is ONE feature that needs to be added for me to start using any of those multitudinous commands: "wake up after you finish what you're doing". Right now if you click on an automated worker you can either wake him up and lose all work, or ignore him and HOPE you get him just in time when he is done to switch him over to something new. Add a third choice "Finish what you're doing first". This is like the city production popup where it asks "Finish what I'm doing then build aqeuduct"[/B]

I can't tell you many times I've encounterd the same thing. This is a must have addition!;)
 
"I'm afraid my work on Micraster will be quite unoperational when the deadline arrives"

You've ruined my life AGAIN! :cool:

I am impressed by how much more comprehensive the changes are in this patch over the previous one.
 
Originally posted by tmw1138
Anark, wouldn't it make sense to just apply the tech points(think of them as research hours) to the next tech?

Agreed, unless you're discovering new techs at the maximum rate of one every 4th turn. In that case it will just mean that you waste even more tech points 4 turns later.
 
Originally posted by TheNiceOne


Agreed, unless you're discovering new techs at the maximum rate of one every 4th turn. In that case it will just mean that you waste even more tech points 4 turns later.

I believe the game already does that, but it puts the points into a tech I may not want to reasearch for a long time (if ever), and if you switch techs the extra tech flow doesn't carry to the one you have selected next.

Also, over tech spending should be converted into money, or the game should allow exact percent distribution, say spend tech at 67%. On another note this whole min/max turn thing could be removed and instead have a "the more trade you put into reasearch the less reasearch you get per trade point, but the more total reasearch you get done."
 
Hi,

Insolent fools!!!

Why in hell's name did they eliminate despot pop rushing!!!!! That kills my early game strategy. Pieces of $#!^!!!!!! This is the only time I've ever been mad at Firaxis. I'm not downloading it just for that one F***ing feature. Damn it Firaxis!!!!!!!!
Lol @ Gonzo's response... It seems that some people just can't adapt their game play to overcome a challenge...

Also, it is great to be able to stack units, but is everyone aware that it is only the same unit type? This means if you have a "psuedo army" containing 10 cannon, 15 infantry and 20 cav, you will need to create 3 stacks, one for each unit type instead of one big one! But, at least you won't have to move 45 individual units.

In case Firaxis hasn't heard this one before... Thanks guys, you seem to have answered most of our prayers (with the exception of Gonzo's) :lol:
 
Just a couple of technical points:

1. Will the patch need to be installed in addition to 1.16f, or does it just work with the un-patched game?

2. Are previous saved games compatible?

Good work Firaxis - can't wait till Friday.
 
Thanks a lot to Firaxis for fixing most of the bugs. stacked movement is definitely the highlight. Now I will eventualy use 100s of units :D

loki
 
> It is now possible to completely suppress a city's cultural reversion with enough military units.

...after 6 weeks waiting for the next patch I FINALLY WILL PLAY AGAIN :-))))))))))))
 
About the previously saved games... This shouldn't be a problem at all.

The saved games only contain data about that particular game at that particular point, not program code - which is what the patch is applied to. If the program needs to alter the data in order to use it with the newer version... well, the most common way to handle these things is to include a feature that automatically converts the data to the "new" format the first time you load it up after patching. (So, if it needs something that isn't there, it will simply put it in for you before running.)

Of course, I am speaking in general terms here, and I don't really know the details in this particular case, but I ASSUME that it won't be a problem. :)
 
Thanx Firaxis:goodjob:
This should speed up gameplay a lot in later stages of the game. The only thing that I regret is the no despot pop-rushing, but I think it is more realistic and I'm up to a new challange, so great job Firaxis:D :goodjob: :lol: :love: :king: :goodjob:
 
Originally posted by Ed Cogburn


Does this also mean the limit of 2 workers per square during automatic pollution clean up has also been lifted?

Hope so, cause if not, we'll still have to stuff'em in there manually... :sheep:

-But now at least we can move'em in stacks! :D
 
With the new commands and keyboard shorttcuts, is there any pan to publish a new COMPREHENSIVE list of keyboard commands?

I hate fanning through the book when I come back to CivIII after a few months and can't remember if it's I, Shift-I or Shift-A :mad:

Maybe it already exists. If so, could you point me to it?

Thanks,
Joe
 
Originally posted by gonzo_for_civ
Insolent fools!!!:mad: :mad:

Why in hell's name did they eliminate despot pop rushing!!!!! That kills my early game strategy. Pieces of $#!^!!!!!! This is the only time I've ever been mad at Firaxis. I'm not downloading it just for that one F***ing feature. Damn it Firaxis!!!!!!!!

P.S. I don't wan't to hear anything about my flaming here, I won't be revisiting this thread so it won't matter. If you can't tell, I am extremely pissed off right now. I would say it's a great patch except for that. Looks like I may have to drop out of SG's. :( There's no way I am downloading that crap! :mad::cry: :( :mad:

P.S.S. This is the first, and hopefully only time, I will ever have to flame Firaxis. Sorry Dan, it's not your fault.

Gonzo, A previous post on this thread had cross posted something from Apolyton from Jeff Morris about the pop rushing. It doesn't sound like they've eliminated pop-rushing, but fixed a bug related to it. Previously, the unhappy people that should have resulted from whipping your loyal citizens to death were actually being assigned to the loyal citizens that you were killing. Now, the unhappy people will be assigned to citizens that survive the whipping as opposed to citizens that are now dead.

Of course, I may has mis-read the post. We'll just have to wait 'til Friday to find out for sure.

Just FYI Gonzo, here's a site where you can order some Valium on-line.
 
yes rdomarat, i think you are correct in your assumptions. I also interpret it as eliminating a bug in pop-rushing whereby the unhappy citizen was the one killed meaning that essentially pop-rushing didn't hurt the city other than decreasing its population!?

now pop-rushing will penalise the city by leaving the unhappy citizen behind. :)

much better imho.
 
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