Patch v1.17f README is here!

Great work Firaxis! :goodjob: :egypt: :queen: :smoke: :jesus: [pimp] :hammer: :jump: :cooool:

However, this means Deity gets almost impossible! No more unlimited pop-rushing, and no more worker factories in size 7 cities! Damn, now it´s a challenge.

The fact that retreats now depend on experience makes Sun Tzu a must-have wonder, and even more because you now can upgrade your UU:s.
 
Does anybody know where I can find the readme from v1.16?
 
Thanks. But you already used it in the way I was going to.:goodjob:
 
This patch is chipper!

I look forwards to the stack move command in particular,
I see a era of mass unit production coupled with a huge
army of em moving at once.

This will cut down the time spent moving the blighters!

Cool!

I just hope I don't have to re-install CIVIII like the last time I
had to use the patch.

(I had problems with C3, but once I re-installed the game
and the patch, all was well....)

Anyhow...Enemy Ace is pleased!

:goodjob:
 
Originally posted by joespaniel
As for the despotic pop-rushing, it makes sense now. You can still rush, but it leaves the unhappy citizens behind. As it should.

Agreed, I think we'll see a lot less pre-1500AD conquest victories.

:goodjob:
 
Thank God that they fixed all those problems with EVOLUTION. Now maybe we can go look up all the information on EVOLUTION properly now. Wouldn't want to miss the exact title for the 150 year old theory of NATURAL SELECTION. In case you weren't aware, it is important EVOLUTION is given its proper prominence in history.

Yessirree, Sid's handywork.
 
Well, like many people, I will be eternally grateful that they've added some multi-unit (stacks) movement and most significantly, if it works, is the "Improved Unit activation sequence".

YEAAAA! That popping around the map business during unit movement was SO ANNOYING!! I really really hated that.

Overall an improvement. I was never too comfortable with the endless pop rush slave/baby camps strategy. Seemed too creepy for a Civilization Game, I mean, yea humanity is violent and warlike, but at least we have "Rules of War". And maybe with enough occupation troops (HOW MANY will be ENOUGH??) we can get away from the ghastly need to Raze every city we capture (or at least many of them, anyway).

Sadly, though, there is thing that is so conspiscously (sorry) missing, I presume that by its lack its too hard to change (to much hard coding involved), and therefore that we will never see it. The Naval aspect of the game, (including subs/maritime/economic effects, air warfare against ships/ships agains planes, Galley's sinking modern warships, etc) would still seem to be the same ... in the crapper. Bummer, for me anyway, because I feel that the impact of Naval dominance/strategy has been a key to understanding RL history. I can remember many a history class debate about Napoleon's/Hitler's inability to dominate more of the world because they didn't "understand" naval strategy vs. being "only" a land power...Sorry to rain on the parade, but this lack means the patch isn't, unfortunately, "perfect".

BIG IMPROVEMENT THOUGH, so thanks to Friaxis.


ANY HOPE, Dan, that anything will ever be done to improve the Naval aspect? If you can reply, I'd be appreciative. REALLY REALLY appreciative.
 
I wonder if they fixed the autosave bug, which allows computers to trade during your turn when you load a game from an autosave. I didn't see any mention of it in the text.
 
I played an old save on the new patch. works so far. I shift-a'd 6 workers, 5 of them went to pollution and the little lines under the red bubble said how many were there. one of my MAJOR points of boredom with late stages was scrolling and manually moving to pollution.
 
Ever since I got the new patch I've been noticing the turns take quite a bit longer for the computer. What is it doing thats taking so long? It was long enough, now something is hanging it up more? whats the problem?
 
Originally posted by Ripley1
Ever since I got the new patch I've been noticing the turns take quite a bit longer for the computer. What is it doing thats taking so long? It was long enough, now something is hanging it up more? whats the problem?

Oh god. Weren't turns long enough before this patch?? :(
 
Originally posted by royfurr
. . .Sadly, though, there is thing that is so conspiscously (sorry) missing, I presume that by its lack its too hard to change (to much hard coding involved), and therefore that we will never see it. The Naval aspect of the game, (including subs/maritime/economic effects, air warfare against ships/ships agains planes, Galley's sinking modern warships, etc) would still seem to be the same ... in the crapper. Bummer, for me anyway, because I feel that the impact of Naval dominance/strategy has been a key to understanding RL history. I can remember many a history class debate about Napoleon's/Hitler's inability to dominate more of the world because they didn't "understand" naval strategy vs. being "only" a land power...Sorry to rain on the parade, but this lack means the patch isn't, unfortunately, "perfect" . . .

Very well said! Naval warfare is mindless and ultra-simplictic in Civ 3. I suppose even with the patch we'll have galleys sailing around in the deep ocean? :crazyeyes

BTW, Germany almost won two world wars by using submarines in a manner impossible in Civ III.
 
Yippie-ki-ay! Waking workers all the time was annoying.

I don't know what all the hoopla about pop-rushing is about, to be honest, but that's cool--I guess I won't miss whatever so many are pissed off about.

I'd wondered about moving units as a stack before--not knowing it was part of earlier versions or anything, having never played them. I think I'd dig that.

The sentry command sounds useful, also--another thing I wondered about. I'd run across the Evolution thing, too--not getting the techs upon completion--though it was not all the time, to be honest.

I have noticed, however, a bug on 1.16--it keeps telling me that I've learned alphabet from the French. Odd, because I wiped their frou-frou butts off the planet at LEAST 500 years ago, and have already built compernicus's observatory and newton's U.

Go figure.


Later!

--Clown to the Left
 
Wow.

** System Requirements **
MS-DOS or Windows
Any PC or Pentium system
640k of RAM or more
3.5 MB of disk space
Tandy, EGA, VGA or SVGA graphics

The size of this patch is bigger than the entire size of Civ I. That's kewl. I think I will have to get that game. Do they still make it?
 
Does anyone know if installing the patch changes you MODs that you made up in the editor? Also any changes to saved games?
 
looks like a good job, but they still haven't fixed the problem of ancient units being able to destroy modern units. Come on guys, if a tank enters a city defended by swordsmen the tank would win hands down.
 
I just played a quick game using the anti-corruption mod (can't recall the name of the bloke who made it), and the game ran fine using that. (Thank the gods for a mod where corruption doesn't ruin the game once you start expanding).

I never had much of a problem with Civ3 anyway, but patch is definitely an improvement.

Now I just have to get back into the habit of automating workers again... :D

The despot pop-rushing thing is pretty noticeable. I had two civil disorders from doing it in different cities.

I'm not sure if it was a result of the patch, or perhaps the anticorruption mod, but I noticed that it seems slightly easier to culturally acquire enemy cities now. Maybe it's because of the way I play anyway (I build lots of temples, libraries etc), but I managed to acquire two cities in this game I played today in fairly short succession.

It's possibly just my imagination though. The new patch has definitely fixed a few things that kept me from playing the game of late (not the biggest one though... I'm not sure if they can patch the game so that I don't spend so much damn time playing it :D)
 
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