Patch v1.21f ReadMe is here!!!!!!!!!

Originally posted by Gramphos
If the color of the lines in mods no longer are gray, how do they show then?

Basically you have to replace the science advisor backgrounds for any eras that you've modified.

The upside of this is that for most mods that don't touch the techs, they don't have to put up with the weird gray lines anymore.

Obviously the downside is that mods with more than basic changes to the tech tree will have to come up with their own art for the science advisor backgrounds.

Dan
 
Originally posted by Graeme the mad
why have i got to start next to civs which are culturally like me? cant you change this for friday :D
Seriously it will be annoying for me because I like playing the iroquious with 16 civs and so presumably i will always start next to az and americans which will be rather boring - if it is an option people can choose and no one is disappointed. Is there a technical reason i dont know about?

Anyhow apart from that - :goodjob:

You can change that by now, just open preferences and choose not culturally linked starting locations.
 
Grrreeeeeaaaat news....

but one concern for the Firaxians:

Has the self destructing AI under Communism been addressed? By this i mean where all their cities end up size 1 and permanently unhappy due to conscription and forced labour. If so, how?

Thanks in advance

:)
 
Originally posted by Dan Magaha FIRAXIS


Basically you have to replace the science advisor backgrounds for any eras that you've modified.

The upside of this is that for most mods that don't touch the techs, they don't have to put up with the weird gray lines anymore.

Obviously the downside is that mods with more than basic changes to the tech tree will have to come up with their own art for the science advisor backgrounds.

Dan
So, for the next patch could there be a scenario option to draw the lines? Or could each mod get its own art directory, which overrides the default if the files are in it? ;)
 
What about the unit and resource icons no longer being hardcoded? Does this mean that we no longer have to worry about inserting one new unit icon for each new unit to units_32.pcx? I'm not sure if I understand what the ramifications of these two editor changes are. But most of the rest of the changes sound really cool...can't wait to see the patch.
 
Originally posted by Wild Weasel
Abandon city will be useful - if it works as anticipated. Cities suffering from excessive inherited unhappiness (which they didn't seem to want to fix) could be used as a 'place saver' and worker farm until you can roll a new settler up to take its place.

If it is what it should be, I plan this option to be very useful to get rid of cities build by AI in an open spot of your territory after you conquer them by culture.
In reality it should allow players to plan more in advance when building early cities.
It actually could be even the key of a new expansion strategy based on "pushing outside" your troop-production cities creating more room for the late growth of your improvement-intensive cities.
It should also allow to disband "colony-cities", ie the town you build when you need a particular resource which at some point of the game falls within your boundaries.

berh
 
Originally posted by Thunderfall
Enjoy!
* Changed Culturally Linked Starting Locations from a pref to a rule.

Loads of questions and a couple of thoughts. :)

I don't understand, this can't be turned off now? Sounds like its going to make Deity, and even some emperor games pretty redundant, where some civs simply outshine others.

Why were large/huge maps decreased in size?

How will lethal bombardment be handled in GOTM/HOF games, since it has to be toggled on/off in the editor?


Was the per-turn gold Diplo bug what was causing it to always appear like the AI was broke in 1.17 tech trading?

Its a shame multi.sav was removed, it was nice to be able to get inside the AI's head. No more laughing about the FP being built right next to its capital. About that, will the AI now place the forbidden palace in better locations?

Will the AI continue to self-destruct under communism?


Its a step forward in that the tech-trading was fixed, that seemed to be the main problem of 1.17. The editor changes will no doubt make lots of people happy as well. A couple changes seemed a bit unneccessary though, just MHO. Its better than before, but i wasn't as thrilled as i thought i might be.
 
Originally posted by LaRo


So, when playing gotm, no lethal bombarding :(

Sure you can. The scenario settings are put in the save game file.
 
Looks like they are giving more freedom to the people to decide how they want to play with the number of changes that went to the editor, not the in-game. This is great. Great, great, great. :D
 
quote:
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Originally posted by Thunderfall
Enjoy!
* Changed Culturally Linked Starting Locations from a pref to a rule.
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i dont understand this either. were ther alot of players upset that they were able to change this preference? why take away options? it doesnt make sense.

personally i never play with this rule. its annoying to always play next to the same civs. you can always choose which civs you want to play with, but ive always enjoyed playing against totally random civs.

too bad because i like everthing else i saw.
 
Originally posted by joycem10
quote:
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Originally posted by Thunderfall
Enjoy!
* Changed Culturally Linked Starting Locations from a pref to a rule.
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i dont understand this either. were ther alot of players upset that they were able to change this preference? why take away options? it doesnt make sense.


It wasn't taken away, it was moved. To access it you need to turn it off in the editor (it is on by default).
 
Originally posted by warpstorm


It wasn't taken away, it was moved. To access it you need to turn it off in the editor (it is on by default).
I think it was moved to the setup screen.
 
Originally posted by Gramphos

I think it was moved to the setup screen.

Looks like it... just like the No Restart Civ rule is available at setup.
 
You are right :)
 
Joohoo! [dance] :jump:

quote:
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Originally posted by Thunderfall
* Fixed crash related to last settler dying on a transport.
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This means I might be able to finish my 1980 Marlas Map game!

quote:
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Originally posted by Thunderfall
* Added Preserve Random Seed rule. Turning this off will allow random seeds to be changed when a saved game is reloaded (which makes combat different...).
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Oops, this could have an impact on HOF and GOTM! Normally reloading is not allowed apart from the "typo" kind of stupid move. With Preserve Random Seed rule a sequence of events can be repeated after reloading, whilst without it can't!

And the rest of it looks good to me :goodjob: :goodjob: :goodjob: , at least inherited happines has been softenend although not eliminated.

Feel sorry for the Scenario builders because there is no mini-map and apparently nothing has been done on the Diplo screen to support more then 8 Civs.
 
Super Cool! Sounds like they final got some quality control going on. :cool:

I knew it was coming, but it nice to see it:
* Editor: Added multiple AI strategies for units. :scan:


Thank god about that "Unique color" to "Alternate Color" change. Man, that was a headache:lol:

Too bad I won't be around for week to check this out. Bummer.:(
 
It is nice to be getting a new patch, BUT I had hoped for more. Won't know for sure until play with the new patch, but the README leaves unanswered 4 items. Five reported items were fixed, but in terms of game play these are only priority level 2 items, not sure if any priority level 1 items were addressed.

UNKNOWN
1. is tech devaluation problem addressed?

2. Can aircraft range be increased beyond 8?

It is still a real pain to slow game play
by only allowing most modern ship to have
maximum range of 6.


3. Automatic Worker activity.
"Fixed worker automation bug involving
shift-A"
Not so cryptic please, in English what was fixed?

4. Random seed number
Added Preserve Random Seed rule.
Turning this off will allow random seeds to be
changed when a saved game is reloaded
What, the random seed was/is set once and never changed? Why isn't random seed recalculated automatically at the beginning of each turn? At least there is a way to change this, save and reload each turn during combat turns. Painful, painful. Please add as RFE for next patch.


GOOD

The good items are ok, but in much less importance:
abandon city-- this is actually cool, it was way, way to hard to move a bad city plant over one or two tiles
lethal bombard-- good, but was never critical for me. I did notice the AI loves to use bombers vs BS
corruption slider-- this will be nice, but have learned to deal with corruption
no barbarians-- interesting concept, no goodie huts.
air units stay on intercept when carrier moves--
this is a nice time saver
fixed foreign advisor bug--haven't played yet with more than 8 civs, but nice to know fixed.


Open to suggestions of items may have missed in readme, but would love to have answers to the unknown questions.
 
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