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

How big is the patch? I have a 20K connection which automatically disconnects after 10 minutes (screwy apartment phone system in Bangkok). If it's bigger than 1 meg I may have to use a friend's phone line.
 
Originally posted by Dinosaur

All the patches to date have been full of editor mods. Firaxis, knock it off, and get the game tuned up. (See discussions of tech trading/buying here, and ongoing dissatisfaction with corruption levels in just about every thread you read).

But they did deal with tech trading/buying and corruption (this is still not all it could be, but you can dial-a-corruption now). It's in there.
 
If the AI tech trading rate can be altered, woo hoo! That was the whole reason I never upgraded to 1.17. I heard nothing good from anybody about that, only endless grumbling.

Now for that editor mini-map...
 
Originally posted by sumthinelse
How big is the patch? I have a 20K connection which automatically disconnects after 10 minutes (screwy apartment phone system in Bangkok). If it's bigger than 1 meg I may have to use a friend's phone line.

Couple of megs usually since it includes the .exe .

For the connection, try Getright or a similar download manager that allows reconnecting and continue where the download stopped.

btw, 20k connection is not that screwy!
 
Originally posted by sumthinelse
How big is the patch? I have a 20K connection which automatically disconnects after 10 minutes (screwy apartment phone system in Bangkok). If it's bigger than 1 meg I may have to use a friend's phone line.

You can bet it'll be bigger than 1 MB.
 
8-ish
 
Originally posted by pesoloco


I'm happy about that one too, but I wonder if the last 8 icons still need to be the orginal last 8 for it to work.

Yeah, I guess this is the question I was trying to ask. I guess we'll find out tomorrow. :)
 
Thanks Firaxis for the improvements and the broader range of player customization.

There is one thing that concerns me though. That is the ability to change the Corruption levels. Don't get me wrong, I like the idea of decreased corruption and the added corruption squelching of the Courthouse, Police Station and We Love Our King Day; and look forward to playing these changes. But does this mean that we will never have more than one Forbiddan Palace to work with? Like Tribal Counsel, State Building etc. Small Wonders that function like the ForbPal but that would have a smaller area of influence and a lessend effect on corruption. I like to play huge maps and to build colonial settlements on distant continents(Civ2). I also like to look for places to build canal cities(allowing naval transport through land bridges). A few well placed corruption reducing small wonders would do much to add interest to the game(IMHO). With decreasing the corruption levels I can see how these colonial settlements can actually be productive, but at the same time I see how I would be missing out on the challenges of managing corruption. To me the corruption aspect of Civ3 made for a more interesting game; but I always felt it was a little excessive and didn't allow for a truely expansionist strategy.

Maybee the increased effect of the Police Station and Courthouse, combined with a small decrease in corruption levels will allow for this type of gameplay, I guess I'll have to wait and see. I didn't see anything in the readme that indicated how distance from capital would be effected. I don't want to completly reduce corruption in my home settlements just to have some productivity increase in my distant settlements. I suppose I could mod the wonders myself, but I have much to learn before I will attempt changing the Civ program files. I wish that Firaxis would make the editor more "plug and play" user friendly for those of us that haven't yet learned how to change programing and build graphics. I want to be able to design and add new units, buildings, wonders, techs and governments from the editor, not by changing the program files.
 
Thanks to Firaxis for continuing to support the game!

And kudos for putting up with all the whining...

I do request a bit better descriptions in the README files, though, as things like "Adjusted advance trading rates for AI." are too cryptic to puzzle out, for most of us.

I also ask (nay, beg) that you preserve the challenge of the game and not give in to people who beg for cheats/map revealers/even-more-stupid-AIs/easy games.

Arathorn
 
Originally posted by White Elk
I suppose I could mod the wonders myself, but I have much to learn before I will attempt changing the Civ program files. I wish that Firaxis would make the editor more "plug and play" user friendly for those of us that haven't yet learned how to change programing and build graphics. I want to be able to design and add new units, buildings, wonders, techs and governments from the editor, not by changing the program files.

You don't change programming to use the editor. It just changes one data file. The only thing beyond most players' skill level is designing new graphics. If you don't have the skill to do art and the tools, you just don't. But there are plenty of files that you could download. If you just want to tweak a few rules, it is easy and you don't need any of that.
 
Originally posted by Mike B. FIRAXIS


You can assign a hit point bonus on a per unit basis. For example, if you give Warriors a bonus of 5, Conscript Warriors will have 7 hit points, Regular Warriors will have 8, Veteran Warriors will have 9, and Elite Warriors will have 10 hit points.

WOW, First civ 3 comes out with civ 1 warfare and now, this exciting new feature is added that takes us back to civ 2 warfare.. What a joke.
 
Wow, you complain about something and then Firaxis does what you want and then you complain about that.
 
Originally posted by warpstorm
Wow, you complain about something and then Firaxis does what you want and then you complain about that.

Amen, brother!
I really like Firaxis's solution to this particular problem, personally.
 
Originally posted by warpstorm
Wow, you complain about something and then Firaxis does what you want and then you complain about that.

Some guys would complain if they were being hung with a new rope! ;)

The gloom and doom about the new patch is only exceeded by lousy spelling and bad grammar. Give the new patch a chance. You might be pleasantly suprised:D
 
Hey, I kind of liked Civ 1's combat... Sure, it was frustrating when you had an unlucky streak and lost half a dozen units against one inferior defender, but hey, bad things happen. It makes the game more interesting when things don't always go as well as planned--otherwise, you might as well play a game that consists of one big button labeled "YOU WIN."
 
One thing that I thought was missing from the fix is that worker actions are still hard coded. If we could get some flexibility there it would be great! Terraforming, double irrigation, airstrip ability would all be really nice additions, and I would think that allowing flexibility wouldn't be too hard.
 
Originally posted by warpstorm
Wow, you complain about something and then Firaxis does what you want and then you complain about that.
As I've said in a different post about all the whining... If Fraxis added a routine to allow the game owner to (leagaly) print their own money, someone would be complaining about it! I myself have the same problems with the game as everyone else... even some petty ones (like the 1.17f patch not letting you change your civ's unit colors and not being able to sink galleys with my 5 bombers); but I can live with it. Civ III is the best Civ. so far; and I'm willing to put up with a few bugs. Let's just try to be a little more constructive with your criticism, OK. :mad:
 
Ok, so the readme is out and there are a couple of things that mean good things for the DYP mod.
1. Resource Icons will show Up!! which means More Resources – “a blessing, a blessing from the lord”
2. Unit Hit Points - allows for greater variation and diversity of units. very nice
3. Multiple AI Strategies for Units - ground transports anyone?

These 5 fixes (three sir), 3 fixes, alone make the patch awesome.

But ... and there's always a but, one thing I was hoping to see was that there would be more options in the improvements page. Specifically the abilty to make a city improvement obsolete by building a wonder. As it stands now only great wonders can become obsolete.


An example would be the slave market. available in the anncient era with slavery but made obsolete in the industrial era by the discovery of emancipation and the creation of the emancipation declaration.

continuing with improvements I would like it if Great Wonders could do the things that small wonders can do and vise versa. For example, I want the Sphinx to be able to increase the chance that a great leader will appear, but this is strictly a small wonder feature. the work around is that once you build the Sphinx you can build the small wonder "Riddle of the Sphinx" the next turn (cost 0), which allows for a leader thing. would be nice to just be able to have the great wonder do it though. this is not nearly as important as being able to make improvements obsolete.

Oh well, I guess it can wait 2 more months for the next patch. It really is amaizing how quickly they get these patches out. Thanks guys.
 
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