Solver's unofficial BtS 3.17 patch

it looks like we are actually supposed to overwrite the xml files with the ones in the unofficial patch?

You can but it's normally not recommended. Typically you would put those files in your Custom Assets folder. If you only play Single Player it doesn't really matter though, either one will do.
 
The readme file really should contain installation instructions. It's not at all obvious to a newbie that the XML files should be put in the CustomAssets folder.
 
well i installed the new patch and got it all to working right eventually but when i went to start a custom game it CTD. so ive downloaded and installed this patch hoping it would fix it, but nope still the samething, i try to start a custom game and get a CTD. any thoughts on why this is, it all worked fine before the patches.
 
I had a quite similar problem:
Everything worked fine, but after I patched to 3.17 I got a CTD when I started a new game or when I tried to load a savegame. I finally uninstalled everything and installed it again, including the 3.17 patch and solvers patch. Now everything works fine again. If nothing helps, I would try this.
 
This patch is just a boatload of AI fixes... Why is it called unofficial 3.17 patch when it really should just be called some sort of betterai? Only fix that does anything for mp is that vassal spies don't get caught in master territory, however most mp is without vassal states anyways...
 
This patch is just a boatload of AI fixes... Why is it called unofficial 3.17 patch when it really should just be called some sort of betterai? Only fix that does anything for mp is that vassal spies don't get caught in master territory, however most mp is without vassal states anyways...
Here's the list of non AI improvments. I still included the worker AI because of automated workers:
  • Vassal's spies no longer caught in master's territory
  • Non-native collateral damage tweaked (thanks guys)
  • Civilopedia will now display "replaced by" lines for buildings that get replaced by UBs
  • Rivers running through deserts will result in floodplains
  • Start location tweaks per SevenSpirits
  • Workers not as lazy, per Bhruic's patch
  • Glance screen reactivated
  • Revised collateral damage formula for non-native collateral units, if modded in
  • Fixed bug in the map generator with water starts
  • Fixed bug that prevented random events that target a unit from triggering
  • Access to the Barrage line removed from armored units. If units with access to Barrage and no inherent collateral damage are modded in, they will work.
  • Civilopedia and mouseover help for units that cause collateral damage will now show the collateral damage limit (50% for Catapults, etc.)
  • Fixed unavailability of foreign civ demographics if playing with espionage disabled.
  • Barrage promotions made working again on Tanks and other units with no base collateral ability
Your statement is therefor erroneous.
 
well it works with the regular game now. Now if i can just get the mod updated to work with it all will be great :crazyeye:

Can you explain that further?

Are you talking about the 3.13 mod in your sig not working with 3.17? Did you update your mod to work with 3.17? Are you trying to use Solver's DLL with your 3.13 mod? Are you merging the C++ files to create a 3.13/3.17 hybrid DLL?

This way madness lies.
 
well i was having errors when i first installed the new patch. but after doing a reinstall of the game i was able to download and install both patches, this allows me to play the basic BTS game with no problems. if i load a mod, and they will load, i get problems. i havnt figured out what i need to change in my mod to get it to accept the new gamecoredll file.
 
Looks like the Colony problem is back in action. New colonies takes the name of dead civ's, and this bug is unacceptable and gamebreaking imo.

Any plans to fix it? :)
 
I played an 18 civ game, and when some of the civs were killed off I made a couple of colonies. I didn't notice any problem. What is the bug?
 
I played an 18 civ game, and when some of the civs were killed off I made a couple of colonies. I didn't notice any problem. What is the bug?

I staged a screenshot for you to see for yourself. Started a 17 player game, liberated my first colony (civ number 18). Then killed off Joao, and liberated a second colony. See for yourself how it looks:

Spoiler :
colonybug.jpg
 
So what's the problem? Joao II is Friendly, there's no war between you and other than having a different leader graphic than you would expect, everything seems fine. And he's not taking the name of a dead civ, notice the "II" after the Joao. I really don't see how you can think this is gamebreaking.
 
So what's the problem? Joao II is Friendly, there's no war between you and other than having a different leader graphic than you would expect, everything seems fine. And he's not taking the name of a dead civ, notice the "II" after the Joao. I really don't see how you can think this is gamebreaking.

Dont know if you ever tried to RP your civ, but when you as england liberate colonies called Joao II of the Joao II empire, it just wont cut it.

The more colonies that are liberated, the worse the problem gets. It was clearly "gamebreaking" enough to be fixed with th Bhuric patch for 3.13, so i dont see any reason that it would be "ok - just live with it" now.
 
So what's the problem? Joao II is Friendly, there's no war between you and other than having a different leader graphic than you would expect, everything seems fine. And he's not taking the name of a dead civ, notice the "II" after the Joao. I really don't see how you can think this is gamebreaking.

The original's complete name is already Joao II ...
 
The more colonies that are liberated, the worse the problem gets. It was clearly "gamebreaking" enough to be fixed with th Bhuric patch for 3.13, so i dont see any reason that it would be "ok - just live with it" now.

Bhruic's patch fixed the problem where the relationship values from dead civs would transfer over to newly created colonies, often leading to immediate declarations of war.

Recycling of names/leaderheads was not affected by Bhruics or any other patch and is completely random.
 
Recycling of names/leaderheads was not affected by Bhruics or any other patch and is completely random.

I have to disagree with you here, i know it was fixed, and witnessed it first hand several times. Endless amounts of colonies was created, and used a new leader with his/her original name every time.

And just to quote the patchnotes from the bhuric unofficial 3.13 patch:

Changelog:
  • Prevented new Colonies from overwriting previously existing Civs
 
I'd certainly rather have this minor bug, than the way Bhruic "fixed" the problem. He removed colonies from ever using a previous slot, which meant if you started an 18 civ game you could never form colonies even if civs were wiped out of the game. Blech, I don't want that "fix".

(Perhaps Bhruic was fixing a more serious colony bug, where the new colony would keep the previous civ's attitude rankings. I still didn't like the fact that colonies couldn't recycle old civs. I much prefer the way it works in 3.17.)
 
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