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Unofficial BTS 3.13 patch

Discussion in 'Civ4 - General Discussions' started by Bhruic, Oct 5, 2007.

  1. Methos

    Methos HoF Quattromaster Super Moderator Hall of Fame Staff

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    Technically, you are agreeing with that statement.

    I believe you are misunderstanding Dale's statement.
     
  2. Balderstrom

    Balderstrom Chieftain

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    I don't strongly agree/disagree. But towards the end of the unofficial patch was starting to think some changes weren't necessary/game breaking. Most everyone that knew of it, used it - the things it changed that we may/or may not of agreed with were few and far between all of the other issues it resolved.
     
  3. Wodan

    Wodan Chieftain

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    Half of the official patch weren't necessary/game breaking.

    I think Solver and Bhruic did pretty well, actually. And, of the few things Firaxis left out, I personally tend to agree more with Solver/Bhruic that they were good for the game.

    In any event, there are still more things out there that need fixing, that ARE game breaking. Hopefully they'll get to them.

    Wodan
     
  4. Yakk

    Yakk Cheftan

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    Another factor is a long QA cycle. Anything done recently here might not be viable for a release.

    If Bhuric screws up, it matters less than if Firaxis screws up. :)
     
  5. oedali

    oedali Chieftain

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    Here you go. I omitted the Final Frontier/Next War section. There might be more in there from Bhruic's patch that I missed.

    Spoiler :

    GAMEPLAY

    Cavalry and Cuirassiers can Flank attack Cannons and all earlier siege weapons
    Gunships can Flank Attack Cannons, Artillery, Mobile Artillery
    Flanking damage now depends on strength of defending unit, not on strength of siege weapon
    Flank attack now has a maximum number of siege units it can affect
    Horse archers no longer receive attack bonus against Trebuchets
    Destroyer: no longer upgrades to anything
    Stealth Destroyer: lower cost, 2 first strikes, no bombard, no interception
    Attack Submarine: Increased cost
    Airship no longer gets bonus attacking ships
    Airship does 20% maximum air strike damage
    Machine Gun and Anti-Tank get 20% air interception chance
    No withdrawal when attacking amphibiously
    Siege weapons cannot attack amphibiously
    Reduced war weariness
    [FROM BHRUIC'S PATCH]New Colonies have their parent civ's tech brokering restrictions
    [FROM BHRUIC'S PATCH]New Colonies have knowledge of their parent civ's maps
    [FROM BHRUIC'S PATCH]New Colonies cannot trade away their motherland techs under "No tech Brokering" option

    New Colonies no longer affect domination limit
    Significantly increased barbarian ship spawn
    Bunkers also protect against collateral damage from air units
    Units in ships no longer gain fortification/espionage bonus
    Goody hut gold now scales with game speed
    Increased "support city revolt" cost
    Explorers cannot be drafted
    Combat line of promotions not available to Siege
    Friendly locals event expires with Nationalism
    Mother lode event: yields more gold on average
    Miracle event expires with Rifling
    Partisans event active in every game
    Blessed Sea event no longer tied to a specific ship
    Barbarian uprising events can occur only if you can build a counter unit
    Global warming in forests and jungles just removes those features, without turning plot to desert
    Global warming takes into account the number of forests and jungles in the world
    Global Warming is affected by unhealthy buildings in addition to nuclear explosions.
    Re-added cap to number of active Corporation Executives (5)

    AI

    [FROM BHRUIC'S PATCH]Automated Workers no longer idle when railroading is possible
    [FROM BHRUIC'S PATCH]AI units considered unsuitable for city defense are no longer prevented from healing in cities
    [FROM BHRUIC'S PATCH]Improved worker threat assessment
    [FROM BHRUIC'S PATCH]Fixed bug that caused the AI to trade for resources it already had
    [FROM BHRUIC'S PATCH]Spies no longer interrupt their mission when moving next to an enemy unit
    [FROM BHRUIC'S PATCH]Own vassal cannot be considered "Worst Enemy" by the AI.
    [FROM BHRUIC'S PATCH]AI less likely to build Executives if they can't afford to use them or already have enough of them
    [FROM BHRUIC'S PATCH]AI takes time already worked into consideration when selecting plot to work
    [FROM BHRUIC'S PATCH]No AI relationship penalty for declaring war on a third party if that AI is at war with the third party as well
    [FROM BHRUIC'S PATCH]Can found Corporations in Mercantilism
    [FROM BHRUIC'S PATCH]Vassals of a capitulating Master do not automatically sign peace with the victor

    Lowered capitulation threshold
    Missile carriers carying missiles are no longer as reluctant to defend

    ENHANCEMENTS

    Added "No Espionage" game option
    [FROM BHRUIC'S PATCH]Withdrawing units get unselected from their selection group
    - just like they get unselected if they win and cannot advance
    [FROM BHRUIC'S PATCH]Espionage ratio for humans displayed in score tooltip
    [FROM BHRUIC'S PATCH]Fixed city Healthy/Unhealthy bonus display (events)
    [FROM BHRUIC'S PATCH]No messages about empire splits of players you have not yet met

    Globe layer sub-options saved in user profile
    Liberate city nag no longer occurs twice for the same city in the same session
    City advisor nags do not occur when city is in disorder
    Advanced start: All team starting plot locations indicated with red circles
    - any team member can use any starting plot
    Players get an announcement when a Defensive Pact is signed
    [FROM BHRUIC'S PATCH]Added stationary spy discount mouseover
    Added popup for when spaceship mission fails
    Added some extra mouseover information to diplomacy screen
    Fixed main interface to correctly fit all advisor buttons on the right
    MapRandSeed = 1 has no effect in multiplayer games
    Cleaned up debug menu
    Can't exit to main menu after having used the debug menu (Ctrl-D)
    - Prevents multiplayer cheats, as well as possible hangs and crashes
    Mods read previous game options from .ini unless they have the ForceGameOptions = 1 in their own mod .ini
    Removed some unused code (SDK)
    Added tectonics map script (thanks LDiCesare)
    Added Earth2 map script (thanks GRM7584)
    Added RandomScriptMap map script (thanks Refar)
    Added three new options to Team Battleground map script (thanks ruff_hi)
    Exposed some trade screen functionality to the SDK
    Added ability for AI Diplomacy screen to display icons in the text
    WorldBuilder saves named units
    Fixed XML read issue (for mods)
    Added a faster file enumeration method for modular XML loading (unused)
    Removed inlined code from CvXMLLoadUtility (inlining breaks DLL mods)
    Added ability for mods to specify minimum version (MIN_VERSION in GlobalDefines.xml)
    Unit graphic on main interface updates when unit art changes (mods)
    Aded Python wrapper function: CyPlot::setOwnerNoUnitCheck.
    Added Mesoamerica Mod

    BUG FIXES

    [FROM BHRUIC'S PATCH]Fixed bug with building culture bonus mouseover
    Fixed multiplayer hang when loading a game without all human players present
    Fixed reload crash
    Fixed info screen demographics Import/Export rank reversal
    [FROM BHRUIC'S PATCH]Ships in foreign ports no longer get bumped to strange places upon war declaration
    Fixed bug with Great General threshold in team games
    Fixed "cityAcquiredAndKept" python event bug
    Preventing key clicks from going through the MP diplomacy screen to the main interface
    Fixed bug with barbarian unit spawn
    Fixed Donut map script Italian and Spanish desert/ocean translations
    Fixed auto-raze bug with certain game option combinations
    [FROM BHRUIC'S PATCH]Fixed selection issue with Warlords attaching to units when the Great General is part of a selection group
    [FROM BHRUIC'S PATCH]Spies no longer bumped out of enemy borders when declaring war
    [FROM BHRUIC'S PATCH]Workers on Transports no longer capture cities (thereby displacing all other units) when city is captured
    [FROM BHRUIC'S PATCH]Privateers cannot enter other teams' empty cities
    [FROM BHRUIC'S PATCH]Fixed empire splitting bug where a previously-existing civ could be resurected

    Fixed Worldbuilder python exception
    [FROM BHRUIC'S PATCH]Can no longer base an unlimited number of air units in foreign cities
    [FROM BHRUIC'S PATCH]Mouse-over for Worker actively working a plot no longer counts Worker twice

    Fixed bug in recommended graphics settings
    [FROM BHRUIC'S PATCH]Fixed bug with spy inability to destroy any buildings in certain cities
    Fixed bug that increased spy interception chance
    Fixed some UN/AP voting time-delay issues
    Fixed a text bug caused by cached translations
    Worldbuilder no longer allows you to unreveal visible plots
    Fugitive event: fixed text bug
    Fixed "Impeachment" event
    [FROM BHRUIC'S PATCH]Fixed "Partisans" event to trigger only under emancipation
    Civilopedia correction: Custom House affects all foreign trade routes, not only intercontinental.
    Fixed AI crash
    Fixed Barrage promotion bug
    Fixed combat message log for hidden nationality units
    [FROM BHRUIC'S PATCH]Fixed bug with espionage culture mission
    Fixed minimap update on reload
    Fixed crash on city conquer
    Fixed bug in event city and unit random selection
    Gifting a city upon conquest gives liberation diplomatic benefits.
    Fixed Advanced Start hang when starting without enough points to buy first city
    Fixed Advanced Start stored food inconsistency on population buy/sell
    Fixed bug with non-global, non-team quests not clearing upon completion
    Fixed bug where you would not get a palace if you captured a city before founding one
    Fixed potential AI infinite loop
    Next war update to match epic game
    Fixed rare bug where Barbarian Horse Archers could sometimes bump your units out of your cities
    Autorun saves are now loadable
    Updated Next War and Gods of Old with epic game changes
    Fixed AI another crash
    Fixed AI infinite loop
    Fixed improvement yield change mouse-over
    Fixed python exception in Improvement civilopedia (mod-specific)
    Fixed recommended unit button in build popup (mod-specific)
    Improvement construction cost is deducted when a project begins, rather than when it's finished
    - fixes Starbase exploit in Final Frontier
     
  6. JosEPh_II

    JosEPh_II TBS WarLord

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    I find that a bit circuitous.

    I read Dales statement. Hence, the "opinion" statement.


    I also watched the evolution of Bhruic's Patch and the discussion over each change. I'm familiar with Bhruic's Process of making a Patch or series of patches as I've worked and discussed many a point with him over MoO3. He doesn't make patches all *willy nilly* or at a whim bur only after disscussion and consensus.

    And yes there were those that dissented over some/parts of the patches content. But they were clearly in the minority.

    JosEPh ( Keeper of The Roll Call, AtmoO )
     
  7. King Flevance

    King Flevance Chieftain

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    I personally am going to stick with Bhruics for a little while. I love that river generation for balance goes back through and assigns nearby deserts a floodplains attribute. From the way the map is generated this has always seemed like a bug since vanilla. Here we are finally in BTS and someone actually put this change in.

    I even posted about it a year ago when I was attempting to change it myself but got no replies. Now, here I sit with the fix and the only thing I find intriquing about 3.17 (that I can't change myself) is the no espionage option. I will probably go to 3.17 at some point in time but I finally got a long wanted fix. Thanks, Bhruic :goodjob) and I am gonna savor it for a while.
     
  8. Ginger_Ale

    Ginger_Ale Lurker Retired Moderator

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  9. jkp1187

    jkp1187 Unindicted Co-Conspirator

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    You could always do a dual install and have both. Just copy your 3.13+Bhruic into a separate folder, then install the 3.17 patch. It should only install 3.17 on the Civ in the "proper" folder. Then you can just run 3.13+Bhruic directly from that EXE, and play around with 3.17 whenever you felt like it.
     
  10. GooglyBoogly

    GooglyBoogly Freakamongus

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    The river generation part is now in Solvers patch 0.19. However, the forest spamming has not yet been fixed
     
  11. Wolfshanze

    Wolfshanze CFC Historian

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    In a nutshell, what is the forest spamming problem again? And is the forest spamming problem in default v3.13/v3.17?
     
  12. GooglyBoogly

    GooglyBoogly Freakamongus

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    Both the default 3.13 and 3.17 patch include the "bug". Bhruic fixed it as per listed, but solver (as of 0.19 has not)

    Note that this also includes the floodplains fix for rivers as well, which IS included in solvers patch.

     
  13. kimme

    kimme Chieftain

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    Will it still work to play the GOTM games of BTS with this "fix" or will the save not work and your submitted save isn't validated here at civfanatics?
     
  14. lymond

    lymond Rise Up! (Phoenix Style!) Hall of Fame Staff

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    BOTM's can only use BUFFY as a mod. However, note that BTS is on 3.19, so many of these issues have already been ironed out. Not sure if you are referring to a specific issue. If you are patched up anyway, I would assume that this very old "unofficial" patch would not only be obsolete but would break the game.
     

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