v1.27f for PTW

Alfonso

Chieftain
Joined
May 7, 2002
Messages
35
Location
Sagunto, CV (Spain)
http://www.gamershell.com/news_BCivilization3BBPlaytheW.shtml :D

readme.txt

Nom du fichier: Patch 1.27f VF

Description
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Version 1.27f en VF pour l'extension Play The World

Format
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.exe, 8 Mo

Les corrections
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You may not launch or cancel the game at this point. This may be due to a player loading a game or a player attempting a connection.


You may not kick a player while he is receiving a game to be loaded.


You may not kick a player until he has completed joining the game.


You may not alter any game settings until the current game has finished loading.


Choose multiplayer gametype:


Internet
Local Area Network (LAN)
Hotseat
Play by E-mail


Please Wait...


Map Explored
Scenario Properties

If checked, the scenario map will be explored and visible to users who play the scenario. This feature is useful for revealing the geography of the map to players.


Readme File Changes:

Additions in v1.27f:
* Adding Gamespy Usage Tracking.
* Note: the '3 seconds' rule is a result of eliminating the synchronous messaging. It will allow for up to 3 second lag to receive update messages now.
* Reworked the setup window to allow you to exit/cancel at any time - this includes mid-loading and scenario sending
* Multiplayer Menu change (select the type of play and be taken into the menu with the correct setting toggled)
* Implemented load in setup window to not send over a savegame unless needed
* Added an INI file option to turn off AI patrolling. The option is NoAIPatrol and if set to 1, the AI will no longer use its units to randomly patrol if they have nothing else to do. The default is 0 (meaning the AI will patrol). In multiplayer games, the host's setting will be used for all players.
* Added option to make map already explored to scenario properties. Scenarios with this option checked, will begin with the map already explored, thus all players begin the game knowing what the map looks like.
* Player numbers should now always be correct (you should not have to change them) if you have not changed your name since the game you have loaded


Changes in v1.27f:
* Removed all synchronous messages in the setup window
* You can no longer cancel the countdown with less than 3 seconds remaining on the countdown
* You can no longer kick anyone or exit the game (other than end task of course) with less than 3 seconds remaining on the countdown
* Changed the 'Loading...' label to display 'Loading...' followed by 'Please Wait...' cycling every 3 seconds so users will know the game is not locked up. This text is in red to stand out on the screen
* Rules that are changed before the savegame is loaded no longer applies. The rules for the game come directly from the savegame now
* Optimized the reset features on the window when the host selects 'standard' after a load/scenario send. Previously it was resending the rules - it no longer does this.
* You will no longer play a game set as 'si-move' in pbem mode - it will play as a si-move and not pbem
* selecting a scenario with a map but not loading it ( cancelling ) should no longer change current world settings
* Reworked the setup window to allow you to exit/cancel at any time - this includes mid-loading and scenario sending
* Changed the 'Loading...' label to display 'Loading...' followed by 'Please Wait...' cycling every 3 seconds so users will know the game is not locked up. This text is in red to stand out on the screen
* Optimized the reset features on the window when the host selects 'standard' after a load/scenario send. Previously it was resending the rules - it no longer does this.
* Sped up 'launch' action in Setup window
* Updated non-era techs to allow for civ-specific tech trees. If a non-era tech is used as a prerequisite for a regular tech and a particular civ does not have access to the non-era tech, all techs sprouting from the non-era tech will not be visible on the Science Advisor screen and will not be required for advancement to the next era.
* Fixed Civilopedia entry for Coastal Fortress by removing reference to, “50% defense bonus from naval attacks”. There are no direct naval attacks on land units – only bombardment.
* Updated BIC file version to 11.19.
* Updated editor version to 2.57.
* Players should see fewer occurances of a unit staying selected after he is out of movement points.
* If a player leaves a game while it is paused, he will now be destroyed


Fixes in v1.27f:
* Fixed a bug which would allow you to chain load games after you switched the game mode to hotseat
* Fixed an OOS bug where you would load a scenario followed by a save and the game would go OOS on first turn
* Fixed a bug causing the foreign advisor to display incorrectly in > 8 player Single Player games.
* Fixed a bug where the turn limit warning and time limit warnings would not appear when a game was restarted.
* Fixed a bug with mouseover text on the city view screen.
* Fixed a bug where you could get an empty playername if you accepted a blank playername once and then cancelled
* Fixed a bug which allowed you to launch without everyone ready
* Fixed a bug with player numbers not being correct, and any load attempt with those bad players numbers would cause problems
* Fixed a bug where a player would appear to vanish when setting a hotseat/PBEM game to si-move
* Fixed a bug where the host would vanish with changing settings for hotseat/PBEM
* Fixed a bug where no error message would appear when trying to launch a game while a client was nto done loading - it would appear to simply not respond but now it does.
* Fixed a bug that caused paratroopers (and possibly helicopters) to disappear after playing the airdrop animation.
* When clicking MP as a menu option, you will no longer get a periodic empty popup
* Fixed crash when choosing scenario->load game-> then launching the loaded game
* Fixed Specific sequence pbem to scenario load crash
* Player name being reset to civ name after a pbem load and switch to standard no longer occurs
* Fixed lockup when loading pbem and switching to standard
* Fixed some bugs with sending scenarios over repeatedly
* Fixed a bug with disconnecting
* Fixed a message overflow involving scenario sending
* Fixed some spelling error in diplomacy text
* Fixed an out of sycnh with load/save (unique to 1.24 - no readme required)
* Fixed a bug with game limits and rename popups being open on multiplayer setup when you kick someone or launch
* Fixed numerous bugs related to hotseat/pbem game modes and loading saves/scenarios
* The description button for Numidian Mercenary will now display in the Civilopedia.
* Updated placement of forests and jungles on bonus grassland to leave the bonus shield under the forest/jungle (NOTE: this only applies when placing forest/jungle on bonus grassland tiles).
* Fixed a bug with non-era techs that allowed players to potentially receive them for free from the Great Library (NOTE: this also fixes a similar bug that would allow players to receive techs that they do not have the prerequisites for if the order of the techs in the editor was changed).
* Fixed bug with PBEM allowing you to queue up save sends and flooding the network queue while others were connected
* Fixed a bug with air interception at the bottom of the map
* Updated leaderheads\CL_CULTB.pcx to fix transparent color issue.
* Fixed an out of synch bug involving pausing during a faction upkeep in turnless mode
* X/Y wrapping/boundary issues regarding nukes fixed.
* Fixed an x/y wrapping issue with city name drawing.
* Fixed the turn limit warning popup to not constantly repeat in multiplayer.
* Fixed a bug where the 'chat box' would stay up in the game after the game ended.
* Fixed an exploit allowing one to get extra shields during wartime mobilization.
* Fixed a bug where units with 2 movement points would occasionally warp 1 tile when moved quickly in succession.
* Fixed a bug where diplomacy requests were sent to the wrong player/every player when loading a game.
* Fixed a bug with Colony-to that caused it to do a fortress-to.
* Fixed some display bugs in the Foreign Advisor.
* Fixed a bug where the 'b' key wouldnt function for colonists in Ancient Mediterranean Mod.
* Fixed bug which caused walls not to be obsoleted by growing from a town to a city.
* Fixed a PBEM exploit which allowed you to see other players turns even in passworded games.
* Fixed a turnless out of synch.

is only european versions :(

[edit: link fixed]
 
Originally posted by The Last Conformist
And what is one supposed to do if one's got an European English-language version? Stick with 1.14?
Just need to wait a day or two I guess... It's supposed to be a simlutaneous release. :p :crazyeye:

I have added the patches to the Civ3 Patch Center at http://www.civfanatics.com/civ3patches.shtml

Thanks for sharing the good news, Alfonso. :)
 
Gaaah! I guess it's payback time for us North Americans. Now we have to wait for a patch.

Want to bet it doesn't take as long as Europe had to wait for 1.14?
 
Well, if you think about it, it's already tomorrow in Europe... so we'll get it tomorrow. :D
 
That's why they did it that way, RegentMan - now it's your turn to scream and holler about lack of support :) I wonder if they fixed that bug where only last player sees enemy moves yet?
 
Updated non-era techs to allow for civ-specific tech trees.

Yes! Ta-da-da-daa-DUM!

Now I guess I have to just wait... English version not yet there... wait... English version still not there... wait... wait... :)
 
Originally posted by Chieftess
Well, if you think about it, it's already tomorrow in Europe... so we'll get it tomorrow. :D

:blush: I just got this. . . .

I guess turn about's fair play. But I want my patch! Oh, wait. . . I had no complaints before. . . :D

Hmm. . . explored maps. . . this is interesting. I was thinking about trying to start a pbem with someone where we both knew the map before hand. . .
 
I sit here looking at the fixes and changes. Seems to me most of the stuff is for multiplayer and well since I dont play multiplayer this patch is technically useless to me.


If this fix below significantly speeds up the game it may be the sole reason to get the patch other then to be up to date.

* Added an INI file option to turn off AI patrolling. The option is NoAIPatrol and if set to 1, the AI will no longer use its units to randomly patrol if they have nothing else to do. The default is 0 (meaning the AI will patrol). In multiplayer games, the host's setting will be used for all players.
 
Originally posted by SewerStarFish
Gaaah! I guess it's payback time for us North Americans. Now we have to wait for a patch.

Want to bet it doesn't take as long as Europe had to wait for 1.14?

It seems that I, as a UK version player, am screwed twice...
 
I dont care if I have to wait a day or two, this is great news to hear! I think the Euro players deserve the patch in advance.

But the question remains; does it make multiplayer more playable? I will be hanging around until it is released in the US. Even if it takes mw until 3am! If it never comes, well, I'll still wait :).
 
NoAiPatrol, eh? Does that mean I won't have to deal with several minutes of the AI moving units around its borders for no apparent reason in between my turns on single player? If so, I'd get it just for this. The multiplayer fixes/updates/changes mean little to me; I never have tried a multiplayer game (I'd never get any work done), but I'd still download this if it means I could keep the AI from making the needless moves it so enjoys. I would, however, need to time my coffee refills better, for that is when I generally get a new cup.


Later!

--The Clown to the Left
 
Damn it's not in English. I guess it's time we got the shaft. It really must suck to be from the UK, you're getting screwed for the second time.
Firaxis --> :splat: <-- English Users

I hope that NoAIPatrol thing works right, that would really cut down on the time between turns. It might make my 96 megs of ram go a bit further. :)
 
* You will no longer play a game set as 'si-move' in pbem mode - it will play as a si-move and not pbem
Does this mean that now we can switch a game from PBEM to si-move and play it like that for awhile? Previously, it was possible to start a game as turn-based or si-move and then switch to PBEM, but then you couldn't switch back later. If they fixed that problem then a big :goodjob: to 'em and I can't wait for the US version of the patch so I can take advantage of this feature.
(The fix to non-era techs is long-awaited and much needed also.)
 
Mwahahahahaha!
:evil:

Turnaround!
Finally!







opps, just realized that I own the US version after all........ :blush:
 
That is cool they made no ai patrolling:) but that sucks I have the us version.(good think I do not play that much:p)
 
I'd imagine that the USA version will be released by Monday as it was finished first.
 
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