v1.27f for PTW

Originally posted by Simo
What version do you need if you are Australian?

We never get a mention:cry:
Do you have a yelow triangle in the upper right corner of the box?

Then you need the UK patch.
 
Sorry to hear that again that we the non spanish, italian, french or italian speakers outside of the US who all use the UK version have to wait again to the last. And people thats not only the UK, but also Asia, Oceania, Africa and more of Europe than you think it is (Scandinavia, Netherlands, Flanders, Greece and the whole of Eastern Europe), all use the UK version. I know it wasn't intended to be so, but it feels a bit sour to have to wait the longest again. But people I don't like hearing on these boards that they are doing the Europeans a favor. Because all the European countries that don't have one of the 4 languages named above as its native language are using the (UK) english version. And Jeff and Jesse thank you for explaining what has happened. I hope the problem will be fixed fast.
 
Originally posted by Thunderfall

EDIT: Never mind. That patch is for US only. :(

Well, all you need is an EU exe (from any of the EU patches and the US files will work for getting English language)
 
Originally posted by Simo
What version do you need if you are Australian?

We never get a mention:cry:
The Australian version is the US version.

The preferences of a certain short balding high-ranking politican mean that Commonwealth membership is obsolete I guess ...
 
Anybody seen the readme for US version:

Additions in v1.26f:
* 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 v1.26f:
* 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 v1.26f:
* 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



Pretty weid considering that it reads 1.26f, and that list of fixes is shorter then for EU 1.27f version.
 
Thanks for answering guys.

So i can download the US patch then!

Cool, ill do it now.
 
Originally posted by player1 fanatic
Pretty weid considering that it reads 1.26f, and that list of fixes is shorter then for EU 1.27f version.
I guess there's no telling why there's fewer fixes for the U.S. version (maybe the original U.S. version was a bit more perfect), but it's easy to tell why the U.S. version is called 1.26: There's fewer changes. If there were even fewer it'd be 1.25, even fewer 1.24, etc.

Edit: Although the EU version readme had some repeats in it. Maybe these were cleared in the US version. (I don't want to bother reading it, even though the name urges me to. ;))
 
I'm doing the U.S. download now (56k modem, takes about 45 minutes) and it says that I'm getting version 1.27.
 
Originally posted by Jeff_ATARI
Oh, the conspiracy theories! "They" are paying back the Americans. No, it's a compatability problem... No! It must be because they like to make us squirm! Yes, that's it! :cool:

Does that mean that the various national versions now are compatible, I wonder? It'd make life easier for e.g. GOTM foreigners, if it were.
 
The real question is did US got 1.27 patch with wrong readme, or they got 1.26.

(installer, on the other hand says it's 1.27)


This is list of fixes from 1.27 and not in 1.26 readme:

* 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.


I see some very important things here.
 
I have downloaded this patch and do not see anywhere to force the AI to quit its needless gobbling of game time with its unnecessary patrolling. How do I do this? Anyone know?


Later!

--The Clown to the Left
 
It's an .ini switch. I don't recall off the top of my head (I'm at work) and besides, I haven't installed the patch yet, but look at the readme. It's going to be in the .ini.
 
Originally posted by Clown2TheLeft
I have downloaded this patch and do not see anywhere to force the AI to quit its needless gobbling of game time with its unnecessary patrolling. How do I do this? Anyone know?
Quoting the readme posted above:
* 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.

So, what you need to do is open up the PTW.ini and make sure the line NoAIPatrol=1 appears in the file, changing whatever value's there or adding if necessary.
 
Okay, thanks.

I'm an idiot. I can't find this file anywhere.

If anyone figures it out for sure, please post instructions on how to do so here because the AI patrol bit was the ony reason I downloaded patch 1.26f (or 1.27f; it cannot seem to make up its mind--something of an identity crises?) in the first place.


Later!

--The Clown to the Left
 
It should be in C:\Program Files\Infogrames Interactive\Civilization3\Civ3PTW, and the file will be called ptw.ini.

That's if you used the default directory. But it will be ptw.ini in your PTW directory.
 
Okay. After some creative language usage and suppression of urges to wing this Win200 P.O.S. Laptop through the wall, I finally found what I believe is the file in question, but do not see any reference to AI Patrolling in the list of values in the file. What now?

(Hey, I'm a writer, not a programmer: I can tell you how you can get screwed while offering rights for your work, what the difference between its and it's is, and what was hilarious about the movie NAKED LUNCH, but this searching for hidden files bit is not in my usual realm of operation. Sorry if my questions are overly basic.)

Later!

--The Clown to the Left
 
Thanks everyone. Now I'm going to see if I made the computer self-destruct. Wish me luck!

Hey.... what's that beeping noice....

OHMYG------




(Here the message ends; a small thermonuclear explosion was reported somewhere between Abingdon, MD, and Lancaster, PA, and the ground is covered in orange marmalade...)
 
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