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Warlords Patch 2.08 Released!

Dudes, do you really think that a Civ 4 patch will show up that is *not* legit? Who could have programmed it and for what reason? Worst case it's still a beta but even that is highly unlikely.
So quit scaremongering, download and enjoy.
 
Todd Hawks said:
Dudes, do you really think that a Civ 4 patch will show up that is *not* legit? Who could have programmed it and for what reason? Worst case it's still a beta but even that is highly unlikely.
So quit scaremongering, download and enjoy.

While it might be the full patch, it clearly is not 'official' because of the CD crack and incorrect version number in the installer :)
 
Maybe they just decided to remove the CD check, that happens often. And I don't know what you mean with the "incorrect version number in the installer".
But yeah, there might have been a screwup somewhere but that's still no reason to talk like your computer would explode if you downloaded it.
 
The Patch was on the AccessPR ftp which is an agency for 2kgames I believe. So please, download and enjoy! We'll have a full list of changes soon.
 
I backed up my Warlords and tried it.
Incorrect installer version means this. When you run the setup and once it's in progress it says "Now updating Version (1.00) of Sid Meier's Civilization IV Warlords to version 2.08".
But it works fine so far. At least I have an old version to fall back upon in case I need it for certain succession games.
 
You can also get it here:

http://www.gamershell.com/news/33945.html

About the installer version: Ok, I know now what you mean. Still nothing to worry about. :)



README
Last updated 20 – October - 2006
V2.08

Vassal States

No longer possible to receive a request from an AI to declare war on one of his vassals (!)
Vassals can no longer accept one-sided defensive pacts (!)
Fixed happiness from vassal issue
You can now airlift into cities of your vassal
You don't pay supply costs for units inside your vassal's borders
Can no longer ask someone to make peace with a vassal. Talk to the master directly.
Vassal AI improvement
When you declare war on a vassal, you also declare war on the master (instead of the master declaring war on you)
Vassal AI no longer makes *all* their gold available for trade.
Vassal AI never refuse to talk to their master
AI better considers war consequences of accepting a vassal
Vassals no longer freed when master forms a permanent alliance
- Fixes the vassal/defensive pact exploit
Master/Vassal AI attitude reflects the implicit defensive pact of a vassal agreement.
Master/Vassal AI no longer give each other negative attitude modifiers for close borders.
Vassal AI does not get upset because of Master's defensive pacts with third parties.
Vassal cannot own plots within the city radius of his master's cities unless those plots are closer to his own cities.
If you have a peace treaty in effect with someone, you can no longer declare war on their vassals either.
Adjusted negative AI attitude for having vassals
AI no longer refuses to become a vassal because of "your lands too far" when you are actually neighbors


Great Generals

When a generic Great General is attached to a unit, the unit is no longer given a TXT_KEY name
Great Generals experience threshold scales with the ratio of Great People threshold to unit production rate
(so the threshold is the same at all speeds except Marathon where they require 1.5 time more experience)



Multiplayer

Anonymous play: real player names revealed on game end
Fix for anonymous mode not being always anonymous
Fixed some more anonymous play issues
- You can no longer see other player's names in the staging screen for loading a save
- You no longer see the player ID for "waiting to hear from..."
Fixed selection issue in simultaneous MP for recently-moved units
Now possible to join a Pitboss game where only AI are left
Fixed Pitboss not-ready-to-launch bug
Pitboss no longer crashes when launching as players are joining
Pitboss no longer crashes when large amounts of text are spammed into the chat box
Don't allow launching the game with players still in the civ selection screen
Fixed MP crash when player is eliminated with the trade screen up and performs a trade
Switched to new GameSpy SDK
No autosaves generated for PBEM
Innocent units are no longer penalized when another unit moves near the end of the turn timer and stays selected
Added "logging enabled" warning for MP
LAN: No longer possible to spam the network with game refresh requests



Graphics

Fixed non-shader version of Mehmed
if too many individual plots need globe rendering, redraw entire globe texture for performance
Hooked up modern harbor graphic
Fixed issue where combat zoom did not happen after you just clicked "yes" on the popup to declare war.
Possible fix for grid crash.
Kublai / Qin swap



Interface

Combat odds greater than 99.9% are displayed as such (not rounded to 100%)
Combat odds less than 0.1% are displayed as such (not rounded to 0%)
Active resource deals (1 of X) display the correct number for X
Diplomacy screen: leader attitude once again shown at the top
Regenerating the map resets the statistics in the Info screen
Plot indicator rotation no longer gives away your location on the map (north-south hemisphere)
Fixed Python exception in plotlist mouseover help
Fixed watermill and workshop tooltip
Mission queue is no longer cleared after the selection group has used up all its movement from a previous mission
Fixed cursor location for windowed maximized mode.
Rally points now work with autopromote
Canceling a deal in the diplomacy advisor no longer affects the state of any existing diplomacy screen
Fixed erroneous score display in city screen for games with over 20 number of players
Foreign advisor: leaderheads no longer cut off when tech or resource trading not possible
Great Person city bar mouseover shows turns left
Your cities can now have the same name as an existing city of another civ (to prevent renaming to expose your AI opponents)
Civ name appears after city names when captured and when Great People are born
(to avoid confusion now that duplicate names are allowed)
City selection: Shift-clicking on a selected city de-selects it, just as it works for unit selection
Fixed sorting bug in Domestic advisor
Improved performance for large selection groups
Fixed F6 screen update issue for PBEM
Fixed civilopedia display for buidings that give raw food/production/commerce/gold/science
No more warnings for animals at your borders
No more '&' allowed in player and city names (special character)
Globeview unit indicator and help text show up correctly for plots with more than one unit


Sound

Fixed SAM noise issue
Fixed a sound bug
Added audio to enemy unit warnings
Stalin gets Peter's diplo music, not Catherine's
Fixed audio crash on reload
Diplomacy music was slightly too loud for new leaders



AI

AI no longer chooses state religion civics if it has no religion
City governor no longer overly starves a city when there is not enough food
Fixed a couple more issues with the city governor
AI no longer dumps their entire nuclear arsenal on the barbarians
Fixed bug where AI would sometimes accept trades for your worthless maps
AI builds bunkers more urgently
AI city placement improvement
Improved AI use of 'emphasize' buttons
Pop-rush and draft AI improvement
Worker AI improvement
Improved civics AI
Tweaked AI building priorities
Fixed AI accidental war declaration (running into submarine)


Balance

Increased trebuchet cost to 80
Quarries give +1 shield with railroads
Expansive gets +50% production for workers, and just +2 health
Navigation II requires Flanking
Leadership gives double experience points
Stables obsolete with Rocketry (when mounted units upgrade to Gunships)
Siege units no longer defend after other less powerful units in a stack
When gifting a unit to a charismatic leader, an experience adjustment occurs.
(Prevents exploits of gifting units to a charismatic teammate just for them to promote and return them)
Removed balanced resource option from Mirror mapscript
Creative gets cheap Libraries
Organized gets cheap Factories
Jaguar gets Woodsman promotion instead of 25% jungle defense
Bureaucracy: High upkeep
Representation: +3 Happy in largest cities
Civil Service requires Mathematics
Pyramids cost 500
Colosseum and Odeon cost 80
Masonry has higher religious weight
Mall: +20% gold
Guerilla3 gives +30% withdrawal in addition to hills attack bonus
Walls give 25% protection to bombardment (so they are relevant even in high-culture cities)
Castle gives 25% protection to bombardment
Spanish Citadel gives +5XP to siege
Heroic Epic available with a level 4 unit
Shrines immune to nukes
Gallic Warrior can also be built with Copper
Military Academy: +50% production for military units
Military Academy requires Education
Military Academy gives 3 culture
Oracle, Stonehenge, Great Wall no longer available in Classical starts
Great Wall gives just 1 Great Person point per turn
Temple of Artemis: reduced cost to 350
Barbarians can have Spearmen



Misc bug fixes

Fixed first strike chance bug
Enemy spies no longer visible from GlobeView!
Barbarians can no longer build any of the Wonders
Fixed potential crash
Old .Civ4WorldBuilderSave files are recognized and loaded
Can't gift a unit if the recipient is over the limit (missionaries, spies)
Units cannot jump into enemy territory when expelled
When you lose a Wonder race and you have a Settler/Worker queued up next in that city, you no longer get food counted both in the food and production boxes.
Fixed crash with flip of city that contained troops loaded into a transport.
Fixed several other potential crashed of the same type.
Fixed crash bug
Fixed bug with research overflow
Fixed load unit into transport crash
Fixed selection group cycling crash
Can't capture Greek Odeon (gives culture)
Raised Worldbuilder culture limit from 1000 to 100000000
No longer possible to bombard a city with zero defensive modifier



Text

Fixed Stonehenge strategy text
Updated credits
Fixed typo in Hannibal civilopedia entry
Fixed inaccuracy in Great General civilopedia entry
Fixed Pavilion spelling
Updated Celtic city list
Fixed Louis diplomacy text bug
Egypt civilopedia text fix


Modding

Updated PythonHelp feature
exposed getCurrentEra to Python
Added some missing python auto-doc information
Added Python override to prevent razing of a city
Leaders with no favorite civic appear in civilopedia


Genghis Khan Scenario

Removed Pinch promotion



Chinese Unification Scenario

Can now build Galleys in all 'river' coastal cities
Imperialist Trait now grants 50% Settler production bonus as expected



Alexander the Great Scenario

Reset Variables at the beginning of the game; fixes the 2 Alexander if the scenerio is restarted.
Scenerio->Scenario
Only available for single-player games


Peloponnesian War Scenario

Non-english text fix for Peloponnesian War


Vikings Scenario

fixed bug where Red marking circles did not show up after loading a save


Omens Scenario

Player can no longer gift Missionaries to the AI to convert them to their religion and win easily
 
The patch on Strategy Informer is the same as the GamersHell one, why do you think SI would have a virused Patch? We host all official patches and Demos, we don't host viruses. :(
 
Wow perfect timing! I just finished my last game. Wonderful!
 
Works fine, thanks.
 

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player1 fanatic said:
The thing I learned in time, is that official sites are usually badly updated. They more often serve for pre-relase hype.

Yep, that's been my experience too. I'll wager 99:1 odds that it's the real patch. All the Firaxis developers are at home recovering from their all-nighters getting the patch out :). They'll get around to announcing it later today after they wake up, I imagine.
 
What do these 2 things mean?


Great Generals experience threshold scales with the ratio of Great People threshold to unit production rate
(so the threshold is the same at all speeds except Marathon where they require 1.5 time more experience) ---> ???


Leadership gives double experience points ----> I though they gave double Xp points already?


Any tips, thanxs in advance.
 
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