PDA

View Full Version : Patch v1.20 coming?


Melifluous
12-03-2004, 10:10
Here's what TF posted at CFC...

quote:v1.20 Fixes, Changes, Additions
Fixes:
* PBEM: Games can not be loaded in Single Player
* PBEM: v1.20 Games can not be loaded on earlier versions! Earlier saves can STILL be loaded in v1.20.
* PBEM: Previous players Civ can no longer be seen when loading a PBEM game
* Corruption calculation error that resulted in negative effects from the Forbidden Palace is now fixed. Forbidden Palace cities no longer act as a 2nd city empire. They are still affected by distance corruption from the capital.
* Double gold bug is fixed.
* Railroads will always appear under captured cities if you have Steam Power.
* Updated AI Strategies in Conquests: Mesopotamia - Galley (Naval Power), Enkidu Warrior (Offense), Rise of Rome - All legions (Defense OFF), MesoAmerica - Acali & Great Acali (Acali:Unload/Upgrade & Naval Transport, Great Acali (Upgrade Unit OFF), Age of Discovery - Javelin Thrower (Offense), Missionary (Capture, Offense), WWII Pacific - Fighter Bomber (Bombard!)
* Secret Police HQ no longer gives effects corruption OR OCN bonus when player leaves Communism. Fixed error with Government required buildings not turning off.
* Fixed issue that caused scientific leaders to use only the first name in the list.
* Fixed issue that caused selections on the Foreign Advisor screen to be cleared.
* Fixed issue with the audio preferences (sound volume).
* Greatly improved the ability of Seafaring civs to start near the coast. It should happen most of the time now.
* Fixed numerous problems with Seafaring civs starting near the coast in hotseat games.
* Implemented Seafaring civs starting near the coast in MP games.
* Updated the interface on the world chooser screen so selected options were more apparent.
* Fixed upgrade all bug (for units that do not have the upgrade ability but are part of the upgrade chain).
* Added feminine titles for Despotism, Feudalism, and Fascism (for English default
rules only!).
* Editor: Added Flavors to the Import dialog.
* Corrected display of silk as luxury in city view in Rise of Rome
* Corrected Scourge of God splash screen art in Fall of Rome
* Build road/fort animations now show for Legionary in Fall of Rome
* Cataphract now uses Ancient Cavalry art in Middle Ages
* Corrected Mining tech art in Age of Discovery
* Fixed Random Civ MP Launch OOS
* Optimized main menu code.
* Cleaned up INI preferences code
* Updated Civilopedia.txt Forbidden Palace to explain that all cities are still affected by distance from the Real Capital.
* Updated Civilopedia
* Updated PediaIcons.txt
* Fixed Credit Typos
* Fixed QuickCiv Description

Changes:
* Corruption reducing buildings strength doubled
* Optimal Cities increased
* Histograph keeps tracking defeated Civs
* Electronics requirement removed from Motorized Transportation
* Radio Tech removed
* Advanced Flight now requires Electronics
* Civil Defense requires Electronics
* Industrial Tech Page updated to reflect change
* Radar Towers require Advanced Flight
* MPTournament: Tiny & Small maps can be played with 8 players
* MPTournament: Map sets Oceans to 40%
* MPTournament: Map Trading moved back to Map Making
* MPTournament: Enkidu cost raised to 15
* MPTournament: Ancient Cavalry defense lowered from 2 to 1
* MPTournament: Captured cities retain culture
* MPTournament: Turn slices lowered from 24(base)/3(per-city)/1(per-unit) to 16/2/1
* MPTournament: Scientific Leaders disabled
* MP: City goodie hut spawns are not possible in Elimination Mode
* Shifted minimap and unit info boxes slightly inward to prevent problems with scrolling and button-clicking.
* Re-enabled Intel optimizations from PTW.


Additions:
* Implemented Allow Scientific Leaders Rule
* Implemented ability to enter a seed value on the world setup screen. It is located in the upper-right corner. Any character can be entered as the seed. If the seed is 0 (the default), it will generate the world normally. If every character is a number, the value is interpreted as the seed value and used to generate the world. In all other cases, a hash table formula is applied to the string to generate a unique value that is used to generate the world. While it is technically possible for two different strings to evaluate to the same seed, it is unlikely (i.e., SEED is not the same as DEES -- upper- and lower-case letters will yield
different results as well).
* Implemented the "Play Last World" option. This option appears on the main menu after playing the first SP random-map game. When chosen, the player is taken to the world chooser with the seed filled in and all the previous settings selected. The player can make any changes or keep the world exactly the same. Note that if ANY changes are made on this screen, the map that is generated will be different. Next the player is taken to the player setup screen with all the civs and settings from the previous game
selected. Again, the player can make any changes or keep the settings the same. If ANY civs are changed, player starting locations MAY change (depending on the number of seafaring civs, actually).
* Implemented support for CAPS LOCK to work as the SHIFT key to skip unit movement animations (so you don't have to hold shift for the AI's turn to skip the animations).
* The MP timer values are now read from scenarios (the default values remain unchanged).
* Editor: Added MP timer values to the Scenario Properties. There are 3 values: Base, Per Unit, and Per City (with defaults of 24, 1, and 3, respectively). They represent the Base amount of time per turn + the amount of time Per Unit + the amount of time Per City (number of units/cities used each turn are based on the player with the most units and the player with the most cities on that turn). The values can range from 0-100. The higher the number, the more time per turn. The scenario MPFastCiv3Conquests was added to demonstrate this change. You may not notice much of a difference initially but the turns quickly become faster as you get more cities and units.

Banzai
12-03-2004, 10:33
Yep! That is good news for the PBEM players!
It does not fix all bugs though, as there is a new one discovered with the Temple of Artemis - it will pay for the maintenance of the temples even after is has expired until some major event, like build Sun Tzu, forces the game to recalculate the maintenance costs!

By the way.. my first post! [wavey]

Banzai!

Skyfish
12-03-2004, 10:46
Hi Banzai ! Welcome on board :D

anarres
12-03-2004, 10:47
[coool]

Aggie
12-03-2004, 11:10
I don't see anything about a fix for the SGL bug. It doesn't give a Golden Age in all cases I have tried at least. Bad...

Hi Banzai!

Markstar
12-03-2004, 11:50
Have you insiders heard anything about the release date?

anarres
12-03-2004, 12:15
'March'

Skyfish
12-03-2004, 12:54
Aggie do you have a save to prove what you're saying [groucho] ?
I could forward it to some ppl...

Aggie
12-03-2004, 13:25
I have posted it in the bug report at CFC and we also saw it in our RBC7 game. Link will follow. Killer can confirm by the way...

Aggie
12-03-2004, 13:33
Here it is, even with a save!

http://forums.civfanatics.com/showthread.php?s=&threadid=75188