10-12-2003, 08:01 | #1 |
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Patch 1.10: do we really get a decent C3C soon?
Firaxis will be releasing a BETA patch (v1.10):
Updates BETA v1.10: CIV III: CONQUESTS BETA v1.10 * Fixed issues with corruption * Fixed issues with double gold being awarded * Shifted minimap and unit info boxes slightly inward to prevent problems with scrolling and button-clicking. * Re-enabled Intel optimizations from PTW. * 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. * Modified combat calculations to make combat appear less "streaky." Combat results are now calculated multiple times before determining a result. This should reduce spearman defeating Tanks and other extremely frustrating combat results. * Optimized main menu code. * Cleaned up INI preferences code * 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 * Text: Several civilopedia fixes (mostly spelling, grammar, spaces) ---------------- Features -------------------- * 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. FOR INTENSE FAST MP GAMES PLAY THE CONQUESTS FAST MP scenario that is provided with the Patch. Good news? I'd say so. |
10-12-2003, 08:19 | #2 |
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Sounds good. Why beta? Beta means 'untested', right? Are they that desperate?
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10-12-2003, 08:45 | #3 |
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BETA means that there might be some changes to this list before they officially release it, it wont be released as BETA.
List looks real good, that RNG statement looks exciting, when they say it will calculated multiple times they dont say how they will choose the result Of course I heard the "fixed corruption issues" many time before
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10-12-2003, 08:45 | #4 |
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How did oyu get 2 different hammer smileys Aggie ?
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10-12-2003, 08:56 | #5 | |
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Quote:
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10-12-2003, 09:55 | #6 | |
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Quote:
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10-12-2003, 10:13 | #7 |
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Let's just see how the differences in RNG work out, before we get cranky.
I find it interesting that the compiled civ code is optimized for Intel processors. I wonder how big the difference is compared to AMD-cpu's.. |
10-12-2003, 11:13 | #8 |
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Do the Orignal beta testers get to test the patches as well?
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10-12-2003, 11:20 | #9 | |
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Quote:
[ estwing ] if i remember rightly (i studied geology in uni a long time ago) i think the geo-pick i had was an estwing. |
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10-12-2003, 11:23 | #10 |
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I just wish they also fixed the shift-d bug.
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