BTS New Patch! 3.17!
1BC Civ Forums
1BC Civ Forums
Home       Members    FAQ   Links
Welcome Guest ( Login | Register )
        


12»»

BTS New Patch! 3.17! Expand / Collapse
Author
Message
6/19/2008 12:00 AM


Sword of Doom...

Sword of Doom...

Last Seen:
Today @ 11:15 AM


Posts: 2,375
Visits: 20,506

A new patch is available in the in-game update section.

It's not up on firaxis.com yet, but you can probably expect an announcement tomorrow.

The file is pretty big (170mb). Here is the discussion at CFC.

This one seem to solve most of the issues people have been having problems with:

GAMEPLAY

§ Added option to disable espionage

§ Cavalry and Cuirassiers can Flank attack Cannons and all earlier siege weapons

§ Gunships can Flank Attack Cannons, Artilley, Mobile Artillery

§ Flanking damage now depends on strength of defending unit, not on strength of siege weapon

§ Flank attack now has a maximum number of siege units it can affect

§ Horse archers no longer receive attack bonus against Trebuchets

§ Destroyer: no longer upgrades to anything

§ Stealth Destroyer: lower cost, 2 first strikes, no bombard, no interception

§ Attack Submarine: Increased cost

§ Airship no longer gets bonus attacking ships

§ Airship does 20% maximum air strike damage

§ Machine Gun and Anti-Tank get 20% air interception chance

§ No withdrawal when attacking amphibiously

§ Siege weapons cannot attack amphibiously

§ Reduced war weariness

§ New Colonies have their parent civ's tech brokering restrictions

§ New Colonies have knowledge of their parent civ's maps

§ New Colonies cannot trade away their motherland techs under "No tech Brokering" option

§ New Colonies no longer affect domination limit

§ Significantly increased barbarian ship spawn

§ Bunkers also protect against collateral damage from air units

§ Units in ships no longer gain fortification/espionage bonus

§ Goody hut gold now scales with game speed

§ Increased "support city revolt" cost

§ Explorers cannot be drafted

§ "Friendly locals" event expires with Nationalism

§ "Mother lode" event: yields more gold on average

§ "Miracle" event expires with Rifling

§ Barbarian uprising events can occur only if you can build a counter unit



AI

§ Automated Workers no longer idle when railroading is possible

§ AI units considered unsuitable for city defense are no longer prevented from healing in cities

§ Improved worker threat assessment

§ Fixed bug that caused the AI to trade for resources it already had

§ Spies no longer interrupt their mission when moving next to an enemy unit

§ Own vassal cannot be considered "Worst Enemy" by the AI.

§ AI less likely to build Executives if they can't afford to use them or already have enough of them

§ AI takes time already worked into consideration when selecting plot to work

§ No AI relationship penalty for declaring war on a third party if that AI is at war with the third party as well

§ Can found Corporations in Mercantilism

§ Vassals of a capitulating Master do not automatically sign peace with the victor



ENHANCEMENTS

§ Espionage ratio for humans displayed in score tooltip

§ Fixed city Healthy/Unhealthy bonus display (events)

§ No messages about empire splits of players you have not yet met

§ Globe layer sub-options saved in user profile

§ Liberate city nag no longer occurs twice for the same city in the same session

§ City advisor nags do not occur when city is in disorder

§ Advanced start: All team starting plot locations indicated with red circles

o any team member can use any starting plot

§ Players get an announcement when a Defensive Pact is signed

§ Added stationary spy discount mouseover

§ Added popup for when spaceship mission fails

§ MapRandSeed = 1 has no effect in multiplayer games

§ Cleaned up debug menu

§ Can't exit to main menu after having used the debug menu (Ctrl-D)

o Prevents multiplayer cheats, as well as possible hangs and crashes

§ Removed some unused code (SDK)

§ Added tectonics map script (thanks LDiCesare)

§ Added Earth2 map script (thanks GRM7584)

§ Added Earth3 map script (thanks jkp1187)

§ Added RandomScriptMap map script (thanks Refar)



BUG FIXES

§ Fixed bug with building culture bonus mouseover

§ Fixed multiplayer hang when loading a game without all human players present

§ Fixed reload crash

§ Fixed info screen demographics Import/Export rank reversal

§ Ships in foreign ports no longer get bumped to strange places upon war declaration

§ Fixed bug with Great General threshold in team games

§ Fixed "cityAcquiredAndKept" python event bug

§ Preventing key clicks from going through the MP diplomacy screen to the main interface

§ Fixed bug with barbarian unit spawn

§ Fixed Donut map script Italian and Spanish desert/ocean translations

§ Fixed auto-raze bug with certain game option combinations

§ Fixed selection issue with Warlords attaching to units when the Great General is part of a selection group

§ Spies no longer bumped out of enemy borders when declaring war

§ Workers on Transports no longer capture cities (thereby displacing all other units) when city is captured

§ Privateers cannot enter other teams' empty cities

§ Fixed empire splitting bug where a previously-existing civ could be resurected

§ Fixed Worldbuilder python exception

§ Can no longer base an unlimited number of air units in foreign cities

§ Mouse-over for Worker actively working a plot no longer counts Worker twice

§ Fixed bug in recommended graphics settings

§ Fixed bug with spy inability to destroy any buildings in certain cities

§ Fixed bug that increased spy interception chance

§ Fixed some UN/AP voting time-delay issues

§ Fixed a text bug caused by cached translations

§ Worldbuilder no longer allows you to unreveal visible plots

§ "Fugitive" event: fixed text bug

§ Fixed "Impeachment" event

§ Fixed "Partisans" event to trigger only under emancipation



FINAL FRONTIER

§ The Forge now gets +2 Production in its capital and +1 in all other Systems

§ Fixed bug where very advanced Pirate ships could spawn early in the game

§ Fix for bug where clicking the subtract population button too quickly in city screen could send a Planet's population into negative numbers

§ Reduced interception chance for Destroyers

§ Halved amount of points gained from territory

§ Red Syndicate only gets 1 free trade route instead of 2

§ Fixing bug in map script with star system density

§ Double-clicking Star Systems now gives system info, instead of single click (thanks Nemesis Rex)

§ Older Starbases now have cultural border preference over newer ones as intended (thanks Nemesis Rex)

§ Missiles generated by Starbases no longer automatically jump to nearest city

§ Adding new Python wrapper function to CyPlot setOwnerNoUnitCheck which is the same as setOwner except for an argument it passes to the C++ version of the function

§ Improvement construction cost is now deducted when a project is began, rather than when it's finished (fixes Starbase exploit in Final Frontier)

6/19/2008 12:16 AM


WE WILL DESTROY YOU

WE WILL DESTROY YOU

Last Seen:
3/11/2010 10:53 AM


Posts: 6,812
Visits: 31,300

Awesome!
6/19/2008 12:34 AM


Queen

QueenQueenQueenQueenQueenQueenQueenQueen

Last Seen:
Today @ 2:19 PM


Posts: 6,857
Visits: 11,132

Oh good, I love final frontier!
6/19/2008 7:47 AM


EVERYBODY PANIC!!!

EVERYBODY PANIC!!!

Last Seen:
Today @ 7:11 PM


Posts: 5,630
Visits: 7,008

I didn't know a patch was imminent. Sweet! Thanks for posting.
6/19/2008 1:12 PM


Warlord

Warlord

Last Seen:
2/26/2010 8:37 AM


Posts: 69
Visits: 511

Good news... copied and charged in the Civ-Brasil.
6/19/2008 10:13 PM


Wrong

Wrong

Last Seen:
12/16/2009 11:01 PM


Posts: 3,898
Visits: 5,438

This probably breaks all 3.13 games... Pity I won't have time to get another Team PBEM going.
6/19/2008 11:58 PM
Banned

BannedBannedBannedBannedBannedBannedBannedBanned

Last Seen:
3/10/2010 4:40 PM


Posts: 3,372
Visits: 6,123

I'm glad I didn't buy it yet!
6/20/2008 1:49 AM


Elite Pathogen

Elite PathogenElite PathogenElite PathogenElite PathogenElite PathogenElite PathogenElite PathogenElite Pathogen

Last Seen:
Today @ 1:06 AM


Posts: 5,724
Visits: 13,563

Did I not tell everybody we should have waited a bit longer before plunging into another team game?    I'd really like to know if it does in fact break 3.13 games before installing it.  I did read in that CFC thread that you can do a dual install... whatever that means...
6/20/2008 8:04 AM


Game slut

Game slut

Last Seen:
Yesterday @ 5:30 PM


Posts: 9,124
Visits: 11,084

Of course it breaks 3.13 games! Have you ever heard of a Firaxis patch that DIDN'T screwup everything preceding it!?
6/20/2008 10:02 AM


huff huff

huff huffhuff huffhuff huffhuff huffhuff huffhuff huffhuff huffhuff huff

Last Seen:
2 days ago @ 9:26 AM


Posts: 1,811
Visits: 4,868

dual install basically means that...  you install two copies of the game in different locations of your hard drive...   Only problem I ran into is the first install takes presidence ie: double click a save and it loads there...  I forgot which version saves were for...  had to start listing version# in short cuts, and save games.  At one time I had a mod install as well.... 
« Prev Topic | Next Topic »

12»»

Reading This Topic Expand / Collapse
Active Users: 0 (0 guests, 0 members, 0 anonymous members)
No members currently viewing this topic.
Forum Moderators: Admin, Sean, Zone, Winner, maniacalmonkey, Comedy Dave, cleopatra143, RabiAkiva, mongoose201

Permissions Expand / Collapse

All times are GMT -5:00, Time now is 7:14pm


Execution: 0.063. 9 queries. Compression Disabled.
© 2005 Take-Two Interactive Software and its subsidiaries. All rights reserved. Sid Meier's Civilization IV, Civ, Civilization, 2K Games, the 2K Games logo, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. Developed by Firaxis Games. Firaxis Games and the Firaxis Games logo are a registered trademark of Firaxis Games, Inc.

web stats