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Old March 11, 2004, 17:46   #1
Rellin
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Patch 1.20
www.civ3.de

Click translate link at top of the page. Though the translation is poor. Click the patch contents link and it will give ya some idea of what is to come.

Last edited by Rellin; March 11, 2004 at 18:48.
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Old March 11, 2004, 19:09   #2
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for the lazy

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.
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Old March 11, 2004, 19:39   #3
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I find it amazing that they are still confused about what the FP does in their own game!
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Old March 11, 2004, 19:53   #4
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Quote:
Originally posted by alexman
I find it amazing that they are still confused about what the FP does in their own game!
Has Firaxis hired you yet? They should!
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Old March 11, 2004, 19:54   #5
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Also, "Corruption reducing buildings strength doubled" is confusing. It's only their effect on max corruption that's doubled.

PS. I'd love to work for them - I actually sent them my resume.

Last edited by alexman; March 11, 2004 at 23:35.
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Old March 11, 2004, 19:54   #6
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I don't see any fixes involving subs causing war when accidentally struck.
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Old March 11, 2004, 20:43   #7
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I hope that for us really lazy people they have listed the changed from 1.15 to 1.20 seperately. I don't want to read about stuff that is already in 1.15.
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Old March 11, 2004, 20:59   #8
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As I win the Lotto, your hired pronto! Otherwise mayhap we should simply certify patch 1.15 as 'Gold' and leave well enough alone.
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Old March 11, 2004, 21:01   #9
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Where's the SUBSTANCE!!
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Old March 11, 2004, 21:14   #10
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1) Why at .de?

2) While I am still tremendously appreciative of Jesse's and everyone else's ongoing efforts, I'm pretty disappointed that a few things have not yet been addressed as well.
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Old March 11, 2004, 21:21   #11
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This is obviously a very interim patch, with few changes over 1.15 beta; perhaps just the tech tree changes. Leaves alot in Jesse's wish list for subsequent patches.
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Old March 11, 2004, 23:34   #12
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but

ok now what

I was expecting...more
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Old March 12, 2004, 01:39   #13
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It's the first public patch, it looks like it does what it should- a great game is made more playable. I'm surprised the sub thing was never addressed, though.

Sheesh, some people just want their Civ fix upped by any means possible. ;-)

So, Motorized Transport doesn't require anything from the Scientific Method branch anymore? Hmmm...
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Old March 12, 2004, 02:38   #14
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WARNING Low expectations can be contagious.

Tweaking Conquest scenarios is no better than what we can already do by modding. Switching things around that I now do with the editor is just a shame . Finally, or so appearing, if this much 'work' (a few months now) is for fixing what us modders do all the time, I simply say 'what of it'!

Unless they come in with a VERY strong finish, I suspect more and more will simply move on...
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Old March 12, 2004, 02:55   #15
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Quote:
* 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
So Ancient Cavalry balancing only in MP???

And Enkidu is only exepnsive in MP, while Jaguar Warrior is in SP too???


Quote:
* 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
Now if only Amp. Warfare would need Combustion instead of Mass Production (to promote Marines before Tanks option).
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Old March 12, 2004, 04:32   #16
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What? Not a word about about the stealth units bug (declaring war if ran into by accident) and not a word about the atrocious resource situation?

Weak patch, not worth installing.
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Old March 12, 2004, 04:38   #17
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Bit of a sour puss lately Sir Ralph!

Stop attacking the poor Danes and your fortunes are sure to improve.
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Old March 12, 2004, 04:49   #18
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Dream on.
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Old March 12, 2004, 05:03   #19
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I'm just angry that they haven't given us a good scenario editor, because as far as I'm concerned, Civ 2 was usable up until the release of Civ 3, and the scenarioes in Civ 3 are so insufficient, I might go to tweaking Civ 2 again, especially CSPL or whatever its called, I see myself developping much better scenarioes for ToT than whatever could be developped in Civ three at the moment!

I think they should just quit patching Civ 3 past v1.15 right now (It was working enough) and concentrate on getting the editor working well enough to allow us to extend that value of the game well into the future and to allow it to last as long as Civ 2...because right now Empire Earth is looking more and more charming. Also, it'd be nice to have a "Second Center of Empire" option availible for scenarioes again...but apparently scenarioes are not a concern of the Firaxis community as shown by the scenario editors in Civ 3, especially versus Civ 2 save/cheat modes, which is a shame...instead of taking steps forward with Civ 3, they took several steps back, and I'm clearly unhappy about it, being a history guy and all...
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Old March 12, 2004, 06:50   #20
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Quote:
Originally posted by alexman
I find it amazing that they are still confused about what the FP does in their own game!
This is a soap opera that every day let new surprises take the scene with new events,why discourage them ?


I am just wondering the next episode what will be...



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Old March 12, 2004, 07:16   #21
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I bet that FP is same as in 1.15, and that it's only poor readme text.
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Old March 12, 2004, 08:17   #22
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Who needs a proper README if he has alexman.
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Old March 12, 2004, 08:35   #23
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Alexman it's been hours and you still haven't confirmed whether they have managed not to screw up the FP in this patch. Please tell me it works like 1.15. This slackness is unforgiveable.



Also, this patch is fine IMO, since it addresses some real issues and many have been whinging about not having an official patch that does so. I also hope the resource situation get's addressed and some other things, but releasing this patch now is probably the correct step. Of course they would be damned whichever way they went, but that's the way it goes.
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Old March 12, 2004, 08:41   #24
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Actually that info says the cities in the FP core are affected by distance to the capital. I think they mean capital or FP, but they don't make it very clear the first time it is mentioned.
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Old March 12, 2004, 08:58   #25
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Quote:
Originally posted by Doc
Alexman it's been hours and you still haven't confirmed whether they have managed not to screw up the FP in this patch.
They have screwed it, that's a given. All alexman has to do is to tell how much.
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Old March 12, 2004, 09:14   #26
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I would just love to see a feature (atleast in Debug) that just created a log of your errors instead of crashing to desktop as you try to figure out if your mod can run
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Old March 12, 2004, 09:41   #27
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Quote:
Unless they come in with a VERY strong finish, I suspect more and more will simply move on...
...and then come running back when Civ 4 is released.
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Old March 12, 2004, 09:56   #28
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Quote:
Originally posted by Antrine
WARNING Low expectations can be contagious.

Tweaking Conquest scenarios is no better than what we can already do by modding. Switching things around that I now do with the editor is just a shame . Finally, or so appearing, if this much 'work' (a few months now) is for fixing what us modders do all the time, I simply say 'what of it'!

Unless they come in with a VERY strong finish, I suspect more and more will simply move on...
Let's see.....

* 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
* 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.
* Histograph keeps tracking defeated Civs
* MPTournament: Tiny & Small maps can be played with 8 players
* 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).


Yep, I know I can do ALL of those in the editor, every last darn tootin one of em.

You might also realize that this is the first NON-beta patch, so for those folks who don't troll the websites, this is the first improvement they'll see.

I think the amount of material in it (including the stuff that you can fix in the editor because -GASP- the average "Joe Sixpack" civ player doesn't tinker with that) is very commendable.... but then again, maybe I just have reasonable expectations.

You might also be interested to know that the MP community - ever the red-headed stepchild and small group, largely because the needs of MP were ignored - is celebrating this patch as a huge leap forward, because we finally got more than two lines of text in a patch, and actually got things we asked for instead of "OOS with bombers fixed...really...really this time...no, no REALLY!"

Two thumbs up, Firaxis. SOME of us appreciate what you do and can lend a kind word within our criticisms (the sub thing really does need to be fixed, hehe.)
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Old March 12, 2004, 10:05   #29
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I can't help but feel a tad disappointed that the sub bug isn't addressed or that there is no hint of the stuff that Jesse said he was working on (worker gangs etc) months ago.

I'd really like to hear from him on this - will there be another patch in the future? His openness with the community to date has been impressive; hopefully we'll hear from him sooner rather than later.

However I've also heard him say that he is the only one in Friaxis who is working on patches, and that he only works on them during the evenings (his days being occupied with Civ4). This suggests to me that the chances of further patch are preeettty slim.
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Old March 12, 2004, 10:13   #30
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Yeah, the worker gangs would've been really nice. ::drool:: Unlike some folks (not saying you, Andy) I don't let what I want ruin my appreciation of what I've been given.
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