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Old March 12, 2004, 06:16   #1
el mencey
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Cambios en el parche v1,20
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 12, 2004, 07:54   #2
General Grievous
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Ha salido ya o hay que esperar?

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Old March 12, 2004, 08:25   #3
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Quote:
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.
ah??! quien me explica esto?
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Old March 12, 2004, 11:40   #4
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Quote:
Originally posted by Chilean President


ah??! quien me explica esto?

Carajo, pues parece decir que las ciudades que estén alrededor de la que tenga el FP van a seguir teniendo la misma corrupción como si éste no tuviera influencia sobre ellas.
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Old March 12, 2004, 12:28   #5
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¿O sea que lo arreglaron en el 1.15 y lo desarreglaron en el 1.20?
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Old March 12, 2004, 12:44   #6
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Eso es lo que entendí.. pero no podía creer que infogrames (me sigo negando en llamarlos Atari) fuesen tan pelotudos!

EDIT: Lo peor es que en la misma frase se contradicen!
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Last edited by Chilean President™; March 12, 2004 at 14:35.
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Old March 12, 2004, 14:46   #7
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Dice que arreglaron el problema de que el FP no bajaba el nivel de corrupcion (¿O aumentaba?) en las ciudades cercanas. Despues dice que la distancia del palacio sigue afectando a la corrupcion, aun con el FP.
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Old March 12, 2004, 15:29   #8
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dice que ya arregalron que el FP empeoraba la corupcion, pero que ya no es mas como una segunda capital.. es decir, mejora la corrupcion pero no tanto como tener una segunda capital...
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Old March 12, 2004, 15:38   #9
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Bueno, eso es más lógico.
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Old March 12, 2004, 15:58   #10
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Magno esta en lo cierto

Sin embargo, muchos de los "cambios" y "arreglos" me parecen ser los mismos de los parches anteriores........
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Old March 12, 2004, 18:41   #11
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a mi me parece una mierda quiero el FP como era antes y ya!
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Old March 12, 2004, 18:58   #12
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Me parece bien
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Old March 13, 2004, 03:18   #13
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nota importante:

1.15 era un BETA!

los cambios que hicieron en 1.15 ahora los metieron en 1.20 por este motivo. Si se fijan, el cambio en la FP lo hicieron en 1.15 igual que lo de "Play previous world" y el de meter el seed en la pantalla de una partida nueva.

Asi que no se preocupen jovenes, 1.20 es simplemente 1.15 refinado.

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Old March 13, 2004, 06:39   #14
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si, lo del FP sigue como en el 1.15
Todo suena muy bien, sobre todo el pulido a los PBEM y las reformas en el arbol tecnológico industrial
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Old March 13, 2004, 12:55   #15
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Todo bien, pero ¿dónde corno está el 1.20? En el sitio oficial ni lo nombran
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Old March 13, 2004, 19:36   #16
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Quote:
Originally posted by Niessuh
si, lo del FP sigue como en el 1.15
Todo suena muy bien, sobre todo el pulido a los PBEM y las reformas en el arbol tecnológico industrial

Lo de los PBEMs ya llevaban mas de UN AÑO prometiendo y finalmente...
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