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Old February 13, 2002, 15:11   #1
RickBlaine
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v1.17f Readme
Readme for v1.17f is here:

http://forums.civfanatics.com/showth...threadid=16272
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Old February 13, 2002, 15:15   #2
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It looks very promising! I'm impressed.
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Old February 13, 2002, 15:21   #3
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well, well.....
Eliminated 'Despot Pop Rushing'.

This will spark some discussion.
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Old February 13, 2002, 15:23   #4
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It looks like we still have the Domestic Nag to contend with, but the listing, to me at least, represents very promising improvements in empire management. Kudos to Firaxis!
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Old February 13, 2002, 15:26   #5
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Quote:
* Added stack movement. Hitting 'j' will produce the goto cursor. Once you select a destination, every unit of the active unit's type in that square will move to the specified location. Air units of the same type will attempt to rebase.

* Improved unit activation sequence.
Well, it´s something I guess. Maybe I´ll actually re-install the game and give it another chance...nah
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Old February 13, 2002, 15:27   #6
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* Editor: Added Undo/Redo functionality.
uh,
i'm hoping that all of the other wonderful things they've done to improve the editor has just somehow been left out of the read me

plus what does

Added "Show Wonder Initiation" preference and Eliminated 'Despot Pop Rushing' mean?

also i wonder how they changed the cultural reversion formula since

Quote:
It is now possible to completely suppress a city's cultural reversion with enough military units.
and please please please firaxis, could you fix where every time a unit breaks off in an army it costs the entire army a movement point?
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Old February 13, 2002, 15:29   #7
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I have to admit that there are some really good changes here. I gave my game away. I might have to borrow it back and give this thing another spin.

"Fixed bug which caused some government buildings not to function correctly."

What buildings were not functioning?
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Old February 13, 2002, 15:30   #8
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One nice cut & pase job:


Additions v1.17b:
* Added Sentry command: y = wake whenever next to friendly or enemy unit(s) / shift+y = wake whenever next to enemy unit(s).
* Added stack movement. Hitting 'j' will produce the goto cursor. Once you select a destination, every unit of the active unit's type in that square will move to the specified location. Air units of the same type will attempt to rebase.
* The procedure for checking if the CD is in the drive has been changed to search all possible CD drives on a machine instead of simply the drive they installed the game from.
* There are now two types of "Improve Nearest City" commands. shift+'i' = Improve Nearest City. ctrl+shift+'i' = Improve Nearest City Without Altering Improvements.
* Editor: Added Undo/Redo functionality.
* Added Civilopedia links and cursor to diplomacy window.
* Added "Show Wonder Initiation" preference.
* Added "Turns to Expansion" readout to culture meter on City Display.


Changes v1.17b:
* City population drop shadows are now a pref and default to off.
* Scrollbar in Domestic advisor lengthened to make use of previously unused line.
* Civ-specific units are now part of the regular upgrade chain.
* Mobile units now have to make a die roll to determine if they withdraw. Success is also modified by their experience level.
* Workers on AI Automation (A/Shift+A) will now sleep in a city when there are no more actions to take. They will automatically awake when something needs to be done (such as clean pollution).
* Improved unit activation sequence.
* Expanded size of production popup drop list.
* Added mention of Wonder and improvement culture contributions doubling after 1000 years to Culture Civilopedia entry.
* It is now possible to completely suppress a city's cultural reversion with enough military units.
* Reworded luxury resource impact of marketplace and gold contribution in Marketplace Civilopedia entry.


Fixes v1.17b:
* Fixed bug which allowed the user to continue espionage even after the spy is killed.
* Fixed bug which prevented cruise missiles from targeting units with only 1 hit point.
* Fixed bug which miscalculated average scores (esp. for future techs).
* Fixed bug involving explorers and rail movement.
* Fixed a number of bugs involving recon missions.
* Fixed bug which let coastal fortresses hit submarines.
* Editor: You can no longer select Bonus Resources as a prerequisite resource.
* Eliminated 'Despot Pop Rushing'.
* Fixed pop-up bug involving citizen unhappiness on City Display.
* Fixed bug which did not destroy an enemy spaceship if the enemy capital was razed.
* Fixed bug which allowed the AI to keep trying to build cities if the city limit had been reached.
* Fixed bug which allowed infinite bombardment/precision bombing range.
* Fixed AI worker loop bug.
* Fixed missing-city-line bug in domestic window.
* Fixed AI disband unit bug.
* Fixed City Display bugs involving selling improvements and drafting citizens.
* Fixed bugs involving unit ordering.
* Fixed crash bug involving the civil disorder pop-up.
* Fixed bug with the cleanup pollution order.
* Fixed Flood Plain Civilopedia entry to correctly state increased food.
* Fixed Fortress Civilopedia entry to correctly state +50% defensive bonus.
* Fixed misspellings in Communism Civilopedia entry.
* Fixed AI bug giving value to worthless techs.
* Fixed bug with how capital/spy/embassy icons were being drawn for foreign cities.
* Optimized pathfinding for human player to prevent 10-second waits for various orders on huge maps.
* Fixed bug which sometimes caused depletion of resources so that there would be < 1 per civ.
* Fixed bug which sometimes caused you to not get any techs from Theory of Evolution.
* Fixed Communism Civilopedia entry to reflect the correct draft rate of 2.
* Fixed typo in Coast Civilopedia entry.
* Optimized save and scenario for speed increase.
* Build Railroad bubble text now lists the hotkey (Shift-R).
* Fixed bug which caused some government buildings not to function correctly.
* Fixed bug which allowed civs with no capitals.
* Spaceship parts pop-ups now only appear if you have a spy with the corresponding civ.
* "beginning wonder" pop-ups now only appear if you have an embassy or spy with the corresponding civ.
* Fixed infinite city growth exploit (involving granaries and size 6 cities).
* Corrected graphic display corruption on horizontal scroll bars.
* The correct scroll bar now always appears in production popup.
* Fixed spelling of Archimedes in Physics Civilopedia entry.
* Fixed title of "On the Origin of Species by Means of Natural Selection" in the Theory of Evolution Civilopedia entry.
* Fixed typo in Jet Fighter Civilopedia entry.
* Fixed typos in Modern Armor Civilopedia entry.
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Old February 13, 2002, 15:31   #9
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Quote:
Originally posted by Kamrat X


Well, it´s something I guess. Maybe I´ll actually re-install the game and give it another chance...nah
I must say, Kamrat, that group movement and sensible unit activation sequencing have completely shifted the balance, in my opinion, toward making the game worth another try. I'm going to try it, anyway. (Though first, I might await reports of wild crashes and whatnot... Don't forget patch before 1.16f.)
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Old February 13, 2002, 15:32   #10
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Some good stuff by the looks of it....

"Mobile units now have to make a die roll to determine if they withdraw. Success is also modified by their experience level. "

now, that is going to make the cavalry charges interesting
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Old February 13, 2002, 15:35   #11
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Mobile units now have to make a die roll to determine if they withdraw. Success is also modified by their experience level.

if the cavalry unit loses the roll, yet somehow still manages to win would it be penalized a movement point for trying to withdraw? do units in an army have to make a roll when they are breaking off?
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Old February 13, 2002, 15:35   #12
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Wow, lots of stuff. Some _huge_ changes though; no despotic pop rushing at all means the early game will be radically different. I was expecting a progressively less and less useful rush. I wonder if commies can still pop-rush.....

They also removed size 6.........no-one tell La Fayette
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Old February 13, 2002, 15:36   #13
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Good bug fixes, Firaxis

And I especially like that even UUs can now be upgraded....
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Old February 13, 2002, 15:39   #14
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Good, but no mention of corruption. I was anticipating at least some control of the rate of corruption per distance from the editor, but really it seems the editor is being left for a later patch or expansion.

Other wise, the rest is very good. I'll be waiting to hear reviews on the stack movement method before installing.
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Old February 13, 2002, 15:39   #15
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hmmmm, i wonder if they set Hurrying Production in despotism to none like anarchy or if they set it to paid labor, or if they somehow changed the rules on using forced labor
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Old February 13, 2002, 15:44   #16
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Quote:
Originally posted by Slax
Good, but no mention of corruption. I was anticipating at least some control of the rate of corruption per distance from the editor, but really it seems the editor is being left for a later patch or expansion.

What about this?

Quote:
[SIZE=1] "Fixed bug which caused some government buildings not to function correctly."
Maybe that building is Corthouse?
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Old February 13, 2002, 15:46   #17
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Excellent! Thank you, Firaxis.

This reflects a lot of effort on their part and a great deal of input from fans, I'm sure. This is very reassuring. And I was hoping to get a good night's sleep Friday....
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Old February 13, 2002, 15:46   #18
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Quote:
Originally posted by korn469
hmmmm, i wonder if they set Hurrying Production in despotism to none like anarchy or if they set it to paid labor, or if they somehow changed the rules on using forced labor
It has probably something with happiness modifiers, so 1pop cities won't stay content while poprushing 10 Swordsmen.
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Old February 13, 2002, 15:49   #19
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Quote:
Originally posted by korn469
hmmmm, i wonder if they set Hurrying Production in despotism to none like anarchy or if they set it to paid labor, or if they somehow changed the rules on using forced labor
It was the way unhappiness was being calculated. When you rushed, you were consuming the citizens who were unhappy by the rush. Now the citizen that remains is the one unhappy, meaning civil disorder.

Quote:
Added "Show Wonder Initiation" preference and Eliminated 'Despot Pop Rushing' mean?
Show wonder initiation is those popups that tell you so and so started a wonder. Since this info is in the Wonder screen, you shouldn't be assaulted by it unless you want to.

Jeff
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Old February 13, 2002, 15:51   #20
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OMG!!!

No Military Camps or Worker Farms

I guess stacked movements is something.

And the UU upgrade path is amazing... Makes the Romans even better for me now.
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Old February 13, 2002, 15:53   #21
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All the time people have spent bashing them and complaining how they were never on the boards answering questions. Maybe they were working on this all along!


I wonder if some people feel silly now?
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Old February 13, 2002, 15:56   #22
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thanks for the explanation Jeff!

Quote:
All the time people have spent bashing them and complaining how they were never on the boards answering questions. Maybe they were working on this all along!
well since Civ3 is selling better than SMAC, and they supported SMAC for quite a while, some of us weren't too shocked
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Old February 13, 2002, 15:57   #23
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The ones who feel silly are those who turned a blind eye to the game's faults. The ones who are vindicated are the ones who insisted on the changes that were made.
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Old February 13, 2002, 15:59   #24
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Show wonder initiation is those popups that tell you so and so started a wonder. Since this info is in the Wonder screen, you shouldn't be assaulted by it unless you want to.
By the same token, we really don't need the Domestic Nag, either. Nevertheless, you did an excellent job in addressing the vast majority of interface and gameplay flaws.
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Old February 13, 2002, 15:59   #25
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All it took was professional-like discussions regarding changes/additions/fixes like what we saw in the Top: threads listing fixes and patch suggestions. The rest they properly ignored (much to the chagrine of those that wanted personal affirmation).
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Old February 13, 2002, 16:01   #26
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yeeees!!!!perfect!!
" City population drop shadows are now a pref and default to off" -yeeeeeeeeeeeees!!!!!!!clean map again!!!!!!!thanx alot firaxis!!!!
there goes my sig
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Old February 13, 2002, 16:04   #27
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All it took was professional-like discussions regarding changes/additions/fixes like what we saw in the Top: threads listing fixes and patch suggestions. The rest they properly ignored (much to the chagrine of those that wanted personal affirmation).
Nonsense.

Those "professional-like discussions" were so inane and childish that Mark gutted them out, eviscerating whole posts. Meanwhile, the serious players were offering criticisms that Firaxis obviously considered to be valuable. Why project onto the good folks at Firaxis the immaturity of a few sycophants?
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Old February 13, 2002, 16:05   #28
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Quote:
Originally posted by Steve Clark
All it took was professional-like discussions regarding changes/additions/fixes like what we saw in the Top: threads listing fixes and patch suggestions. The rest they properly ignored (much to the chagrine of those that wanted personal affirmation).
Heh, I never read those threads on top. When you have that many replies, they just seem prone to noise and lack of cohesion, IMO. I didn't want to wade through it all to find the constructive posts. Assuredly there was a lot of noise in the rest of the forum, but at least you can easily find topics of interest through their thread titles.

I'm lazy. So sue me.
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Old February 13, 2002, 16:07   #29
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Quote:
* Improved unit activation sequence.

What was the old squence? What was so bad about it?
Sorry...haven't played the game for a long time. Don't sue me please.

Quote:
* City population drop shadows are now a pref and default to off.
I'm really glad that they had the pop-shadows eventually removed.

Well done patch alltogether. I'm really suprised; didn't believe that there would be a second patch so soon. Kudos to Firaxis!

Regards,
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Old February 13, 2002, 16:08   #30
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Doesn't seem to involve any changes to the BICs, maybe I don't have to upgrade C3MT after all.
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