February 14, 2002, 19:42
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#31
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King
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 1,267
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As for stack movement, you're welcome, on behalf of all the steadfast critics.
As for railroads, if the civ whose city you razed had railroads, then the city tile would have had one.
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"Entia non sunt multiplicanda praeter necessitatum." — William of Ockham
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February 14, 2002, 19:44
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#32
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King
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 1,267
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Quote:
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Originally posted by MonsterMan
Geez, I figured that out yesterday by reading the changes 1.17f does to the editor ; )
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Oh.
Well, thanks. You've been helpful.
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"Entia non sunt multiplicanda praeter necessitatum." — William of Ockham
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February 14, 2002, 19:47
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#33
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Chieftain
Local Time: 21:35
Local Date: October 31, 2010
Join Date: Aug 1999
Location: Norway
Posts: 52
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Too bad the FTP server allows a mere 100 simultanous connections. Still trying ...
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February 14, 2002, 19:49
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#34
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Chieftain
Local Time: 21:35
Local Date: October 31, 2010
Join Date: Aug 1999
Location: Norway
Posts: 52
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Forget it.
Found it at firaxis.com.
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February 14, 2002, 20:06
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#35
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Settler
Local Time: 12:35
Local Date: October 31, 2010
Join Date: Dec 2001
Posts: 16
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Quote:
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Originally posted by Libertarian
As for stack movement, you're welcome, on behalf of all the steadfast critics.
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I am astounded that you are taking credit for this. Loud, incessant whining does not count as actual effort toward programming new features. Geez.
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February 14, 2002, 20:16
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#36
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King
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 1,267
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Uh huh, I suppose you're right. It must have been those who insisted the game is flawless who inspired the improvements we now have.
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"Entia non sunt multiplicanda praeter necessitatum." — William of Ockham
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February 14, 2002, 20:31
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#37
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King
Local Time: 14:35
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Colorado
Posts: 1,555
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Come on, Lib, you know it was the suggestion that was put (by you?) into Tech's thread (along with a million others) that they worked from. They ignored the rest.
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February 14, 2002, 20:37
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#38
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King
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 1,267
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That might be plausible were it not impossible.  As I reported a few days before the read-me release, I (and a few others) already knew what some of the changes would likely be. I knew also where most of the influence came from. And no, I can't tell.
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"Entia non sunt multiplicanda praeter necessitatum." — William of Ockham
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February 14, 2002, 20:40
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#39
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King
Local Time: 14:35
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Colorado
Posts: 1,555
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I know, my friend.
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February 14, 2002, 21:33
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#40
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Deity
Local Time: 21:35
Local Date: October 31, 2010
Join Date: Feb 2000
Location: Germans own my soul.
Posts: 14,861
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I thought it was taking a long time, but looks like they were quiet when doing the thing and then springing it on us by surprise  Just sorting out the editor problem, but glad to see it was noticed quickly
__________________
Speaking of Erith:
"It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith
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February 14, 2002, 21:50
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#41
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Emperor
Local Time: 14:35
Local Date: October 31, 2010
Join Date: Dec 1998
Posts: 3,215
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Nice. Now that I have the patch, looks like I'll have to revisit civ3.
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February 14, 2002, 21:55
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#42
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Technical Director
Local Time: 22:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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You said it was Friday, and I've been out all night. Noe there is no time to test the patch.
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ACS - Technical Director
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February 14, 2002, 22:22
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#43
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Deity
Local Time: 13:35
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Baron of Sealand residing in SF, CA
Posts: 12,344
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Well, I downloaded and installed the latest patch....now my Civ3 files are all set for the eventual release of the Multiplayer Gold Edition!
Actually, since you can't play Civ3 with another human player (yet), I've been bideing my time waiting for the MP release. Have I played single-player Civ3? Actually, yes - when I initially purchased the game...but I "prefer" multiplayer, and the single-player games got old rather quickly...
Has anyone heard anything about the release of the multiplayer add-on - except the general "spring/summer 2002" release?
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____________________________
"One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
"If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
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February 14, 2002, 23:35
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#44
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Apolyton CS Co-Founder
Local Time: 16:35
Local Date: October 31, 2010
Join Date: Aug 1998
Location: Ontario, Canada
Posts: 16,458
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The patch is also now available as a "local" download from the Apolyton server (see CivIII section). The updated and integrated patch (including the editor) will be available soon.
-----------------
Dan; Apolyton CS
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February 14, 2002, 23:52
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#45
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Warlord
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Jan 2002
Posts: 178
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Looking at all the problems and bugs supposedly corrected with 1.17 (just some of the many problems with the game) it occurs to me that Firaxis should have playtested this last Summer not subjected us to ongoing patching.
As for the local download, I read this caveat:
"In addition, according to Firaxis` Jeff Morris, the wrong editor was included in v1.17F and until the patch can be updated from its official (Infogrames`) download location [see story below], you can also download it (2.2MB) here from Apolyton. Morris also indicates that the said editor will be available as a separate download too from the official source soon. - DanQ".
What does that mean, besides Firaxis messing up the patch? Is 1.17F COMPLETE? Or does it need an ADDITIONAL separate download of something else? I think I'll wait awhile.
Last edited by Encomium; February 14, 2002 at 23:57.
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February 15, 2002, 00:43
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#46
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Guest
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Error Error bep bep bep
As I was jumping through the CS Units I noted that some of them were upgrading wrong or not at all. And this is even with the updated editor that I got off the main page.
1. Legions are upgrading to Immortals.
2. Immortals have no upgrade.
3. Rider upgrading to Samurai.
4. Samurai upgrading to War Elephants.
5. Swordman are upgrading to Legionaries.
6. Horseman to mounted warriors.
7. Musketman to Musketeer
8. Knight to Rider
9. Cavalry to Cossak
Just FYI....
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February 15, 2002, 01:04
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#47
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Warlord
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Feb 2000
Location: Brea, CA, USA
Posts: 243
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You never could upgrade immortals, right?
1, 3, and 4 - I can't explain, unless they expect to implement unit trading.(?)
5,6,7,8,9 - This may be necessary for the new upgrade-to-a-UU feature. I'm still downloading patch, but if so I would expect to also see jet fighter -> F-15 upgrade, for example.
Bad deal for the Germans, who will still have to build every single Panzer, which now has a lower chance of successfully retreating. Here come's another round of strategy threads!
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"...it is possible, however unlikely, that they might find a weakness and exploit it." Commander Togge, SW:ANH
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February 15, 2002, 02:29
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#48
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Settler
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 17
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Quote:
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Originally posted by Libertarian
The UU was the "Freedom Fighter" (equivalent to French Muskateer). Some of the Great Leaders were Ludwig von Mises, Bastiat, F. A. von Hayek, and Thomas Jefferson. The name of the civ was Libertaria, and its capital was Liberty. Cities included Independence, Commerce, and Freedom, among others.
I also had a Libertarian government, wherein workers were extremely productive but cost quite a bit. It took me a while to tweak everything (a few days, actually). So [shrug...]
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Well I guess you could use th Joan Arc Animation as Ayn Rand and she could be the leader. It could be her...well, no.
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February 15, 2002, 02:36
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#49
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King
Local Time: 13:35
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Arizona
Posts: 1,747
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Yes Lib, you and the rest of the repetitive criticizers were the sole reason for stack movement being implemented in this patch.  Oh yeah, not to mention all of the effort Yin put into this patch becoming what it is.
I should note that I have nothing against Yin. No comment about Lib.
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However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.
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February 15, 2002, 02:53
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#50
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Deity
Local Time: 06:35
Local Date: November 1, 2010
Join Date: Dec 1969
Location: In a tunnel under the DMZ
Posts: 12,273
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Can the early downloaders please confirm the patch works?
Also, does it work in saved games?
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February 15, 2002, 04:20
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#51
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Chieftain
Local Time: 12:35
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Igloo
Posts: 59
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Re: Error Error bep bep bep
Quote:
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Originally posted by Avahz_D
As I was jumping through the CS Units I noted that some of them were upgrading wrong or not at all. And this is even with the updated editor that I got off the main page.
1. Legions are upgrading to Immortals.
2. Immortals have no upgrade.
3. Rider upgrading to Samurai.
4. Samurai upgrading to War Elephants.
5. Swordman are upgrading to Legionaries.
6. Horseman to mounted warriors.
7. Musketman to Musketeer
8. Knight to Rider
9. Cavalry to Cossak
Just FYI....
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Each unit can only be upgraded to 1 other unit. Therefore the upgrade path is probably now presented as, eg:
chariot, war chariot, horseman, mounted warrior, knight, rider, samurai, war elephant, calvary, cossack.
This would permit full upgrading to and from UU's, and then the program utilizes the civ can build option to limit what can actually be built by whom.
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February 15, 2002, 06:07
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#52
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Civ4: Colonization Content Editor
Local Time: 21:35
Local Date: October 31, 2010
Join Date: Dec 2001
Posts: 11,117
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Quote:
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Originally posted by Alexander's Horse
Can the early downloaders please confirm the patch works?
Also, does it work in saved games?
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As far as I can see it at this point, all works as described. Also, I had no trouble with 1.16f savegames (only that my Panzers are now losing much more often  ).
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February 15, 2002, 06:31
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#53
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Civ4: Colonization Content Editor
Local Time: 21:35
Local Date: October 31, 2010
Join Date: Dec 2001
Posts: 11,117
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Quote:
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Originally posted by Dienstag
Bad deal for the Germans, who will still have to build every single Panzer, which now has a lower chance of successfully retreating. Here come's another round of strategy threads!
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I never had a problem with that. After upcoming of Infantry, Cavalry is nearly obsolete anyway. When building Panzers, my cities are already high-productive. Unless I am short of units, I like to disband as many old Cavalries in the Panzer building city as is needed to complete the Panzer in 1 turn.
Usually I have 1 Cavalry army at this time, which I keep as something like "police" against foreign pillagers, when I fight a war.
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February 15, 2002, 09:41
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#54
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Prince
Local Time: 16:35
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Picksburgh
Posts: 837
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Quote:
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Originally posted by Alexander's Horse
Can the early downloaders please confirm the patch works?
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Yes, I've used it and I have no desire to smoke cigarettes anymore.
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February 15, 2002, 13:52
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#55
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Emperor
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Jan 2002
Location: of poor english grammar
Posts: 4,307
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__________________
-Never argue with an idiot; He will bring you down to his level and beat you with experience.
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February 15, 2002, 14:48
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#56
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Chieftain
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Dec 2001
Posts: 35
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Looks like Firaxis have finally delivered, and how great it is to see they actually listen. Maybe all that whining and yelling in the forums DOES serve a purpose (besides giving me a headache). Anyhows, the patch seems to work fine. No crashes, but I have yet to notice a performance improvement. Anyone else disagree?
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February 15, 2002, 16:49
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#57
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Apolyton CS Co-Founder
Local Time: 22:35
Local Date: October 31, 2010
Join Date: Aug 1998
Location: Macedonia, Greece
Posts: 24,480
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Quote:
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Originally posted by soufie77
Looks like Firaxis have finally delivered, and how great it is to see they actually listen. Maybe all that whining and yelling in the forums DOES serve a purpose
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or maybe the whining was unnecessary since they heard it the first time?
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February 15, 2002, 17:08
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#58
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King
Local Time: 15:35
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 1,267
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Maybe they heard. Maybe they didn't. If only there were some way we could have known. But alas, how?
__________________
"Entia non sunt multiplicanda praeter necessitatum." — William of Ockham
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February 15, 2002, 19:19
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#59
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Settler
Local Time: 06:35
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oz
Posts: 28
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Quote:
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Originally posted by Eli
*coughnocdpatchanyone?cough*
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http://dl.gamecopyworld.com/dl.cgi?C...on_3_117f_nocd!ace
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Vikings rule.
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February 15, 2002, 21:22
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#60
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Settler
Local Time: 20:35
Local Date: October 31, 2010
Join Date: Feb 2002
Posts: 1
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Comments on patch 1.17f
I see the patch has been removed from the website. Probably due to several bugs. Here's the good and the bad that I found last night:
1) Bug: You can now unload units from an Army.
Of course, this is quite unintentional, and will I'm sure be fixed
in the next patch. But if you use the new stack command for
movement, you can unload units from an Army.
The stack command works like goto but with a 'j'. It moves all units of the same type *including* those in an army, if an army is on the same square, leaving the rest of the army in the original location.
A word of caution: this puts the game in a funny state. The units
that were in the army only move one square, and if you try then to select the army it may highlight another unit, although the if you hit an arrow key the army moves. Eventually, the game may crash. The solution is to remove the units, save the game and reload it. This clears the memory.
2) Not mentioned in readme: Science advance happens at begin of turn. Good change, as while going through the begin-of-turn sequence you can now order your cities to build improvements made possible by the science advancement.
3) Ability to prevent a city from reverting works great ... maybe
even better than they intended. I'm playing emperor in the early
space age and took out a large Chinese civ with NO reverts. And I did not have to put one unit per resistor, but usually just a 1:3
ratio of units:resisters.
4) The change to have a dice roll for "fast" units to decide whether they retreat really increases attrition. The vast majority of my attacks were modern armor against infantry ... I lost a lot more units than would have previously. Also, the tendency for absurd combat results may have increased slightly. In my first two battles veteran modern armor lost while attacking veteran calvary on no-defense-bonus squares and on their first move. 24 attack, 2 defense. Sure, I understand.
5) Didn't see any benefit from the claimed performance improvements (sigh).
6) Also undocumented: Workers are now automatically sent to clean pollution until last pollution is gone. Before, only two workers per polluted square were automatically sent to clean pollution. I like this change, but others might not.
7) There is a change so that when new units are built you get a
banner over the city instead of a pop-up requiring a response. I
expect this is now a preference, but I didn't explore as I like this
feature. FWIW, I previously set the preference to have the city
always build the same unit again.
8) There are a few funny bugs being reported. In my game new workers are identified as "Worker (Iroquois)", which is my tribe, rather than just a "Worker". However, newly captured workers are identified as only "Worker." Workers I captured or built before I installed the patch still are identified as before.
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