April 17, 2002, 11:34
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#31
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King
Local Time: 00:07
Local Date: November 1, 2010
Join Date: Aug 2000
Posts: 1,121
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Thanks Mike for your explanation.
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Franses (like Ramses).
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April 17, 2002, 11:35
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#32
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Emperor
Local Time: 18:07
Local Date: October 31, 2010
Join Date: Feb 2002
Location: Back in BAMA full time.
Posts: 4,502
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Holy smoke two at once
Glad to see it
What about the icons? It doesnt limit the number of units or techs (that we know of) but it is a pain!
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April 17, 2002, 11:36
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#33
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Prince
Local Time: 00:07
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Copenhagen, Denmark
Posts: 835
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Firaxians: Minimap?
Hello Firaxians!
Why did you choose not to include a minimap in the editor. It can't be that hard. Did you not have the time for it?
Other than that the patch looks very cool!
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Try my Lord of the Rings MAP out: Lands of Middle Earth v2 NEWS: Now It's a flat map, optimized for Conquests
The new iPod nano: nano
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April 17, 2002, 11:39
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#34
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Technical Director
Local Time: 01:07
Local Date: November 1, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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Is the new BIC-version 3.08, or is it more then that?
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ACS - Technical Director
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April 17, 2002, 11:41
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#35
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Firaxis Games
Local Time: 18:07
Local Date: October 31, 2010
Join Date: May 2001
Location: Hunt Valley, MD
Posts: 139
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Quote:
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Originally posted by SpencerH
What about the icons? It doesnt limit the number of units or techs (that we know of) but it is a pain!
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See the following:
Quote:
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* Updated resource icon loading so that it's not hard-coded.
Any number of resource icons can now be loaded from resources.pcx as
longs they are 49x49 with a 1-pixel border (and don't forget to update
resource_shadows.pcx).
* Updated unit icon loading so that it's no longer hard-coded.
Any number of unit icons can now be loaded as long as they are 32x32
with a 1-pixel border.
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Tech icons are probably still a problem for now...
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Mike Breitkreutz
Programmer
FIRAXIS Games
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April 17, 2002, 11:44
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#36
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Emperor
Local Time: 17:07
Local Date: October 31, 2010
Join Date: Dec 1998
Posts: 3,215
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Wow, sounds like a lot of good stuff.
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April 17, 2002, 11:44
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#37
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Emperor
Local Time: 18:07
Local Date: October 31, 2010
Join Date: Feb 2002
Location: Back in BAMA full time.
Posts: 4,502
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Quote:
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Originally posted by Mike Breitkreutz FIRAXIS
See the following:
Tech icons are probably still a problem for now...
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Thanks I just spotted it myself (its all those small letters so close together it makes my brain go numb), but you beat me to the post
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April 17, 2002, 11:45
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#38
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Technical Director
Local Time: 01:07
Local Date: November 1, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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Quote:
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Originally posted by Mike Breitkreutz FIRAXIS
Quote:
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Originally posted by SpencerH
What about the icons? It doesnt limit the number of units or techs (that we know of) but it is a pain!
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See the following:
Quote:
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* Updated resource icon loading so that it's not hard-coded.
Any number of resource icons can now be loaded from resources.pcx as
longs they are 49x49 with a 1-pixel border (and don't forget to update
resource_shadows.pcx).
* Updated unit icon loading so that it's no longer hard-coded.
Any number of unit icons can now be loaded as long as they are 32x32
with a 1-pixel border.
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Tech icons are probably still a problem for now...
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Exactly what has been changed? is it the number limit? How is it working now, does the units need to be on the same line, or can I place then randomly in the file, Just because it looks fun, as long as I keep a border around each icon?
Can I increase width and hight how mush i want, or is there any other limits?
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ACS - Technical Director
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April 17, 2002, 11:49
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#39
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Deity
Local Time: 19:07
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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Hmm, looks promising. I wonder exactly how much they "adjusted advance trading rates for the AI." Can't wait to find out, actually.
Courthouses, Police Stations & WLTKD stronger versus corruption/waste - ok with me, but at this point the main issue with corruption is the optimal # of cities, not the effect of CH's and PS's. But then again, I was pretty much ok with corruption under 1.17 (at least on normal maps, dunno about large/huge).
Personally, I like the decreased map sizes, but I can imagine some who like playing on truely huge maps will be annoyed.
Draft/Hurry penalty dropped to 20 turns = good, especially for the AI. First pop sacrifice = 20 shields instead of 40... fine, will take a little getting used to, but fine.
Updated water unit movement to take into account the cost of
the terrain type.
Hmm... does this suggest that oceans will require more mp's than coast?
-Arrian
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grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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April 17, 2002, 11:51
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#40
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Emperor
Local Time: 00:07
Local Date: November 1, 2010
Join Date: Mar 2000
Location: London, UK
Posts: 3,732
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It all sounds interesting. Will any of these changes actually make the AI play differently, e.g. in tech trading or better use of bombardment units?
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To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection. H.Poincare
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April 17, 2002, 11:55
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#41
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Technical Director
Local Time: 01:07
Local Date: November 1, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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What does "[color={qcolor}]Editor: Exposed AI to AI trade rate.[/color]" mean?
Is it a rate for how the AI trade tach added to the editor? Where in the editor?
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ACS - Technical Director
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April 17, 2002, 11:55
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#42
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Emperor
Local Time: 01:07
Local Date: November 1, 2010
Join Date: Feb 2000
Posts: 7,138
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Interesting list of changes.
I think that with a few more, Civ III will actually be playable.
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April 17, 2002, 11:56
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#43
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Firaxis Games
Local Time: 18:07
Local Date: October 31, 2010
Join Date: May 2001
Location: Hunt Valley, MD
Posts: 139
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Quote:
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Originally posted by Arrian
Personally, I like the decreased map sizes, but I can imagine some who like playing on truely huge maps will be annoyed.
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We changed the default size of these maps. The max. allowed size in the editor is unchanged.
Quote:
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Originally posted by Arrian
Updated water unit movement to take into account the cost of
the terrain type.
Hmm... does this suggest that oceans will require more mp's than coast?
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This will only have an effect if you change the movement cost of water tiles. Currently Coast, Sea, and Ocean all have a movement cost of 1.
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Mike Breitkreutz
Programmer
FIRAXIS Games
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April 17, 2002, 11:58
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#44
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Chieftain
Local Time: 00:07
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Örebro, Sweden
Posts: 98
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* Adjusted advance trading rates for AI.
Could you give us the details on this one?
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/Cesa
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April 17, 2002, 12:00
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#45
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Deity
Local Time: 19:07
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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I understood the map size change was just for the default maps - what I meant was that people who like to play on the really big maps all the time can't just fire up a new game (random map) at that size - now they have to use the editor or download a huge map, no? No skin off my nose either way.
Thanks for the clarification regarding ship movement. That's cool.
Thanks again for the responses.
-Arrian
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grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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April 17, 2002, 12:01
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#46
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Civ4: Colonization Content Editor
Local Time: 00:07
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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"* Improved city governor AI"
What does this mean. Do I have more options to adjust the governor, will he be more intelligent, or what has changed?
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April 17, 2002, 12:02
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#47
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Emperor
Local Time: 17:07
Local Date: October 31, 2010
Join Date: Nov 2001
Location: orangesoda
Posts: 8,643
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What happens when you disband a city? Do you get Workers from the population? A Settler? Also what happens with the unhappiness that is built up in that city?
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"tout comprendre, c'est tout pardonner"
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April 17, 2002, 12:02
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#48
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Warlord
Local Time: 18:07
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Cliffs of Insanity
Posts: 160
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Re: it's here: 1.21F PATCH DETAILS
Quote:
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Originally posted by MarkG
* Changed Culturally Linked Starting Locations from a pref to a rule.
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does this mean we have to start with culturaly linked postitions? If so, erg  .
Otherwise, excellent, and I can't wait to install it!
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"Government isn't the solution to our problems; Government IS the problem." - Ronald Reagan
No, I don't have Civ4 yet...
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April 17, 2002, 12:03
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#49
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Technical Director
Local Time: 01:07
Local Date: November 1, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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And how will abandon city work?
How many of the citizens will be turned into pop-units? What pop-units? Will the pop-units be unhappy if joined inīanother city because of what you did to their home city?
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ACS - Technical Director
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April 17, 2002, 12:05
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#50
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Technical Director
Local Time: 01:07
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Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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Re: Re: it's here: 1.21F PATCH DETAILS
Quote:
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Originally posted by fezick31
does this mean we have to start with culturaly linked postitions? If so, erg .
Otherwise, excellent, and I can't wait to install it!
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I guess it's in the field where you select victory conditions, but might as well be in the BIC.
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ACS - Technical Director
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April 17, 2002, 12:05
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#51
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Emperor
Local Time: 23:07
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Join Date: Mar 2002
Location: All Glory To The Hypnotoad!
Posts: 4,223
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hehehe  are Aeson and Gramphos the same person?
these changes look interesting. the game is slowly becoming much more mod-friendly, which can only be a good thing IMHO.
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If I'm posting here then Counterglow must be down.
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April 17, 2002, 12:05
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#52
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Civ4: Colonization Content Editor
Local Time: 00:07
Local Date: November 1, 2010
Join Date: Dec 2001
Posts: 11,117
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Re: Re: it's here: 1.21F PATCH DETAILS
Quote:
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Originally posted by fezick31
does this mean we have to start with culturaly linked postitions? If so, erg .
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It probably means you'll have a checkbox in the game creation screen (where it belongs) instead of in the prefs  .
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April 17, 2002, 12:09
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#53
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Prince
Local Time: 23:07
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of the Cookieville Minimum Security Orphanarium
Posts: 428
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I never bothered to apply the last patch. Can I apply this one without having applied the previous one?
Nice work, Firaxis. I'm glad to see you're so committed to this.
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April 17, 2002, 12:10
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#54
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Technical Director
Local Time: 01:07
Local Date: November 1, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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Quote:
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Originally posted by FrustratedPoet
hehehe are Aeson and Gramphos the same person? 
these changes look interesting. the game is slowly becoming much more mod-friendly, which can only be a good thing IMHO.
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No we arre not, and the questions are not exactly the same...
Aeson wants to know what happens if the city is unhappy, I want to know if the pop-points will become unhappy when they are forced leave the city (and in that case of cource if that is left when they join another/found a new)
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ACS - Technical Director
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April 17, 2002, 12:12
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#55
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Local Time: 00:07
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Land of teh Vikingz
Posts: 9,897
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I didnīt see a fix for the annoying "re-fortifying of upgraded units" bug/feature.
IIRC it was still there in 1.17f...
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I love being beaten by women - Lorizael
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April 17, 2002, 12:16
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#56
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Emperor
Local Time: 17:07
Local Date: October 31, 2010
Join Date: Nov 2001
Location: orangesoda
Posts: 8,643
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Quote:
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No we arre not, and the questions are not exactly the same...
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Doh! For a minute there I though I might be promoted to ACS Civ III File Manager...
The "Disband City" option sounds like a very important part of the patch. Could really be exploited if set up wrong, like disbanding discontent in 1.16f.
And if workers carried unhappiness... give them to the AI!
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"tout comprendre, c'est tout pardonner"
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April 17, 2002, 12:17
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#57
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King
Local Time: 00:07
Local Date: November 1, 2010
Join Date: Dec 1969
Location: Scio Me Nihil Scire
Posts: 2,532
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Quote:
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Editor: Fixed some bugs with Add/Delete buttons.
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Does this mean you can add units now in the editor (without using hacked tools and a lot of debugging)?
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Quod Me Nutrit Me Destruit
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April 17, 2002, 12:18
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#58
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Local Time: 00:07
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Land of teh Vikingz
Posts: 9,897
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Re: Re: it's here: 1.21F PATCH DETAILS
Quote:
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Originally posted by fezick31
does this mean we have to start with culturaly linked postitions? If so, erg .
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Why? IMO it gets more realistic this way and you get to make another strategic decision which civ to play based on starting locations.
Itīs like the board game really, even if you get Africa with all 8 players present you can still win if you play your cards right (and has some luck with the calamities).
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I love being beaten by women - Lorizael
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April 17, 2002, 12:20
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#59
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Chieftain
Local Time: 23:07
Local Date: October 31, 2010
Join Date: Apr 2002
Location: south England, near stonehenge
Posts: 44
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Exelent news, these improvement may actualy make a WWII scenario possible!!!
As long is there is going to be some way of editing save game files (all that is needed is to be able to create cities and units a way that is coherent with a 1930s-40s europe and the rest of the world) Is there going to be a way to modify dates? it don't look like it to me
I like the idea of allowing player restarts, like back in Civ II perhaps? (kill on civ and have another pop up with the same techs in a new unexplored location)
Era_none techs will allow civ specific terrain bonus
Modified HP will allow more realistic difference between tanks and infantry. tanks have good stats but low HP (not V. numerous) Infantry has low stats but high HP (take ages to kill of all those rifle men). This will allow anti-tank or anti-infantry artillery (for anti-tank high BStr but low ROF, anti-infantry artillery would have low Bombard str but high ROF) this could allow machine gun nests and Panzerfausts to be acurately represented for example.
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April 17, 2002, 12:22
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#60
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Warlord
Local Time: 18:07
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Cliffs of Insanity
Posts: 160
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Re: Re: Re: it's here: 1.21F PATCH DETAILS
Quote:
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Originally posted by Kamrat X
Why? IMO it gets more realistic this way and you get to make another strategic decision which civ to play based on starting locations.
Itīs like the board game really, even if you get Africa with all 8 players present you can still win if you play your cards right (and has some luck with the calamities).
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Because I don't like to play against the same civ every time I play a specific civ. This game is about what if's, not what was.
Besides, I think Sir Ralph hit it on the head. It does belong in the set up screen.
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"Government isn't the solution to our problems; Government IS the problem." - Ronald Reagan
No, I don't have Civ4 yet...
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