View Poll Results: Do we Upgrade?
Yes 25 92.59%
No 2 7.41%
Banana 0 0%
Voters: 27. You may not vote on this poll

 
 
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Old June 13, 2003, 20:55   #1
CiverDan
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Upgrade to 1.21f?
Do we upgrade to 1.21?. I think the question is self-explanatory.
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Old June 13, 2003, 23:46   #2
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hi ,

yes , but we should wait at least till tuesday , by then it shall be certain if the patches work and if there are patches in the missing "languages" , .......

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Old June 14, 2003, 12:43   #3
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Re: Upgrade to 1.21f?
Quote:
Originally posted by CiverDan
Do we upgrade to 1.21?. I think the question is self-explanatory.
I'm confused, what are we supposedly voting on?
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Old June 14, 2003, 14:10   #4
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Re: Re: Upgrade to 1.21f?
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Originally posted by GhengisFarb

I'm confused, what are we supposedly voting on?
hi ,

ptw upgrade , .....


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Old June 15, 2003, 23:12   #5
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Allow me...

at the start of this second Democracy Game, we had to decide which version of PtW to use. Since not everyone could use the newest version, v1.21, we decided to go with v1.14. Now the European versions of v1.21 have been released and no-one would be opening the save or becoming President/Vice/a game player if we upgraded.


This poll is on decidind whether or not the President should play the game using v1.21 or not. As soon as the game is played in 1.21, everyone wishing to view the save/play along with the president should upgrade to 1.21 first. Opening savegames in different versions spmetimes gives different results (eg in negotiations with another civ) or weird effects.

Pros to upgrading:
[list][*]the additional bug fixes and positive changes would help us
[*]those who can't dual install Civ3 and have had only version 1.21 on their system for playing could now view the save themselves
[*]no possible confusion with the version beign used to open the save (happened in the Team "PtW" Democracy Game)

Cons to upgrading:
[*] If there are any changes beyond simple fixes to the new patch, we have to get used to these (need to find the readme to fill this in)
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Old June 16, 2003, 21:05   #6
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The only major change in 1.21f is that Scientific civs get a truly random tech (as opposed to all previous versions of Civ, in which the odds were very heavily stacked in favor of Monotheism, Nationalism, and Rocketry). So, a little more power to scientific civs, a little more of a tech jump entering each new age. Ah well; we wanted a challenge. I vote yes.
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Old June 17, 2003, 12:37   #7
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I vote yes also, but it will not be for the next week or two. I want to wait and see if any others have problems with upgrading with the new patch.
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Old June 18, 2003, 09:08   #8
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hi ,

since there are some people who have voted no for whatever reason , could they post as to why , ......

here is the complete list btw ;


Additions in v1.21f:
* Added support for numeric keypad special characters in edit boxes.
* Added support for faster-loading Multiplayer saved games and scenarios.
* Added a 'Locate City' hotkey to Multiplayer.
* Implemented Kick in the Staging Area.
* Added INI tweak to disable force feedback support: NoForceFeedback=1.
* Added a civilopedia reference to 'Happy Faces' if a building produces happy faces in the city window.


Changes in v1.21f:
* Hidden Nationality units are no longer forcibly removed from enemy territory via diplomacy.
* Expansionist civs can no longer build Scouts when civ-specific abilities are disabled.
* No player will be dropped within a certain timeframe of a player leaving the game.
* The Net Setup Window has been changed to a selective asynchronous process.
* Passwords are limited to 20 characters.
* ICBM's can no longer auto-bombard.
* Canceling Espionage in multiplayer no longer exits to map.
* Non-Empty Games Filter now filters out games with only one player (the host).
* Removed In-Progress Filter, replaced it with a Password Filter.
* GameSpy Connect call is now non-modal, meaning it can be cancelled and will time out if it fails to connect.
* Improved Pangaea map generation.
* Improved random free tech selection for the Scientific civ trait.


Fixes in v1.21f:
* Fixed bug with cultural opinion text being replaced with garbled text.
* Non-combat unit warning message has been changed to refer to both cities and terrain improvements.
* Fixed bug that incorrectly reported a rescued/re-captured princess as the player's princess being killed.
* Fixed an issue with overlapping popups.
* Fixed paste crash.
* Fixed bug that caused players in the loss sequence to receive a popup message telling them that they won when the actual winner exits the game.
* Fixed bug that allows users to cursor past text limits in edit boxes.
* Fixed loading saved games status message display.
* Fixed an out of synch related to stack movement.
* Fixed bug where the fog of war would cover the whole screen with the exception of the last city you were viewing.
* Fixed chat text getting cut off.
* Fixed bug where a single player loading a hotseat or PBEM game through the setup win could not exit.
* Reloading a game in the setup window will now show you messages again (such as Sending game to player xxx...).
* There is no longer a 'ghost' game in the lobby, both with clicking and mouseover.
* The lobby should no longer re-sort periodically unless you instigate it or a game is added/deleted.
* The AI can no longer be set to player '0' (barbarian) when loading a game.
* Fixed a bug in the spaceship screen where it would show your city on everyone screen (the city view screen).
* Chat text will no longer persist in the diplomacy window.
* Fixed an out of synch unique to turnless.
* Fixed a bug where you would load a turnless save and some cities would never produce again.
* Fixed a bug in turnless where units would simply stop moving, and cities would stop producing periodically.
* Fixed a bug with auto-precision bombing not choosing the proper targets.
* Fixed a bug that allowed players to change another's production after they stole their plans.
* Fixed an out of synch related to amphibious warfare.
* Fixed an out of synch involving nukes.
* Fixed a plethora of problems with filters.
* Fixed a bubble text bug with staging window.
* Fixed a array out of bounds issue with lobby window.
* Removed Asturias from Spanish city list.
* Fixed typo in conquistador civilopedia chapter.
* Correct date listed for Spain becoming a democracy in Spanish civilopedia chapter.
* Fixed crash involving starting hotseat games.
* Fixed the hang alive after pause bug.
* Fixed the bug where all players would have to hit enter (occasionally) after a pause.
* The spaceship screen will now process messages.
* Fixed hang alive when the spaceship screen comes up over diplomacy.
* Fixed bug (Single player and MP) where you could select a unit in an army and unload him (move him out).
* Filters now work as an OR filter in each group, and an AND filter cross-group.
* Fixed an out of synch caused by combat and lag.
* Games will now report correctly, instead of everything past load game reporting as elimination.
* Fixed an out of synch unique to eliminating a civilization.
* Fixed the win98 modem hosting with 3+ modems connecting slowdown/lockup bug.
* Fixed a bug where if you denied to vote on a UN leader, then no one in the game could win (they could however lose).
* Fixed the screen slot error in MP setup screen.
* Fixed crash when loading a save game where the host was eliminated and the new host had a different name than the next available player.
* Fixed bug where the game would do 2 turns instead of 1 when only 1 human player (non-original host) was left in the game to defeat AI.
* Fixed an infinite production exploit with PBEM games.
* Fixed a display bug in the MP setup window which would keep a combo box open indefinitely.
* Fixed graphic corruption issue in the MP setup screen when loading a PBEM game.
* Fixed an issue where the players name would vanish if they left and then returned quickly to the lobby window.
* Fixed bug where auto-bombard would not auto-bomb multiple terrain improvements in neutral territory.
* Fixed the military advisor speed.
* Fixed an out of synch with auto-precision bombing.
* Fixed a text overwrite issue in the staging window.
* Fixed a graphic issue where multiple leaders would be displayed in Military advisor.
* Fixed bug with hotseat/PBEM victory conditions and rules.
* Fixed a selection issue with the build queue in the city screen.
* Fixed a bug where the right click menu would stay up over top of screens.
* Fixed bug with Sentry not functioning in MP.
* Fixed bug where you could not ask an AI civ to remove its units from your territory.
* Fixed an out of synch involving advancing into a newly captured city tile which contained units which could be captured while the animation was onscreen.
* Slightly increased turn-flip performance to minimize lag (especially post-turn lag) in larger games with slower machines.
* Fixed lockup with nuke launching.
* Fixed bug which allowed multiple instances of the same nuke to be launched.
* Fixed remaining Hang Dead due to spaceship screen appearing over diplomacy.
* Fixed hang alive related to auto-bombardment or bombing from a city and then tributing that city to another player.
* Fixed crash when a mod had less than 24 races and the player chose 'Random'.
* Fixed a bug where the settler would occasionally not build a city in MP.
* Fixed a bug where you would lose mouse functionality in the city window.
* Fixed a bug that when the host is eliminated the game would lock.
* Fixed right click on an improvement from the city window referring the user to the incorrect civilopedia entry.
* Fixed grammar issue with MPP causing a civ to declare war on you.
* Fixed grammar issue in the spaceship screen.
* Fixed unit movement on road after combat bug.
* Fixed bug with unit healing.
* Fixed bug where the game would not end synchronously on all machines.
* Editor: Fixed memory leak.
* Fixed several bugs involving the display of several items near and crossing the x/y boundaries of the map.
* Fixed numerous text bugs in diplomacy.txt.
* Fixed bug in city view screen which allowed you to give orders while a pull down menu was up.
* Fixed a bad index to civilopedia in the city window.
* Fixed a bug where the user could abandon all of their cities if they had more than one.
* Fixed PathMananger infinite loop.
* Fixed some issues with lag.
* Fixed a bug with the civilopedia cursor.
* Fixed a graphics issue with bombarding and interception causing a lockup and graphics corruption.
* Fixed an out of synch involving non-stack moved settler/defender combo reporting as 'undefended' for humans.
* Fixed an out of synch involving barbarian movement.
* Fixed an out of synch involving combat.


now why would anyone in his right mind say no to this , ......


have a nice day
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Old June 18, 2003, 11:24   #9
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Agreed, the improved Scientific randomess will make the game more challenging as we find ourselves 3 techs behind when the Scientific AIs enter the middle ages instead of just lacking Monothesim.
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Old June 18, 2003, 16:22   #10
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Yes, upgrade!
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Old June 18, 2003, 17:31   #11
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Upgrade.
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