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Old August 1, 2003, 14:15   #1
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v1.27f for civ3 PTW
http://www.gamershell.com/news_BCivi...PlaytheW.shtml

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Old August 1, 2003, 14:49   #2
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multiplayer works?
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Old August 1, 2003, 14:57   #3
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w00t??

are they punishing the americans this time?
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Old August 1, 2003, 14:58   #4
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is only european versions.
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Old August 1, 2003, 14:59   #5
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europe only? are you sure?
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Old August 1, 2003, 15:00   #6
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readme.txt

Nom du fichier: Patch 1.27f VF

Description
~~~~~~~~~~~
Version 1.27f en VF pour l'extension Play The World

Format
~~~~~~~~~~~
.exe, 8 Mo

Les corrections
~~~~~~~~~~~~


You may not launch or cancel the game at this point. This may be due to a player loading a game or a player attempting a connection.


You may not kick a player while he is receiving a game to be loaded.


You may not kick a player until he has completed joining the game.


You may not alter any game settings until the current game has finished loading.


Choose multiplayer gametype:


Internet
Local Area Network (LAN)
Hotseat
Play by E-mail


Please Wait...


Map Explored
Scenario Properties

If checked, the scenario map will be explored and visible to users who play the scenario. This feature is useful for revealing the geography of the map to players.


Readme File Changes:

Additions in v1.27f:
* Adding Gamespy Usage Tracking.
* Note: the '3 seconds' rule is a result of eliminating the synchronous messaging. It will allow for up to 3 second lag to receive update messages now.
* Reworked the setup window to allow you to exit/cancel at any time - this includes mid-loading and scenario sending
* Multiplayer Menu change (select the type of play and be taken into the menu with the correct setting toggled)
* Implemented load in setup window to not send over a savegame unless needed
* Added an INI file option to turn off AI patrolling. The option is NoAIPatrol and if set to 1, the AI will no longer use its units to randomly patrol if they have nothing else to do. The default is 0 (meaning the AI will patrol). In multiplayer games, the host's setting will be used for all players.
* Added option to make map already explored to scenario properties. Scenarios with this option checked, will begin with the map already explored, thus all players begin the game knowing what the map looks like.
* Player numbers should now always be correct (you should not have to change them) if you have not changed your name since the game you have loaded


Changes in v1.27f:
* Removed all synchronous messages in the setup window
* You can no longer cancel the countdown with less than 3 seconds remaining on the countdown
* You can no longer kick anyone or exit the game (other than end task of course) with less than 3 seconds remaining on the countdown
* Changed the 'Loading...' label to display 'Loading...' followed by 'Please Wait...' cycling every 3 seconds so users will know the game is not locked up. This text is in red to stand out on the screen
* Rules that are changed before the savegame is loaded no longer applies. The rules for the game come directly from the savegame now
* Optimized the reset features on the window when the host selects 'standard' after a load/scenario send. Previously it was resending the rules - it no longer does this.
* You will no longer play a game set as 'si-move' in pbem mode - it will play as a si-move and not pbem
* selecting a scenario with a map but not loading it ( cancelling ) should no longer change current world settings
* Reworked the setup window to allow you to exit/cancel at any time - this includes mid-loading and scenario sending
* Changed the 'Loading...' label to display 'Loading...' followed by 'Please Wait...' cycling every 3 seconds so users will know the game is not locked up. This text is in red to stand out on the screen
* Optimized the reset features on the window when the host selects 'standard' after a load/scenario send. Previously it was resending the rules - it no longer does this.
* Sped up 'launch' action in Setup window
* Updated non-era techs to allow for civ-specific tech trees. If a non-era tech is used as a prerequisite for a regular tech and a particular civ does not have access to the non-era tech, all techs sprouting from the non-era tech will not be visible on the Science Advisor screen and will not be required for advancement to the next era.
* Fixed Civilopedia entry for Coastal Fortress by removing reference to, “50% defense bonus from naval attacks”. There are no direct naval attacks on land units – only bombardment.
* Updated BIC file version to 11.19.
* Updated editor version to 2.57.
* Players should see fewer occurances of a unit staying selected after he is out of movement points.
* If a player leaves a game while it is paused, he will now be destroyed


Fixes in v1.27f:
* Fixed a bug which would allow you to chain load games after you switched the game mode to hotseat
* Fixed an OOS bug where you would load a scenario followed by a save and the game would go OOS on first turn
* Fixed a bug causing the foreign advisor to display incorrectly in > 8 player Single Player games.
* Fixed a bug where the turn limit warning and time limit warnings would not appear when a game was restarted.
* Fixed a bug with mouseover text on the city view screen.
* Fixed a bug where you could get an empty playername if you accepted a blank playername once and then cancelled
* Fixed a bug which allowed you to launch without everyone ready
* Fixed a bug with player numbers not being correct, and any load attempt with those bad players numbers would cause problems
* Fixed a bug where a player would appear to vanish when setting a hotseat/PBEM game to si-move
* Fixed a bug where the host would vanish with changing settings for hotseat/PBEM
* Fixed a bug where no error message would appear when trying to launch a game while a client was nto done loading - it would appear to simply not respond but now it does.
* Fixed a bug that caused paratroopers (and possibly helicopters) to disappear after playing the airdrop animation.
* When clicking MP as a menu option, you will no longer get a periodic empty popup
* Fixed crash when choosing scenario->load game-> then launching the loaded game
* Fixed Specific sequence pbem to scenario load crash
* Player name being reset to civ name after a pbem load and switch to standard no longer occurs
* Fixed lockup when loading pbem and switching to standard
* Fixed some bugs with sending scenarios over repeatedly
* Fixed a bug with disconnecting
* Fixed a message overflow involving scenario sending
* Fixed some spelling error in diplomacy text
* Fixed an out of sycnh with load/save (unique to 1.24 - no readme required)
* Fixed a bug with game limits and rename popups being open on multiplayer setup when you kick someone or launch
* Fixed numerous bugs related to hotseat/pbem game modes and loading saves/scenarios
* The description button for Numidian Mercenary will now display in the Civilopedia.
* Updated placement of forests and jungles on bonus grassland to leave the bonus shield under the forest/jungle (NOTE: this only applies when placing forest/jungle on bonus grassland tiles).
* Fixed a bug with non-era techs that allowed players to potentially receive them for free from the Great Library (NOTE: this also fixes a similar bug that would allow players to receive techs that they do not have the prerequisites for if the order of the techs in the editor was changed).
* Fixed bug with PBEM allowing you to queue up save sends and flooding the network queue while others were connected
* Fixed a bug with air interception at the bottom of the map
* Updated leaderheads\CL_CULTB.pcx to fix transparent color issue.
* Fixed an out of synch bug involving pausing during a faction upkeep in turnless mode
* X/Y wrapping/boundary issues regarding nukes fixed.
* Fixed an x/y wrapping issue with city name drawing.
* Fixed the turn limit warning popup to not constantly repeat in multiplayer.
* Fixed a bug where the 'chat box' would stay up in the game after the game ended.
* Fixed an exploit allowing one to get extra shields during wartime mobilization.
* Fixed a bug where units with 2 movement points would occasionally warp 1 tile when moved quickly in succession.
* Fixed a bug where diplomacy requests were sent to the wrong player/every player when loading a game.
* Fixed a bug with Colony-to that caused it to do a fortress-to.
* Fixed some display bugs in the Foreign Advisor.
* Fixed a bug where the 'b' key wouldnt function for colonists in Ancient Mediterranean Mod.
* Fixed bug which caused walls not to be obsoleted by growing from a town to a city.
* Fixed a PBEM exploit which allowed you to see other players turns even in passworded games.
* Fixed a turnless out of synch.
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Old August 1, 2003, 15:12   #7
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europe only? are you sure?
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Old August 1, 2003, 15:50   #8
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What the hell, the must be making a US version soon. How could they not update the United States?
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Old August 1, 2003, 16:23   #9
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Interesting.

not much on the SP front there, eh? not that it really needs much at this point imho. so not overly concerned that the us patch isn't out yet.
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Old August 1, 2003, 17:26   #10
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hi ,

not a single word about it on the official sites , ......

have a nice day
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Old August 1, 2003, 17:28   #11
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Quote:
Originally posted by panag
hi ,

not a single word about it on the official sites , ......

have a nice day
and the official sites are always up to date? I think not. I'm not suprised at all with this.
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Old August 1, 2003, 17:30   #12
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Quote:
Originally posted by asleepathewheel


and the official sites are always up to date? I think not. I'm not suprised at all with this.

hi ,

the support from ina or atari tends to have them first , .....

have a nice day
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Old August 1, 2003, 17:46   #13
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The US version's been done for weeks. They were holding it up for a simultaneous release.
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Old August 1, 2003, 17:52   #14
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Quote:
Originally posted by WarpStorm
The US version's been done for weeks. They were holding it up for a simultaneous release.
hi ,

then where is it , .....

have a nice day
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Old August 1, 2003, 17:53   #15
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Interesting. So, where is the US version?
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Old August 1, 2003, 18:39   #16
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Quote:
Originally posted by panag
hi ,

not a single word about it on the official sites , ......

have a nice day
yes in official sites ftp://ftp.download-center.com/pub/do...ional/civ3ptw/
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Old August 1, 2003, 23:31   #17
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Wow, that's a good long list of changes... Any announced release date? Nothing about it @ civilizationiii.com (I wonder if they forgot that they owned that domain )

Now, if there only were some non-droppers (locally) that I could bully into playing...
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Old August 2, 2003, 00:48   #18
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@ all the English-version people whining. Poetic justice.

PBEM bugs fixed! Say it's not so!
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Old August 2, 2003, 00:58   #19
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where the U.S 1.27?
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Old August 2, 2003, 01:00   #20
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It's in a trunk in Uzbekistan.
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Old August 2, 2003, 04:25   #21
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Quote:
* Updated non-era techs to allow for civ-specific tech trees. If a non-era tech is used as a prerequisite for a regular tech and a particular civ does not have access to the non-era tech, all techs sprouting from the non-era tech will not be visible on the Science Advisor screen and will not be required for advancement to the next era.
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Old August 2, 2003, 04:31   #22
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How would it fit in an elephant's trunk in a zoo in Uzbekistan??
Have a city name? I'll catch the first flight out!

Oh, ... I'm still finishing a game (62 more battle-filled turns to go).
Just never mind!

(BTW, I noticed they fixed the city walls - THAT was an SP thingy!)
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Old August 2, 2003, 05:25   #23
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Quote:
Originally posted by Jaybe

(BTW, I noticed they fixed the city walls - THAT was an SP thingy!)
where did you find that?
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Old August 2, 2003, 05:38   #24
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Here:
Quote:
* Fixed bug which caused walls not to be obsoleted by growing from a town to a city.
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Old August 2, 2003, 05:42   #25
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woooh
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Old August 2, 2003, 07:09   #26
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too bad i purpously bought the US-version... well, shït happens

but i do have a question:
Quote:
* Updated non-era techs to allow for civ-specific tech trees. If a non-era tech is used as a prerequisite for a regular tech and a particular civ does not have access to the non-era tech, all techs sprouting from the non-era tech will not be visible on the Science Advisor screen and will not be required for advancement to the next era.
i didn't even know this was possible before! but can the AI demand these unique techs as tribute? and are the techs tradeable?
it would be slightly sucky to create a scenario with unique goverments and improvements and then notice that the AI trades them anyway...

anyone?
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Old August 2, 2003, 07:13   #27
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otherwise nothing really big for single players. like civ3's v1.29f, i guess it's mainly clearing some last bugs before the new expansion (which, acording to some beta testers seems quite bug-free already at it's beta-version )

i do like the cancellable scenario loadings... i never know if it has crashed or just takes hours to set up...


thanks firaxis / atari!
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Old August 2, 2003, 07:16   #28
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sabrewolf, it was possible but it didn't really work. That's why the update. I would suppose that if something is civ-specific they wouldn't apply or be any use to anyone else. If it didn't work that way, then it would have to be fixed (again).
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Old August 2, 2003, 08:21   #29
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Hopefully, I'll be able to finish my first PBEM game (game ending bug in sig).
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Old August 2, 2003, 08:24   #30
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It was possible to have different tech trees, but everyobner would have to see the techs that only one civ could resarch, now they will be hidden in the tech tree.

Also the bug with it making it possible for others to get them seems to have been fixed.

Quote:
* Fixed a bug with non-era techs that allowed players to potentially receive them for free from the Great Library (NOTE: this also fixes a similar bug that would allow players to receive techs that they do not have the prerequisites for if the order of the techs in the editor was changed).
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