August 2, 2003, 10:40
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#31
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King
Local Time: 01:45
Local Date: November 2, 2010
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So, is anyone planning on making a scenario with civ specific tech trees?
Though I guess I can't play it until they give the Americans the patch.
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August 2, 2003, 10:46
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#32
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Emperor
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With the release of Conquests only 3 months away I suppose that anyone planning to make a big mod or scenario would rather wait until then so they can make use of all the new features. I'm looking forward to seeing that the excellent members of the community come up with then.
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August 2, 2003, 10:47
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#33
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Emperor
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i can think of a lot of good ideas... especially governements in world war scenarios (e.g. nationalism, fascism, democracies, pseudo-democracies). it would be nice if you could bind governements to war time production (mobilization)...
but then... i'm not a scenario maker
btw: when is the US/UK patch expected? i can't imagine it will be too long. 2 weeks?
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August 2, 2003, 10:47
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#34
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Prince
Local Time: 06:45
Local Date: November 2, 2010
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Location: Southeast England , UK
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the catering for Civ specific tech trees is good for scenario modding. Being able to display the whole map to start with is very useful as well.
It would be nice now to have the civ specific techs in a new era, to come after the Modern era.. it seems this would help users see the special tech trees and maybe allow for another era.
My mod has a total of 8 ages which fit into the eras, though they aren't true ages/eras.. just wait and see.
It would be useful to have Small Wonders which act fully like Normal Wonders, allowing a building in each city and maybe a expiry tech that ends the small wonder effects. This would make my Super Ages Civ mod a lot smaller and easier, i'm having to make a separate 8 wonders for each civ (may have to limit the amount of civs playable).
Sucks the English version is always the last out of the bag, I hope the patch will come soon - before the new XP at least.
What will the AI Patrolling option do? can someone test it who has the patch. It should be useful for my mod, where units mostly have movement of 2, and they always wander aimlessly around the map.. it may speed up the game, but will the AI be at a disadvantage if it can't scout and see units invading?
peter@artpac.demon.co.uk
Admiral PJ
sailing the big C coding plane.
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August 2, 2003, 11:02
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#35
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Local Time: 08:45
Local Date: November 2, 2010
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Quote:
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* Fixed a bug causing the foreign advisor to display incorrectly in > 8 player Single Player games.
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What does it mean ? Will we at last see more then 8 heads now ?
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August 2, 2003, 11:05
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#36
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Emperor
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I don't think so. The limit to 8 heads on the screen was a 'feature' and not a 'bug' ... I hope I'm wrong, but I don't think I am.
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August 2, 2003, 11:06
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#37
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Emperor
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Quote:
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Originally posted by Spiffor
Quote:
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* Fixed a bug causing the foreign advisor to display incorrectly in > 8 player Single Player games.
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What does it mean ? Will we at last see more then 8 heads now ?
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Probably not I didn't even notice anything was wrong with the FA. (need to work on my diplomacy skills)
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August 2, 2003, 11:18
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#38
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Emperor
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it would be quite nice to have a better way of seeing if the oponent you want to attack has MPPs with someone, without having to scroll through all still living AIs
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August 2, 2003, 12:07
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#39
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Local Time: 01:45
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Hmm, the company promised universal patch releases after Euro 1.21. Again another Firaxis lie.
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August 2, 2003, 12:27
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#40
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Technical Director
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I did check the german version, just to see what changes they had made to the editor, but the editor was still the same
So something is wrong with that patch.
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August 2, 2003, 12:28
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#41
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Local Time: 08:45
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Quote:
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Originally posted by Swissy
Hmm, the company promised universal patch releases after Euro 1.21. Again another Firaxis lie.
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I'd assume the European companies of Atagreed worked directly on the 1.27, and let the American company work on the universalization of 1.21.
However, you Yanks should not be too eager. The patch may simply be released Monday (maybe they don't do releases on weekends).
I must admit there is some poetic justice to see the Yanks whine because the patch isn't arrived one whole day after the European release
But personally, I'm twice more screwed : I bought the UK version to get patches ahead of other European versions. i'm a sucker
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"I have never cut off my penis when I was upset over a girl." -- Dis
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August 2, 2003, 14:19
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#42
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Technical Director
Local Time: 08:45
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I just did a trick with my UK version, and am now running on 1.27f (Well, I still don't have the updated editor, and no rule changes (if any) with 1.27f)
This is what I did:
1. Downloaded the German 1.27f patch
2. Downloaded the German 1.21f patch
3. Installed both the German patches to their own directories (NOT in my Civ3 directory)'
4. Run a filecomparation program over the directories.
5. Backed up labels.txt, script.txt, civiliopedia.txt, CL_Cultb.pcx and Civilization3X.exe from my PTW directory
6. Made changes to my English text files similar to those made between German 1.21f and 1.27f.
7. Copied the Civilization3X.exe file with the german patch into my PTW directory.
8. Run the file, and everything seems alright now.
I didn't do anything with the civ3xid.mb file, as it's different from UK 1.21f to German 1.21f, and I didn't copy the civ3x.bix and civ3xedit.* files, and ignored the changes to readme.txt as they are German.
Note, don't try to do this unless you know what you are doing, and make sure to make backups, or your game might need to be fully reinstalled.
Also this is with the UK version, and the US version is probably NOT compatible with it (for the same reason the UK version can't use the US patch).
Attached is the textfiles as I've modified them. (Use at yuor own risk, and only together with an 1.27f exe)
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August 2, 2003, 17:06
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#43
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Chieftain
Local Time: 08:45
Local Date: November 2, 2010
Join Date: Jan 2003
Location: Istanbul
Posts: 89
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i what my usa 1.27 now!
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August 2, 2003, 20:19
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#44
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Technical Director
Local Time: 08:45
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Just dropping a line that C3MT v1.02 is ready with support for BIX v11.19
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ACS - Technical Director
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August 2, 2003, 21:58
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#45
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Emperor
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wow G, you've put in a night session ;-)
what a nice surprise coming back from a great evening
has anything changed in the two BIX-files except the version number?
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August 2, 2003, 22:48
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#46
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Deity
Local Time: 02:45
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Quote:
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Originally posted by Gramphos
Just dropping a line that C3MT v1.02 is ready with support for BIX v11.19
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Man I am sure that is something good and someone did a lot of work, but what does it mean?
I guess C3MT is some kind of tool. Is BIX 11.19 an editor version for BIX files?
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August 2, 2003, 22:56
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#47
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Emperor
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C3MT (civ 3 multi tool) is the inofficial civ3 editor created by our great master gramphos!
see here: http://apolyton.net/forums/showthrea...threadid=71802
BIX 11.19 is the version of the file format for PTW. (BIC is meant for civ3 vanilla)
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August 3, 2003, 00:19
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#48
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Deity
Local Time: 02:45
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Yeah that is what I figured.
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August 3, 2003, 11:10
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#49
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Emperor
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Quote:
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Originally posted by Gramphos
Just dropping a line that C3MT v1.02 is ready with support for BIX v11.19
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hi ,
thanks Gramphos , it works
rumour control on US and UK release , one week from now on friday the latest , ......
have a nice day
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August 3, 2003, 17:54
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#50
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King
Local Time: 01:45
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Quote:
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Originally posted by Swissy
Hmm, the company promised universal patch releases after Euro 1.21. Again another Firaxis lie.
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Unless something has changed, Firaxis has little to do with the releases. They finished the US version weeks ago. AFAIK, Atari is in charge of all localizations and releases.
I figure once the guys Atari get in on Monday they'll realize that their European counterparts jumped the gun on them.
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August 3, 2003, 21:11
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#51
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Settler
Local Time: 06:45
Local Date: November 2, 2010
Join Date: Dec 2002
Posts: 5
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Was the auto-bombardment forcing breaking of a peace treaty bug fixed? I didn't see it in the fixes.
One possibility is that the Euro patch is incomplete- happened with EUII. Doubtful, but possible.
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August 3, 2003, 22:06
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#52
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Emperor
Local Time: 23:45
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Quote:
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Originally posted by arstal
Was the auto-bombardment forcing breaking of a peace treaty bug fixed? ...
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I experienced that once, with ship-to-shore bombardment. I kept being asked if I wanted to continue, I got tired of the repeated messages* and so accidentally cancelled a just-made peace treaty. I didn't consider that a bug, just a "lesson learned."
That would be a fair-size (but wonderful) hunk of code, to go through each auto-bombarding unit and check to see if it was bombarding a tile within a particular civ's borders or against one of their units, each time a peace treaty was signed. Then decide whether to automatically cancel the bombardments, or ask the player regarding all of the units.
*several battleships auto-bombarding, and they all were blitz-enabled, so 5 bombards each.
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August 4, 2003, 08:19
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#53
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Deity
Local Time: 07:45
Local Date: November 2, 2010
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Location: London
Posts: 12,012
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It seems to me that the patch addresses MP issues - and that the SP player needn't bother with it.
Is this so?
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August 4, 2003, 11:35
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#54
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Emperor
Local Time: 23:45
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Quote:
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Originally posted by Cort Haus
It seems to me that the patch addresses MP issues - and that the SP player needn't bother with it.
Is this so?
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NO.
From what I have noticed, for the single-player gamer there is:
* 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.
* Fixed a bug that caused paratroopers (and possibly helicopters) to disappear after playing the airdrop animation.
* 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 a bug with air interception at the bottom of the map
* Updated leaderheads\CL_CULTB.pcx to fix transparent color issue.
* X/Y wrapping/boundary issues regarding nukes fixed.
* Fixed an x/y wrapping issue with city name drawing.
* Fixed an exploit allowing one to get extra shields during wartime mobilization.
* Fixed bug which caused walls not to be obsoleted by growing from a town to a city.
... and I left out a few civilopedia, diplomacy text and other items! There's LOTS of stuff.
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August 4, 2003, 14:14
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#55
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Local Time: 01:45
Local Date: November 2, 2010
Join Date: Nov 2000
Location: Nashville / St. Louis
Posts: 4,263
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US/UK 1.27f Patch Update
OK, this was posted at CivFanatics by Jeff Foley from Atari...
Quote:
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Originally posted at CFC by Jeff_ATARI
Hello folks,
Oh, the conspiracy theories! "They" are paying back the Americans. No, it's a compatability problem... No! It must be because they like to make us squirm! Yes, that's it!
Okay, folks, the truth is, the emails to the US technical team on Friday never made it, because the recently discovered virus W32.Mimail.A@mm (read all about it at http://securityresponse.symantec.com...mail.a@mm.html ) appeared on one of Atari's systems sometime Friday. Our IT dept was on the case, and some emails were queued up while the mailserver was shutdown. A very minor setback, with virtually no effect on our business... except that it caused a gap between the Friday vs. Monday release of the two patches (international tech support is on a different server and was not affected.)
So as soon as we verify everything is a-okay, you'll see that US/UK patch.
Best,
Jeff Foley
Atari
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Source: http://forums.civfanatics.com/showth...9&pagenumber=2
So, the US/UK version should be coming out any time now...
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August 4, 2003, 14:45
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#56
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Local Time: 01:45
Local Date: November 2, 2010
Join Date: Nov 2000
Location: Nashville / St. Louis
Posts: 4,263
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US 1.27f Now Available
US 1.27f available from this site:
http://www.atarisupport.com/faq/civ3ptwdownloads_pc.asp
UK 1.27f still hasn't appeared yet... or at least I haven't seen it.
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August 4, 2003, 15:27
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#57
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Emperor
Local Time: 08:45
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hi ,
here is the place for the uk patch , it should be there before the end of the week , ......
http://www.uk.infogrames.com//?pg=goodies&gcat=patches
new support page >>> http://www.civ3.com/support.cfm
have a nice day
Last edited by Panag; August 4, 2003 at 15:36.
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August 4, 2003, 16:08
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#58
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Technical Director
Local Time: 08:45
Local Date: November 2, 2010
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The UK page only have 1.21f as of now. (Hope that changes soon. I'm currently using a mix of the German and the US patch, and it works even better (Have the correct editor now ))
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August 4, 2003, 17:50
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#59
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Emperor
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edit: removed...
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August 4, 2003, 18:57
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#60
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Chieftain
Local Time: 08:45
Local Date: November 2, 2010
Join Date: Jan 2003
Location: Istanbul
Posts: 89
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yes it as come.the US 1.27f!
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