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Civ3 Patch Readme

by Jack Mathews, Dec 05, 2001 8:31am PST
Related Topics – Civilization 3

Well the Civ 3 Patch seems to still be on track for Friday, as Firaxis' Jeffrey Morris made another update to Apolyton's forums with the fixes, changes, and additions to 1.16f. Here are some notable ones:

Additions v1.16f: * Players now receive a message when a wonder is made obsolete. * Added "Ask for Build Orders after Unit Construction" pref (asks for build orders after every unit construction in all cities). * Added "Always Start Building Previously Built Unit" pref (cities always start building the last built unit). * Added "Show Civil Disorder Pop-Up" pref (displays a pop-up whenever a city descends into civil disorder). Changes v1.16f: * It's slightly easier to culturally acquire cities. * Corruption effects have been reduced. (emphasis mine - Jack) * Cultural priority of AI has been reduced. * Corruption calculations for Communism are now flat for the number-of-cities factor. * The maximum number of turns it can take to research an advance has been increased from 32 to 40. Fixes v1.16f: * Fixed scroll problem on some Nvidia graphics cards. * Occasional instances of selected units not stay centered fixed. * The Great Lighthouse no longer permits Galleys to travel on Ocean tiles. * 'Combo' boxes now are set to the maximum size needed. * Fixed AI bug allowing the user to infinitely postpone invasions by shuffling units around. * Once the UN is completed, you are no longer prompted to vote every turn. * Fixed infinite loop with automation.





Comments

14 Threads | 24 Comments*


  • Last night was my first re-acquitance with CSDS (Civilization sleepless disorder symptom). Boy oh boy once you mobilize for war time REALLY flies in this game.

    Man, playing on the harder difficulties is nasty! I pretty much walk over the computer on easiest (duh), but crank the difficulty up only 2 levels and the computer kicks my ass. I dont know if its cheating or what, but I simply CANT keep up with it both technologically, culturally, or land wise.

    so then i drop back down back to easy and pummel the aztecs, russians and babylonians until I feel better


  • Wow...some feature-by-feature commentary, including some Jack didn't mention:

    * There is now a text prompt on using the production queue in the City Display screen.
    Would have been nice BEFORE I figured out how to use it by trial and error...

    * Added "Always Start Building Previously Built Unit" pref (cities always start building the last built unit).
    Thank you thank you thank you, now it won't start building a longbowman after it finishes building a Knight...

    * Added "Culturally Linked Starting Locations" (civs are placed on maps in close proximity to other civs of the same culture; please note that not using this pref can lead to sub-optimal arrangements of civ colors)
    Hmmm, I'm not sure what a 'sub-optimal arrangement of civ colors' is.

    * Corruption effects have been reduced.
    SO QUIT YOUR BITCHING

    * Privateer now has an offense value of 2.
    Privateer is now, maybe, worth actually building.

    * Borders now draw over forest and jungle.
    That was annoying.

    * Shield bonus from clearing forest can only be received once per game.
    I assume they mean once per tile per game...I suppose it eliminates the lumberjack strategy/exploit (get enough workers together, you can plant and clear in 1 turn, and get the 10 shields each time -- good for building in corrupt cities). A very tedious way to get a slight game advantage, so I'm glad they eliminated it. Playing at all competitively would suck if they left this in.

    * Improved City Governor Performance.
    Performance? In terms of CPU cycle use, or in terms of governing ability? If the latter, how?

    * Police Stations now reduce corruption in the city they are built in.
    Good, good good good. Otherwise, a modern empire is just as corrupt as a medieval one of the same size, which doesn't make sense.

    * Sorting columns on the Domestic advisor screen now stay sorted.
    Good. That big spreadsheet is actually useful now.

    * The AI no longer reacts to submarines that it cannot see.
    I suppose that's a plus. ;)

    * Modified advance trees now load correctly.
    So THAT's why my mod didn't work...

    * Air superiority missions work as intended.
    As opposed to not working at all. Now fighters are worth building...

    * Governors no longer build privateers when set to build no units.
    I'd wondered about that.

    * Fixed AI bug allowing the user to infinitely postpone invasions by shuffling units around.
    You can do that?

    * Corrected punctuation error in (all sorts of stuff)
    Lemme tell ya, the punctuation errors were pissing me off more than anything.

    Anyway, looks like a good patch, fixes a lot of the major issues.