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Post by notagoodname on Apr 13, 2006 10:27:35 GMT -5
I'm serious this time! Go get it... ... Why wont anyone beleive me?
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Post by notagoodname on Apr 13, 2006 10:31:30 GMT -5
Here's the change list btw
* randomized processing order when multiple players try to move on the same turn slice * only the host can set the admin password * Horseback Riding now a classical tech * Kremlin now gives -33% hurry production cost * can't airlift from foreign cities * expanded subject for PitBoss e-mail * lightened the color of some civs' text * mp retire fix * less hammers from chops the farther away from a city * reduced hammer yield from forest chops to 20… * Mathematics increases forest chop yields by +50% * SDI cannot be built before the Manhattan Project. * increased SDI cost * marines and SAM Infantry now upgrade to Mech Infantry * better AI-to-human diplo in team games * no more diplo penalty for helping to end wars * city production popups stay on city when entering/exiting * can now set units to Sleep and Intercept in wbs * Continents map script now produces large continents * game options and victory conditions now saved in ini file * invalid buildings now removed from city queues * Free Trade: Medium Upkeep * State Property: Low Upkeep * Representation: +2 happy in X biggest cities. * Hereditary Rule: Low Upkeep. * Representation: Medium Upkeep. * Slaver: Low Upkeep * Nationhood: No Upkeep * firepower is now average of curr and max strength * Gunships now move faster over rails * No Cheating option renamed to Lock Modified Assets * city management no longer uses "forced" specialist states when not automated * Expansive: +3 Health * Financial: No longer give production bonus for Banks * Prompt for admin password when loading a game containing one in LAN, Internet, or Pitboss play * Don't allow players to play non-playable civs in Pitboss * Do not display SP only mods in Pitboss * Allow hotseat/PBEM scenario host to select which civ s/he will play * Force non-playable civs to be AI in Hotseat/PBEM games * Allowing for AI slots in player defined scenarios for Hot Seat, PBEM, and Pitboss games * Do not display duplicate buddy request popups from the same guy * Peer address handling improvements * Number keys perform leaderhead actions on Civilopedia leader screen. * Custom game SP screen remembers difficulty level last played * Reduced rounding error for population and land victory condition test * Loading a multiplayer game as a PBEM/hotseat converts it to non-simultaneous turns * When the city names of your civ are all taken, choose a default name from a random civ * Timelines more uniform across game speeds * Military Advisor shows Barbarians * Tech chooser screen now observes CvGameInterface.cannotResearch() and shows the tech in a red pane if the function returns true * Fixed American Revolution scenario to work with Pitboss * PBEM password reminder popup no longer disappears when the game starts * Wonder description on Wonder Movie screen more legible * Top Civs screen no longer appears in online multiplayer * Civilopedia main page sorted in columns rather than in rows * Pressing escape when selecting goto points now cancels the goto waypoints * Military advisor now works like foreign advisor: clicking on leader buttons clears previous leader selections unless you hold down the shift key. * Teams in multiplayer once again share all the players' starting techs, not just the last player's * Great person point generation from Wonders continues after Wonder has become obsolete * quicksave doesn't prompt for overwrite
Fixes:
* exploit fix that allowed multiple players to extract the same gold/resources from the AI... * Don't set localhost address as public addr for peers on same computer * fixed gunships capturing cities bug * game doesn't end on ties * fixed mp UN voting bug * Leaderheads on a radeon 9000 64mb - fix for strange skin shading * Fixed crash that happened when a spy sabotaged an improvement outside cultural borders * The full mod path is no longer stored in the save when the mod is installed under the user folder * Double-clicking on a save of a mod now loads the proper DLL * fixed Out-of-Sync from exiting to main menu * fixed anarchy/specialist resetting bug * fixed bug where environmentalism doesn't affect new cities * fix for missing head mission crash * fixed stack attack bug with groups of units with more than one move * fixed premature end-turn unit cycle bug * fixed State Porperty cumulative effect in team game * fixed plot list button scrolling for multiple resolutions * fixed some AI attitude issues for team games * Strip chat messages of color tags before displaying in Pitboss * Fixed logic bug that determines the number of open slots in a Pitboss game * Improving how the host determines if the game is full - number of connections rather than number of players - before, the host wasn't considering joining players when determining if the game was full * Set status to CLOSED when a computer player dies in the game * The full mod path is no longer stored in the save when the mod is installed under the user folder * Load proper DLL when a mod is specified in the ini file * fix for tech chooser showing known techs as unknown * Clear map data (like latitudes) when you exit to main menu * Fixed error in combat calculations when a zero-strength unit was involved * Fixed bug in Info screen "rival worst" calculation * End of game sequence plays correctly for hotseat/pbem * Diplomacy screen no longer allows end-turn events to go through * Diplomacy screen gold popups respond to ESCAPE and RETURN * Right-click select-all no longer causes large stacks to slide off the screen * No longer possible to attempt to take over unplayable civs in multiplayer scenarios * Fixed PBEM infinite movement exploit * Fixed rush production per population for game speeds other than normal * GNP graph is now consistent with demographics table * Fix Gunship being almost invisibile in Frozen mode * fix mod name in progress bar * New DX9 code takes screenshot without requiring lockable back buffer * Fixed the vertically launching torpedo for the submarine unit * Movie playback optimized * Significant reduction in video and system memory usage * Fixed some memory leaks * Fixed crashes with modified SDK * Fixed XML failures with non-default locale * Many translation fixes * Memory related crash fixes * Fixed diplomacy crash fix (when expanding an empty tree control with space bar) * Internet lobby -> LAN fix * fixed pedia and menu buttons disappearing after leaving tech chooser * PitBoss no longer crashes on victory * can no longer see number of units in darkened tiles by moving the flag * No more Archers holding all their weapons and Workers holding all their tools * No more fog of war missing from the southern ice and from trees/jungle on the dateline * Pushing "go back" while joining a mp game, no longer causes background music to disappear * Wonder movie effect and zoom no longer happens when you have disabled Wonder movies * City billboards no longer choke on text formatting * Many tutorial issues fixed… * Fixed checksum folder order difference between NTFS and FAT32 filesystems * Many worldbuilder issues fixed… * Fix: Black eye shadows * Fix: Some leaderheads appear to have white eyes when the low-res textures option is on * fixing crack in huge globe view maps * fixes the problem where animals were not animating in the fog * Prevent Terrain crash when reloading EarthMap twice * fixed crash on too quick quickload * fixed city yields being revealed in FOW * fixed ability to see cities in FOW via defense modifiers * ICBM no longer flips upside-down when fortified/awaken * Fix for combat bug across a map seam
Additions;
* PitBossSleep ini setting * unit cycling optimization * Africa, Europe, East Asia, Eastern U.S., and South America maps * Fantasy_Realm, Fractal, and Shuffle map scripts * unit health bar for plot list buttons * Require Complete Kills game option * No Movies is now a graphical option (instead of an ini option) * Warn all users when a player with a different version of files joins the game * Display a popup warning the host when a joining player has different versions of XML/Python files so he can make sure this guy can be trusted * Indicate which players have an active turn in the Pitboss admin screen * Synch Logging now an .ini option * Able to load mods from the Pitboss * Hotseat and PBEM scenarios * Display name of peer you are contacting in join screen if available * Saving DirectIP join address * Added culture rate popup help to culture bar in city screen * Added Admin password field in PBEM/Hotseat staging screens * Added HideMovieBackground ini option for further movie speedup * Added HideOutOfVRamWarning ini option * Exposed many more functions to Python * Hooked up modern whaling boats * support for movies in customAssets folder
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Post by Ellestar on Apr 13, 2006 10:43:08 GMT -5
Heh something told me to check updates today in Civ 4 menu. I did it only twice before - when i installed Civ 4 and just before last CCC. I guess sixth sense does actually exist ;D Or how did i knew that i should check it today?
P.S. Why that stupid patch doesn't have an option "I already have xfire for a loooong time"? ;D
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Post by Magzi on Apr 13, 2006 10:57:01 GMT -5
Am I supposed to read that lot? Guess I'll learn the changes by dying again
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Post by mrgametheory on Apr 13, 2006 12:00:31 GMT -5
1) Good Job Finally
2) Thank god they did nuts like * Hooking up modern whaling boats, and not tried to fix worthless things like preventing stackable bonuses for Universal Sufferage and Free speech. I mean who the f**k really uses those worthless civics in a teamer game. It is better that I get to see real whaling boats.
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Post by Elledge on Apr 13, 2006 12:06:34 GMT -5
Holy nuts, no way are those actually unfixed?
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Post by churchill1 on Apr 13, 2006 12:16:09 GMT -5
awoogah ;D
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Post by mrgametheory on Apr 13, 2006 12:44:21 GMT -5
Ok seriously, you did fix some serious MP issues and that was a job well done, the actual gaming experience is a lot better. BUT!!!!!
congratulation, Gandhi is now a God in every era after ancient, I just tested a few theories and this game is seriously unbalanced.
MODIFY: Also, SAY HELLO TO THE AGE OF CHARIOT WARS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Post by Necrominousss on Apr 13, 2006 13:11:33 GMT -5
As long as the lobby is fixed, the connection issues are improved and the kill bugs are fixed, I'll be appeased.
The rest I can live with. We will all be playing under the same perimeters so whatever strategy works for you use it.
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Post by churchill1 on Apr 13, 2006 13:16:04 GMT -5
all units now cost 20% less hammers than before. making a rush 20% easier . but when u factor in reduced yield from chopping trees, may be not. apparently a glitch made them 20% too expensive before, so this is the previously intended setting.
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Post by churchill1 on Apr 13, 2006 13:17:20 GMT -5
Oh and being a classical tech , horse riding is now double the cost, which will change things quite a bit too.
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Post by Ellestar on Apr 13, 2006 13:19:25 GMT -5
Fantasy realm is funny. I got a Flood Plains (=desert) / Ice / Cows combination on one title in a capital first time i tried it. Hills / Desert / Jungle / Pigs is nice as well.
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Post by Vermillion on Apr 13, 2006 16:16:51 GMT -5
WOW the patch is out. hmmmmm maybe I can make some time and step back into the batter's box.
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Post by Canucksoldier on Apr 13, 2006 16:44:08 GMT -5
WOW the patch is out. hmmmmm maybe I can make some time and step back into the batter's box. Please do Ver, I miss killing you CS
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Post by Canucksoldier on Apr 13, 2006 16:52:47 GMT -5
Oh and btw, I told you all the patch was coming CS
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Post by friedrichpsitalon on Apr 13, 2006 18:14:31 GMT -5
Ok seriously, you did fix some serious MP issues and that was a job well done, the actual gaming experience is a lot better. BUT!!!!! congratulation, Gandhi is now a God in every era after ancient, I just tested a few theories and this game is seriously unbalanced. MODIFY: Also, SAY HELLO TO THE AGE OF CHARIOT WARS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Well, now I know everything's fixed. It wouldn't be perfect unless MGT said something was horribly wrong. Regarding costs: They're not 20% more expensive; they're back in line with what they used to be, pre-last patch. Enjoy folks, sorry about the wait.
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Post by MMV on Apr 13, 2006 18:36:22 GMT -5
Oh and btw, I told you all the patch was coming CS Yes, but you told us that many times, lol - and like the boy who cried "WOLF" you were bound to be right eventually, lol. Even a broken clock is right TWICE per day, ROFL! (j/k CS) but really, GOOD JOB and THANKS!!!
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Post by swissy on Apr 13, 2006 21:02:45 GMT -5
Still buggy as ever. First game had retire bug that caused the game to split. Not good, but thats' the danger of testing with a small closed group who always have good connections.
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Post by whiplash on Apr 13, 2006 21:12:34 GMT -5
Still buggy as ever. First game had retire bug that caused the game to split. Not good, but thats' the danger of testing with a small closed group who always have good connections. Oh, nuts!
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Post by Tony on Apr 13, 2006 21:23:23 GMT -5
I really hate always being the bad guy, but this patch is a mod not a patch.
All the stuff i can see changed are all game features, ie firest chops less sheilds, they take longer, certian civics have higher/lower up keep, some traits are made stonger weeker, etc. I was really hoping for some connection stuff to be rectified. Host dropping this still seems to happen.
Agian, i really dont want to be negative, so thanks for the patch, i will test it out a little more tomorrow.
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