Thread Tools
Old December 18, 2000, 18:25   #1
MarkG
Guest
 
Posts: n/a
Patch 1.1, List of Fixes
thanks to Activision, i got this list of fixes which are included in the 1.1 patch and doesnt seem to have been posted yet(at least in this detail)...

* Fixed corrupted save game bug
* Fixed random civ chooser for scenarios (world map)
* Fixed autosave directory name for scenarios to match normal directory.
* Increased animation queue to 12, making unit-in-wrong-place bug less likely
* Always terminate a unit's sound effects when it dies
* Set cell owner when cheating tile improvements
* UnitSpeed and MouseSpeed removed from advanced options (available elsewhere in options)
* Incremented save file version to force string reload for old games.
* Added missing contextual info to several messages
* Added auto-center for bombardment
* Fixed lawsuits against franchises
* Prevented cities from revolting twice in a row (so if you have the wonder that gives you revolting cities, you'll at least have a chance to hold onto them)
* Added sanity check on city styles (avoids crash when settling in Alexander)
* Fixed movement point propagation for settlers from disbanded cities in network games with 3+ players
* Can't rush buy capitalization/infrastructure
* Fixed feat propagation in network games
* Fixed difficulty choice in scenarios
* Setting research goal to something already researched clears the goal.
* Trade routes are revalidated when loading a saved game. Sort of fixes a problem seen only once where a city lost track of its routes. Unknown how it happened to begin with.
* Fixed active defense movement checks so that land defenders work.
* Added extra checks to disable science victory in network games
* Enabled access to database values from SLIC
* Added about 40 SLIC functions, mostly related to diplomacy (has no effect on any existing scripts)
* Fixed scenarios that allow players other than player 1 to be played
* Fixed crash bug caused by launching editor, generating goods, exiting, and moving a unit.
* Added check for clear queue actions from clients received after they lost the city to another player
* Fixed nuking cities in network games - sometimes left a stale reference to the dead city around.
* Fixed propagation of city defensive bonus in net games
* Made sure diplomatic proposals in network games execute at the same point on every machine.
* Network object bookkeeping gets cleared when exiting a game (exiting and rejoining occasionally left something lying around, resulting in a resync not long after joining)
* Disabled restart key in net games
* Fixed science tax being one percent lower than it was supposed to be (didn't happen on every machine)
* Fixed display of turns for cap/inf
* Fixed message tab to always show newest messages
* Leave embargo button enabled when cancelled
* Diplomatic proposals/responses sent from UI get the highest priority possible so that the AI won't override them
* Added version label to shell
* Fixed auto-selection of currently researching advance on science chooser
 
Old December 18, 2000, 19:32   #2
Atahualpa
Spanish CiversCivilization III PBEMPtWDG2 Latin Lovers
Emperor
 
Atahualpa's Avatar
 
Local Time: 10:20
Local Date: October 31, 2010
Join Date: Mar 1999
Location: voice of reason
Posts: 4,092
For the next patch (if there is one) I would like to see following list:


* Fixed AI so that it outsmarts any human player on impossible difficult setting
* Fixed Messageinterface so that the message open function is a toggle between open and close. Left click opens, left click closes, left click opens...... . Right click deletes is untouched.
* Fixed ZoomEye so that the zoomed city gets selected instead of just centering the map
* Fixed general AI behaviour so that it reacts more on dangers. For example threatening him with lots of subs and being a real pain in the ass causes the AI to build counter-sub units. Or bombarding one and the same city for more than 5 turns with Stealthbombers or normal bombers causes the AI to build ActiveAirDefense Units such as Destroyers and MobileSAM.
* Fixed "Leave my land" option in diplomacy so that any Units currently in borders must leave land within 3 turns and if still in, will be sent to the next tile outside borders or the treaty is violated.
* Fixed Design-bug that caravans get lost when canceling a trade route.
* Fixed not having implemented Counter-Bombardment Bug by implementing it.
* Fixed not having implemented ActiveBombardment Bug so that Artillery actively bombards Units that pass by.
* Fixed bug that all Bombard Units of a Stack bombard a target even though it is destroyed already after the first unit finished its bombardment.
* Fixed not having implemented Half-Of-Movement-Points-Used-Up Feature for Air units, which comes in Handy a lot of times
* Fixed Credits Bug for not showing Atahualpa!! We considered this top-priority!!!! The problem was that fonts with size larger than 200 were not displayed.
* Fixed Bug to reduce gameplay and make the game worse so that people can go on with their lives
* Fixed "Lt John-not-appearing-on-forums-anymore" Bug
* Added very aggressive AI behaviour so that it gets real mad when you take his cities and wants them back under all circumstances and uses all means (being very nice to you and then attacking you surprisingly...) to reach this goal!!!
* Tweaked Pollution stats
* Tweaked some units
* Added auto-plane for paratroopers so that you dont have to ship them in with a cargo helicopter.
* tweaked money system so that you dont get 15,000 each turn on hard difficulty with corporate republic
* optimized code so that now the game runs well on a P90 with 16 MB Ram.
* Added a better feeling when you have achieved something. We found out simple text boxes were not enough. For example you get graphical notification when you got an advance (like in Civ1) and when you conquered a city (like in Civ1).
* 10 new Scenarios have been made available: WWI, WWII (europe), WWII (pacific), WWII (world), American Civil War, Vietnam War, War of Independence, Rise of Rome, Conquest of the New World. All would have been a whole year of work but since we hired 1,000 people we could do it in a month.
* A whole load of new maps is available for download
* Added recording option for Network games
* Added Summary option for all games that gives you a summary of the most important things that happened. And can then be posted here.
* Added psychological chat bots, when you are bored


Now what are you waiting for? Christmas?
ATa
[This message has been edited by Atahualpa (edited December 18, 2000).]
Atahualpa is offline  
Old December 18, 2000, 19:38   #3
MarkG
Guest
 
Posts: n/a
quote:

Originally posted by Atahualpa on 12-18-2000 06:32 PM
* Fixed Design-bug that caravans get lost when canceling a trade route.
i think that's a feature, not a bug
quote:

* Fixed not having implemented Counter-Bombardment Bug by implementing it.
* Fixed not having implemented ActiveBombardment Bug so that Artillery actively bombards Units that pass by.
these are too features(that are not in), not bugs...


all in all, you dont ask much
 
Old December 19, 2000, 04:13   #4
The Viceroy
Prince
 
The Viceroy's Avatar
 
Local Time: 10:20
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Colombo
Posts: 310
Its not often that I give Activision a break .. but its about time that software companies stopped pretending they've only added new functionality in patches .. and at last, they have given us a complete list of fixes (bugs and all)... well done Activision.

However, im suprised not to see the following (in this priority)

* Removed code which forces NonRandomCivs to equal yes when starting on beginner or easy ..
* HOTSEAT game, so I can destroy my brother in-law
* Let user pick CD tracks from within a game !
* Let user select if they want to use message tab or side icons as in ctp1 ..
* Track 11 plays as part of the random track selection.

OK, a little more asphetic than previous list .. but for me, thats whats lacking at the moment.

Patch 1.2 maybe ??


------------------
"Wherever wood floats, you will find the British" . Napoleon
The Viceroy is offline  
Old December 19, 2000, 07:32   #5
MarkG
Guest
 
Posts: n/a
quote:

Originally posted by The Viceroy on 12-19-2000 03:13 AM
* Let user pick CD tracks from within a game !
you can already do this
quote:

* Let user select if they want to use message tab or side icons as in ctp1 ..
dont think this is something that can de done in a patch...
 
Old December 19, 2000, 09:06   #6
The Viceroy
Prince
 
The Viceroy's Avatar
 
Local Time: 10:20
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Colombo
Posts: 310
MarkG,

How ? Ive seen no option during a game which allows me to change tracks ??

As for the Icons, why not ? Its just a code change/addition .. if you can add Hotseat functionality, why not the message code from CTP1 (with tweaking of course).. Im a programmer, and Id have no problems patching any major change to my code, im sure Activision are capable of this.



------------------
"Wherever wood floats, you will find the British" . Napoleon
The Viceroy is offline  
Old December 19, 2000, 14:53   #7
Atahualpa
Spanish CiversCivilization III PBEMPtWDG2 Latin Lovers
Emperor
 
Atahualpa's Avatar
 
Local Time: 10:20
Local Date: October 31, 2010
Join Date: Mar 1999
Location: voice of reason
Posts: 4,092
NOW WHAT ARE YOU WAITING FOR? CHRISTMAS?
Atahualpa is offline  
Old December 19, 2000, 16:32   #8
Pyaray
Call to Power II Multiplayer
Warlord
 
Pyaray's Avatar
 
Local Time: 01:20
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Santa Ana, CA, USA
Posts: 164
quote:

Originally posted by The Viceroy on 12-19-2000 03:13 AM
* Let user pick CD tracks from within a game !

You can definately do this. Look on the menu you get when you hit ESC.
quote:

* Track 11 plays as part of the random track selection.


I'm not 100% positive about this one, but I'm pretty sure it works fine. Remember that track 11 on the disc is track 10 in the menus, because Track 1 is data, and will never play as an audio track.

Pyaray
Pyaray is offline  
Old December 19, 2000, 16:34   #9
Louis Cyr
Chieftain
 
Louis Cyr's Avatar
 
Local Time: 05:20
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Rimouski
Posts: 43
Press "play" on your CD drive to switch tracks

quote:

Originally posted by The Viceroy on 12-19-2000 08:06 AM
MarkG,

How ? Ive seen no option during a game which allows me to change tracks ??




Louis Cyr is offline  
Old December 19, 2000, 20:45   #10
FALVES
Chieftain
 
FALVES's Avatar
 
Local Time: 09:20
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Lisbon
Posts: 58
quote:

* Let user select if they want to use message tab or side icons as in ctp1 ..
dont think this is something that can de done in a patch...[/quote]

This is something that i'm missing terribly from the first game, when you have an empire of more than 50 citys and you hear the message "building complete", you think to yourself: "ok, now where the hell is the city where the building was complete". It's just much of a drag trying to find the city (or citys) with the yellow letters in a gigantic map.
FALVES is offline  
Old December 19, 2000, 22:32   #11
Taso_1
Settler
 
Local Time: 09:20
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Melbourne
Posts: 2
I think these things need to be fixed

- In my multiplayer game my friend gets 4000 science per turn even though is the CIV manger it says only 900
note: NOCD Patch installed

- Your should be able to build roads outside ur territory

- Retreat button is gone in multiplayer games
Taso_1 is offline  
Old December 20, 2000, 00:06   #12
kabouki
Settler
 
Local Time: 09:20
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Portugal
Posts: 8
Hi

I would like to know if is it too dificult to implement a diferent type of border. You should have borders expanding when city influence expands. Also, if outside your border is nowhere land ... you should be able to build tile improvements and ... enlarge the border acordingly.

Ohhh ... I noticed one thing that no one has talked about... Perhaps it's the game I'm playing ... when I load a previously saved game, after moving all the units in a turn, I get all the movement points back to my units and get more PW and Gold, as if a turn had passed. Is this the corrupted save game files I have heard?

Oh ... I am playing in a Scenario I created ... and I don't get the throne room animations ... are they gone? Could you put them back?

I support the need for a better "Leave my lands" treaty, I asked for other civ's to leave my lands, they accepted but their units kept their positions on the next turn... asked them again to leave , they accepted... but they don't leave ... well sometimes they do... but usually they don't, the only way to stop the trespass is to deal the situation acordingly ... eheh with brute force, by declaring war and killing everybody.... of course with a diplomatic penalty . The 3 turns thing someone proposed in this thread should be fine.

By,:*
kabouki is offline  
Old December 20, 2000, 03:54   #13
MarkG
Guest
 
Posts: n/a
quote:

Originally posted by FALVES on 12-19-2000 07:45 PM
It's just much of a drag trying to find the city (or citys) with the yellow letters in a gigantic map.
open up the national manager and see which city has "empty" in the column showing what it is building

 
Old December 20, 2000, 04:52   #14
The Viceroy
Prince
 
The Viceroy's Avatar
 
Local Time: 10:20
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Colombo
Posts: 310
Thanks Pyaray .. I will try that out tonight
[This message has been edited by The Viceroy (edited December 20, 2000).]
The Viceroy is offline  
Old December 20, 2000, 06:34   #15
skorpion59
Prince
 
Local Time: 03:20
Local Date: October 31, 2010
Join Date: May 1999
Location: Tulsa, Oklahoma, USA
Posts: 716
Activision,

Can we get a little more clarification or info on this item?

* Fixed scenarios that allow players other than player 1 to be played
skorpion59 is offline  
Old December 20, 2000, 06:36   #16
RayvenWolfe
Settler
 
Local Time: 09:20
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Westfield, IN, USA
Posts: 19
quote:

Originally posted by kabouki on 12-19-2000 11:06 PM


I support the need for a better "Leave my lands" treaty, I asked for other civ's to leave my lands, they accepted but their units kept their positions on the next turn... asked them again to leave , they accepted... but they don't leave ... well sometimes they do... but usually they don't, the only way to stop the trespass is to deal the situation acordingly ... eheh with brute force, by declaring war and killing everybody.... of course with a diplomatic penalty . The 3 turns thing someone proposed in this thread should be fine.

By,:*


I have this problem as well. I had the North Americans sending in transport ships and just dropping units which would sit on my land. They wouldn't pillage or anything. Just sit. So, I asked them to withdraw using the 'Friendly/Equal' tone of voice. They accepted the proposal. I waited a few turns, but they didn't move. I asked again, using the friendly tone, then in successive turns, kept asking, making my tone more hostile. They always accepted, and they never left. I finally declared war and blew the units off my land. Maybe we need a United Nations to enforce peacekeeping

Ray


RayvenWolfe is offline  
Old December 20, 2000, 11:10   #17
Jen Dragon
Chieftain
 
Local Time: 09:20
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Lubbock, Tx. USA
Posts: 55
f2 live it learn it. Red letters cities are about to revolt. fix it before it happens. empty is no production.
Jen Dragon is offline  
Old December 20, 2000, 19:10   #18
FALVES
Chieftain
 
FALVES's Avatar
 
Local Time: 09:20
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Lisbon
Posts: 58
quote:

Originally posted by FALVES on 12-19-2000 07:45 PM
It's just much of a drag trying to find the city (or citys) with the yellow letters in a gigantic map.

quote:

open up the national manager and see which city has "empty" in the column showing what it is building.


It still isn't the same, is it? But thank you for your attention anyway.
By the way, I just realised there's no option to see the wonders movies in full screen!

P.S: Hey kabouki, nice to see a homy around here!
[This message has been edited by FALVES (edited December 20, 2000).]
FALVES is offline  
Old December 21, 2000, 04:53   #19
The Viceroy
Prince
 
The Viceroy's Avatar
 
Local Time: 10:20
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Colombo
Posts: 310
Quick note to Pyaray .. Thanks for the "ESCAPE MENU" info .. shame on me, I don't read manuals

------------------
"Wherever wood floats, you will find the British" . Napoleon
The Viceroy is offline  
Old December 21, 2000, 08:43   #20
ElitePersian
Prince
 
Local Time: 09:20
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Vancouver, BC
Posts: 326
quote:

Originally posted by RayvenWolfe on 12-20-2000 05:36 AM
Maybe we need a United Nations to enforce peacekeeping


I Can't believe there is no United Nations wonder in this game - If there was, it could work the same way it does in real life - Keep the nations from going to war. Now i know everyone loves to attack and destroy. Just cause someone built the UN wonder doesnt mean you cant be at war, maybe there could be something you gotta build in order to bypass the UN's regulations - like an international diplomat or something...or create some sorta law to be able to bypass the regulations.
If you dont like that last idea, the UN (once it has been completed) could simply ask every nation to sign a treaty with everyone they are at war with, and if they refuse to sign a treaty, everyone's regards for them goes down drastically - kinda like the situation with Iraq. And also if they declare war while the UN is present...everyone's regard towards them goes down drastically.
Now you might think this takes all the fun and all the war outta the game - but it really adds a sense of realism into the game.....in real history when the UN was created, there was no tolerance for war.


[This message has been edited by ElitePersian (edited December 21, 2000).]
ElitePersian is offline  
Old December 21, 2000, 10:19   #21
Jürgen Hubert
Settler
 
Local Time: 09:20
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Erlangen, Bavaria, Germany
Posts: 3
Since I don't have CtP II yet, I don't know if this is an issue anymore, but...

In CtP I, there were massive problems when I tried to use scenarios written in a different language. Specifically, I had the German version of the game, and I couldn't get English-language scenarios to work.

If this has been fixed in CtP II, then I'm extatic. Otherwise, perhaps this could be solved with a future patch...
Jürgen Hubert is offline  
Old December 22, 2000, 12:45   #22
Grumbold
Emperor
 
Grumbold's Avatar
 
Local Time: 10:20
Local Date: October 31, 2010
Join Date: Mar 2000
Location: London, UK
Posts: 3,732
I think it is all down to playing style but CtP2 seems to have lost a lot of the in-your-face 'Duh!' codes that made previous versions so easy to play. Nothing in the build queue? The game points you at the city before you can end turn. Pollution? The game shows you the tile that has been polluted. Terraforming complete? The engineer is ready for a new task (from Civ2). Revolt brewing? You're pointed at the city in time to avert disaster.

Taking all this away and hiding everything in miniscule little messages under a control tab with tiny brown icons that are hard to decipher just isn't a step forward in my book. Having to open the national manager every turn to search for empty queues and low morale isn't an improvement (and we know the mayors can't be trusted to do a good job.) I was hoping for a slick, polished and challenging game. At the moment it only barely manages to be polished. Unless a patch improves the challenge or just makes winning smooth and easy I'll be retiring CtP2 to the cupboard very soon. I write too much code during the day to want to start on Slic in the evenings....
Grumbold is offline  
Old December 28, 2000, 16:20   #23
Proximo
Settler
 
Local Time: 10:20
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Stockholm, SWEDEN
Posts: 4
I just wanna tell that I agree on these improvements.

The feeling in Civ1 when you completes a city improvement/wonder were outstanding, the feeling in Civ2 were good but not as good as Civ1. This would make the game funnier. It would be a kind of award when you accomplish something in your city.

quote:

Originally posted by Atahualpa on 12-18-2000 06:32 PM
For the next patch (if there is one) I would like to see following list:

...
* Added a better feeling when you have achieved something. We found out simple text boxes were not enough. For example you get graphical notification when you got an advance (like in Civ1) and when you conquered a city (like in Civ1).
...

ATa
[This message has been edited by Atahualpa (edited December 18, 2000).]


Proximo is offline  
Old December 29, 2000, 12:53   #24
Cyrius
Chieftain
 
Local Time: 09:20
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Minneapolis, MN, USA
Posts: 71
I installed this patch, and it doesn't do half of what it says it does!!!

There is NO auto-centering. Not for special attacks, not for bombardment. I can't play this game like this!!! Not knowing who is bombarding me where is extremely frustrating and I can't and won't play CTP2 until this gets fixed!!!

Hopefully one of you guys will come back and tell me I just have to toggle a switch in a txt file somewhere. Shame on Activision for saying a patch will do something it absolutely doesn't.

Oh, btw, the Activison support site also says we get hotseat play. Well, we don't.
Cyrius is offline  
Old December 29, 2000, 16:24   #25
Colonel Kraken
PtWDG Legoland
Warlord
 
Colonel Kraken's Avatar
 
Local Time: 04:20
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Grand Rapids, MI
Posts: 296
quote:

Originally posted by Atahualpa on 12-18-2000 06:32 PM
For the next patch (if there is one) I would like to see following list:


* Fixed AI so that it outsmarts any human player on impossible difficult setting
* Fixed Messageinterface so that the message open function is a toggle between open and close. Left click opens, left click closes, left click opens...... . Right click deletes is untouched.
* Fixed ZoomEye so that the zoomed city gets selected instead of just centering the map
* Fixed general AI behaviour so that it reacts more on dangers. For example threatening him with lots of subs and being a real pain in the ass causes the AI to build counter-sub units. Or bombarding one and the same city for more than 5 turns with Stealthbombers or normal bombers causes the AI to build ActiveAirDefense Units such as Destroyers and MobileSAM.
* Fixed "Leave my land" option in diplomacy so that any Units currently in borders must leave land within 3 turns and if still in, will be sent to the next tile outside borders or the treaty is violated [... et. al]

Now what are you waiting for? Christmas?
ATa
[This message has been edited by Atahualpa (edited December 18, 2000).]


This is great Atahualpa! Despite the fact that some of this is in jest, it makes a great point. Many of these things are serious issues that need to be taken up: the first 5 points made here especially.

Another point that's been mentioned here: having messages pop up on the left hand of the screen (as in CTP1) instead of the elusive message tab. Why fix something that isn't broken? I don't understand that policy. It seems to have permeated the entire process of developing CTP2; instead of taken away the junk; enhancing current features (from CTP1); and adding many needed, well thought out features; they changed much of what was not broken. Taking away a paratrooper's ability to paradrop with a plane?Absolutely incredible.
Why?

There is no doubt that CTP2 is captivating. But there is also no doubt that it could have been much better.
Colonel Kraken is offline  
Old January 8, 2001, 05:05   #26
NERD
Settler
 
Local Time: 09:20
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Slocan Park BC Canada
Posts: 1
A few things I have found need fixes on CTP II.
1. The aircraft carriers appear to only be able to transport units, but noy to allow them to run strike missions for ship.
2. Cyberninja appear to have a success rate of zero with a high rate of kill.
3. Scoring seems to use a nebulous population number that doesn't appear to relate to any specific city population number.
4. City build window has a "clear" Queue button thats too close to the close window button.
5. In easy ( my first game) the tutorial advise resets to on every time a game is loaded.
6. Sea engineers that are not available until after urban planners are still only one population city founders. I think they should be 3.
7. Are those really blue high heeled shoes on the Warwalker????????


------------------
NERD is offline  
Old January 8, 2001, 15:32   #27
riazk
Settler
 
Local Time: 09:20
Local Date: October 31, 2010
Join Date: Jan 2001
Location: London, UK
Posts: 3
On the unit tab when u click the arrow to the right of the current unit name it shows the rest of the units on the current tile on the first click and then on subsequent clicks cycles to the next unit available to move and after that to the next city with its build queue empty.

quote:

Originally posted by FALVES on 12-19-2000 07:45 PM
This is something that i'm missing terribly from the first game, when you have an empire of more than 50 citys and you hear the message "building complete", you think to yourself: "ok, now where the hell is the city where the building was complete". It's just much of a drag trying to find the city (or citys) with the yellow letters in a gigantic map.


riazk is offline  
Old January 29, 2001, 12:01   #28
Deathmerchant
Chieftain
 
Deathmerchant's Avatar
 
Local Time: 03:20
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Canada
Posts: 31
I have found a bug. When you offer en enemy a city, and you have over like 30 cites, the end of your list gets cut off at the bottom, i think you just need to put a scroll bar in so you can scroll to the bottom.
Deathmerchant is offline  
Old January 31, 2001, 21:35   #29
Young Rags
Settler
 
Local Time: 09:20
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Shropshire UK
Posts: 1
There are a few bugs in network games. The game keeps telling me that another player has taking control of a civ even though he's been there all the time. His graphics for cities are different to mine (I'm the host) and they change from the modern age back to the rennaisance age every now and then on his machine. Why does the english civ have eastern city graphics on his machine and western ones on mine?. The game crashed saying it had encountered an error when research of an advance had been completed by me in a single player game using the world map scenario. I can remember exactly what the circumstances were though when this happened.
Young Rags is offline  
Old November 23, 2003, 13:00   #30
Martin Gühmann
staff
Call to Power II Democracy GameCall to Power Democracy GameCTP2 Source Code Project
Super Moderator
 
Martin Gühmann's Avatar
 
Local Time: 11:20
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Tübingen, Germany
Posts: 6,206
Markos posted in that thread some usefull information about the bugs that where fixed. So we may use this.

Quote:
Originally posted by MarkG
* Set cell owner when cheating tile improvements
I don't like this, so better do not reimplement this.

Quote:
Originally posted by MarkG
* Incremented save file version to force string reload for old games.
Well doesn't work so should be implemented so that there are no problems again.

-Martin
__________________
Civ2 military advisor: "No complaints, Sir!"
Martin Gühmann is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:20.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team