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Old December 5, 2001, 11:58   #1
Jeffrey Morris FIRAXIS
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Civilization III v1.16f Additions/Changes/Fixes
Additions v1.16f:
* We've added an ini file setting, Refresh. To use, open the civilization3.ini and add 'Refresh=60'. You can try higher frequencies, but 60 is good starting location. If it can't set the frequency, it will default to what Windows believes it should be. If you are not having monitor or frequency problems, do not use this ini setting.
* Players now receive a message when a wonder is made obsolete.
* There is now a text prompt on using the production queue in the City Display screen.
* Editor: Added Barbarian Combat Bonus to difficulty level tab.
* Editor: Added Cost Factor to difficulty level tab.
* Editor: Added AI unit support bonus to difficulty level tab.
* Editor: Added AI bonus starting units to difficulty level tab.
* Editor: Added AI max. govt. transition time to difficulty level tab.
* Editor: Added corruption modifier to difficulty level tab.
* Editor: Added a number of armies requirement for Improvements and Wonders.
* Editor: Added a small wonder ability checkbox for "Requires a Victorious Army" for Improvements and Wonders.
* Editor: On General Settings, added Border Factor which controls border expansion.
* Editor: On General Settings, added Future Tech Cost.
* Editor: On General Settings, added Min. Tech Turns.
* Editor: On General Settings, added Max. Tech Turns.
* Editor: On General Settings, added Golden Age Duration.
* Editor: Added mission cost to Diplomats and Spies page.
* Added "Color Blind Help" pref (gives the name of the civ in the city title box).
* 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).
* 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)
* Added "Show Our Manual/Our Automatic/Enemy/Friend Moves" preferences


Changes v1.16f:
* The cost of building a Palace is now based on the number of cities in your civilization.
* The Sun Icon on the Info Box represents the amount of global warming affecting the game. If the sun does not display, there is insufficient global warming to affect the terrain. Once the sun displays, the brighter it is, the greater the impact of global warming.
* It's slightly easier to culturally acquire cities.
* Forests planted on tundra always display as pine.
* Irrigation sorts slightly differently.
* Goody hut console popup display times increased.
* Relationship lines are no longer displayed on the Foreign Advisor unless the player has contact with both civilizations.
* Corruption effects have been reduced.
* Cultural priority of AI has been reduced.
* Submarine and Nuclear Submarine now have an offense value of 8.
* Paratroops now have a range of 6.
* Privateer now has an offense value of 2.
* Corruption calculations for Communism are now flat for the number-of-cities factor.
* Borders now draw over forest and jungle.
* Shield bonus from clearing forest can only be received once per game.
* Palaces and spaceship parts can only be built in one city.
* Improved City Governor Performance.
* The maximum number of cities permitted in a game is 512.
* Added information about healing units to Barracks civilopedia entry.
* Clarified that railroads increase output of mines and irrigation in civilopedia entry.
* Added hyperlink to Ocean in Caravel civilopedia entry.
* The maximum number of turns it can take to research an advance has been increased from 32 to 40.
* Editor: Removed unused Description field from Improvements and Wonders.
* Police Stations now reduce corruption in the city they are built in.
* Editor: On General Settings, renamed Border Expansion Multiplier to Lvl. Multiplier.


Fixes v1.16f:
* Fixed scroll problem on some Nvidia graphics cards.
* Player is no longer able to extort 200000000+ gold per turn from the AI.
* Invalid link in Build Colony Civilopedia entry fixed.
* Cropped French Civilopedia entry fixed.
* Typo in German Civilopedia entry fixed.
* Typo in Japanese Civilopedia entry fixed.
* Typo in Indian Civilopedia entry fixed.
* The missing periods from unit lines on the disembark box fixed.
* The correct city now highlights on the Domestic and Cultural advisor screens when scroll bar displays.
* Precision Bombing now works as intended.
* Sorting columns on the Domestic advisor screen now stay sorted.
* Traded advances that cause an era transition, now allows the player to select the advance to research in the new era.
* The five states an AI can be in on the Diplomacy screen, can now be seen on the mouse over advisor messages on the Foreign advisor.
* The problem of not being able to build 'Wealth' in some cities has been fixed.
* Messages about resources discovered that the player doesn't have the advance to use no longer display.
* Incorrect popup concerning placing new embassies with civilizations you're at war with no longer displays.
* Occasional instances of selected units not stay centered fixed.
* Synthetic Fibers now has the correct prerequisite advance, Ecology.
* The Great Lighthouse no longer permits Galleys to travel on Ocean tiles.
* The AI no longer reacts to submarines that it cannot see.
* Multi-cultural cities no longer occasionally produce barbarian settlers or workers.
* Minimap now updates when interface is hidden.
* Units no longer occasionally disappear at the poles.
* 'Combo' boxes now are set to the maximum size needed.
* Long advance names no longer overrun the Info Box when in Golden Age.
* Correct cities highlight on Domestic and Cultural advisor when a scroll bar displays.
* There is no longer a punctuation error in disembark popup.
* There is no longer a spacing error on the right-click flyout for upgrading units.
* Bubble-text on the replay screen now correctly clears itself.
* The last line in the Event View of the replay screen is now fully visible.
* You can now see a cities population on the City Title bar regardless of team color or state.
* The correct plural and singular forms of civilization names are now used on the Wonder screen.
* Selecting a 'grayed out' option in the Diplomacy screen no longer clears the Foreign Advisor's advice.
* Correctly small graphic corruption on Domestic Advisor popups.
* Right-Click flyout menus no longer display if you use a function key to open an advisor screen.
* The spaceship components in the Civilopedia now correctly link to the Victory Conditions entry.
* You can no longer unload air units from a carrier. You need to execute a rebase mission.
* You can no longer demand very large amounts of gold in diplomacy.
* There is correct punctuation at the end of the defeat popup.
* Modified advance trees now load correctly.
* Fixed AI exploit with regards to giving cities away in diplomacy.
* Air superiority missions work as intended.
* Quick Start will now use the number of civs selected in the previously generated game.
* Retiring from a Conquest only game no longer is recorded as a victory.
* Fixed AI problem with resources on custom maps.
* Team color on horseman unit correctly displays.
* French Musketeer fortify animation now plays.
* Governors no longer build privateers when set to build no units.
* Fixed AI bug allowing the user to infinitely postpone invasions by shuffling units around.
* Hall of Fame screen now correctly lists the difficulty levels.
* Games that don't save due to low hard drive space now displays an error message.
* A save corruption problem was fixed.
* The helicopter civilopedia entry now correctly states it can only transport one unit.
* Corrected punctuation error in Jet Fighter civilopedia entry.
* Corrected punctuation error in Longbowman civilopedia entry.
* Corrected Marine strategic resource requirements in civilopedia entry.
* Corrected Modern Armor strategic resource requirements in civilopedia entry.
* Correct punctuation problem in Tactical Nuke civilopedia entry.
* Fixed fatal related to tiles on the edge of the map.
* Once the UN is completed, you are no longer prompted to vote every turn.
* Fixed punctuation error on New Era popup.
* Fixed typo in diplomacy demands.
* You no longer declare war by accidentally passing over a hidden submarine.
* Fixed infinite loop with automation.
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Old December 5, 2001, 12:04   #2
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Thank you for the info! Now, where's that patch?
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Old December 5, 2001, 12:04   #3
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THANX DUDE!

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Old December 5, 2001, 12:04   #4
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Thanks for posting this Jeff

I'm reading it now.
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Old December 5, 2001, 12:05   #5
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Thanks for the update!
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Old December 5, 2001, 12:17   #6
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Re: Civilization III v1.16f Additions/Changes/Fixes
Quote:
Originally posted by Jeffrey Morris FIRAXIS
* The maximum number of cities permitted in a game is 512.
Is there a reason for this?
Is there a limit currently?
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Old December 5, 2001, 12:18   #7
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Most of those changes/additions/fixes sound good (thanks!), but I do have a question or two:

1) Setting start locations via the editor still not possible?

2) How was corruption tweaked? # of cities, distance from capitol, both?

3) Anything done about AI unit shuffle?

Thanks again.

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Old December 5, 2001, 12:19   #8
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Lovely.....I like the new changes coming up.

I was wondering if any of the fixes were going to help with the time between turns as they do tend to get rather high in the later game.

All in all, nice fixes, and hope to see that patch soon!

Cavalier
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Old December 5, 2001, 12:19   #9
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Wow! That's a heckuva a list! Great job!

I did notice two omissions however. Is there any hope of these being addressed in a future patch?

1. Several times, a naval unit set to automatically move attacks another culture's unit that I'm at peace with (or perhaps even allied?). I've seen this three or four times. You are immediately at war with the offended civ. There is no prompt. . . it just attacks.

2. The ability to set starting locations for Civs. It's somewhat silly to play in World Map if the Romans start in South America.

Thanks for all your hard work and a truly great game!

Best Regards,

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Old December 5, 2001, 12:19   #10
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Looks really good.

The refresh rate and the damn privateer building issue were the ones annoying the hell out of me. The rest of the fixes are a nice bonus

The only thing I didn't see in this list that may annoy others is the ability to place units / civs in the editor. It doesn't matter to me because I don't use the editor but it might bother others - or am I missing something?

Thanks again,
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Old December 5, 2001, 12:24   #11
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Thanks for the update.
I think we all look forward to the patch.
It sounds as if a substantial amount of things have been "fixed".

And it sounds like some tweeking has happened too.
It'll be interesting.

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Old December 5, 2001, 12:29   #12
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Um, I don't see anything about being able to place cities or units in this list. Maybe you just forgot? I think the modding community is not going to be happy at all with the limited additions to the editor.
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Old December 5, 2001, 12:29   #13
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Yep - Thanks for the update, Jeff!

Now we only have to wait for the patch.

Just to clarify and reinforce what Dan said before: is the patch compatible with saved games or do we have to start a new one?
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Old December 5, 2001, 12:35   #14
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What about my cavalry making strange pig-like noises when they attack?
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Old December 5, 2001, 12:37   #15
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Well this post took me out of my hibernation (ever since this forum became flooded by newbies, or maybe I should say, "non-regulars") as I've been eagerly awaiting the patch. So how long before this post becomes "TOP"ped?
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Old December 5, 2001, 12:37   #16
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Well, it looks like the people at firaxis really listen to our complains in this forums.
Thanks, Jeff.
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Old December 5, 2001, 12:41   #17
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Quote:
Hurin 1. Several times, a naval unit set to automatically move attacks another culture's unit that I'm at peace with (or perhaps even allied?). I've seen this three or four times. You are immediately at war with the offended civ. There is no prompt. . . it just attacks.
That sounds like the submarine bug. Were the friendly units your ships attacked subs? If so it's been fixed.
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Old December 5, 2001, 12:47   #18
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*Still* can't set start locations in the editor? *Still* can't copy a map or rules set and past them into another map?

I mean it's great that a patch is coming... but come on, it'll be six weeks from release by the time we get this *FIRST* patch, and about a third of it are just fixes of links and typos in the Civilopedia.

Cheers,

Dr. Charm
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Old December 5, 2001, 12:49   #19
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Re: Civilization III v1.16f Additions/Changes/Fixes
Some of the fixes are listed twice but with different wording, for example the huge amount of money extorsion bug and the scrollbar on advisor screen bug.

A nice list, but I miss the fixes for the fortress (both land and naval)...
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Old December 5, 2001, 12:52   #20
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Re: Civilization III v1.16f Additions/Changes/Fixes
Good to see all of the fixes --- I can finally fix Herioc Epic!

However, the two biggies remain unfixed:

1) stack movement
2) starting locations for civs

Also, civ-specific improvements would be very nice to allow (just like unique units work)
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Old December 5, 2001, 12:55   #21
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Thanks!!
Thanks for the fast update, Jeff!!
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Old December 5, 2001, 12:55   #22
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Patch my ass. Your saying only 1 out of the 5 biggest problems have been fixed, you've got to be kidding me

Remains
1) Setting start locations via the editor still not possible?

Remains
2) How was corruption tweaked? # of cities, distance from capitol, both?

Remains
3) Anything done about AI unit shuffle?

Remains
4)Fortress fix

Fixed
5) Air superiotiy

Last edited by sianews; December 5, 2001 at 13:06.
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Old December 5, 2001, 12:58   #23
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Urg, no sentry command there...but the build queues have been fixed, that's cool. I DO miss the sentry command, though, I gotta admit.

DeanCo--
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Old December 5, 2001, 13:00   #24
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512 total limit on number of cities

If your playing with 16 civs, that is an avarage of 32 cities per civ. But that doesn't mean that each civ will stop at that point, they will keep expanding until the limit is reached. If you expand too slowly during the begining game, you'll be left out of the chance to grow, that is without combat. Another case for REX/ISC.
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Old December 5, 2001, 13:03   #25
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Quote:
Originally posted by sianews
Patch my ass. Your saying only 1 out of the 5 biggest problems have been fixed, you've got to be kidding me

5) Air superiotiy
quote from the readme:
* Air superiority missions work as intended

For the rest, indeed, there do appear to be some fixes missing...

As for setting start locations, that can be done with civ3breed - although it's somewhat more of a pain that setting it directly from the editor.
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Old December 5, 2001, 13:05   #26
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Wish costal bombardment had been fixed. Does this mean they are still worthless? Other than that, looks great. It will help a lot! I will be interested to see the magnitude of the corruption fix.

X
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Old December 5, 2001, 13:06   #27
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comments
Many thanks for the info.

It seems that these changes are primarily addressing five areas (examples given are not exhaustive):

1. Cosmetics (grammar and civilopedia)

2. Game balance (decrease in corruption, decrease in AI cultural effect, increase in turns required for techs)

3. 'Real' bugs (Air superiority, ocean movement with lighthouse, governors)

4. More user preferences for game control (always build last unit, popup for civil disorder)

5. More choices in the editor (barbarian combat bonus, tech difficulty)

This patch therefore removes the vast majority of the niggling problems with Civ3 and will make it much easier to play... And this is obviously good, well done to Firaxis for addressing these issues.

HOWEVER, there are some outstanding issues, particularly with regard to scenarios which I'd like to know if there is even an intention of addressing in the future...

1. Event scheduler

2. Start location choice

3. Combat - do Firaxis have any intention of adjusting the default combat rules/parameters any more?

4. Scripting language: can Firaxis confirm this will NOT be developed?

5. Multiplayer

But overall, IMHO, the changes in v1.16f will definitely improve the experience of SP standard Civ3...

Cheers!

V
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Old December 5, 2001, 13:07   #28
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Thanks for the update!

btw, will these be fixed in the next patch?

1) stack unit movement
2) sound effect for ships (they are way too loud!!)
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Old December 5, 2001, 13:08   #29
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Nice ....
Nice list, will be a great patch ...

Any idea on when\if we'll be able to cut down jungles for shields, especially now that forests only give a bonus once per game (boo) and in all three games I've played so far, there's always a MASSIVE jungle nearby ... ?

-BeoWulfe
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Old December 5, 2001, 13:08   #30
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Sure there's some stuff missing, but, hey, it's the first patch. They can't do everything in one release. Things like assigning starting positions is probably a pretty major coding change, so I wouldn't expect that to be in here.

Quote:
* Shield bonus from clearing forest can only be received once per game
Looks like IFE is dead.

My biggest gripe was the figher superiority/precision problems, glad those are being addressed.

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