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Old February 28, 2003, 18:28   #1
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PTW v1.21f Patch Released
http://www.firaxis.com/downloads_detail.cfm?file_id=65

Thanks to the head-up from WarpStorm!
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Old February 28, 2003, 18:36   #2
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Old February 28, 2003, 18:45   #3
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Scientific civs will now receive a "random" tech
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Old February 28, 2003, 19:21   #4
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Yeehaw!! Love it....patched and ready to play.
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Old February 28, 2003, 19:23   #5
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Additions in v1.21f:
* Added support for numeric keypad special characters in edit boxes.
* Added support for faster-loading Multiplayer saved games and scenarios.
* Added a 'Locate City' hotkey to Multiplayer.
* Implemented Kick in the Staging Area.
* Added INI tweak to disable force feedback support: NoForceFeedback=1.
* Added a civilopedia reference to 'Happy Faces' if a building produces happy faces in the city window.


Changes in v1.21f:
* Hidden Nationality units are no longer forcibly removed from enemy territory via diplomacy.
* Expansionist civs can no longer build Scouts when civ-specific abilities are disabled.
* No player will be dropped within a certain timeframe of a player leaving the game.
* The Net Setup Window has been changed to a selective asynchronous process.
* Passwords are limited to 20 characters.
* ICBM's can no longer auto-bombard.
* Canceling Espionage in multiplayer no longer exits to map.
* Non-Empty Games Filter now filters out games with only one player (the host).
* Removed In-Progress Filter, replaced it with a Password Filter.
* GameSpy Connect call is now non-modal, meaning it can be cancelled and will time out if it fails to connect.
* Improved Pangaea map generation.
* Improved random free tech selection for the Scientific civ trait.


Fixes in v1.21f:
* Fixed bug with cultural opinion text being replaced with garbled text.
* Non-combat unit warning message has been changed to refer to both cities and terrain improvements.
* Fixed bug that incorrectly reported a rescued/re-captured princess as the player's princess being killed.
* Fixed an issue with overlapping popups.
* Fixed paste crash.
* Fixed bug that caused players in the loss sequence to receive a popup message telling them that they won when the actual winner exits the game.
* Fixed bug that allows users to cursor past text limits in edit boxes.
* Fixed loading saved games status message display.
* Fixed an out of synch related to stack movement.
* Fixed bug where the fog of war would cover the whole screen with the exception of the last city you were viewing.
* Fixed chat text getting cut off.
* Fixed bug where a single player loading a hotseat or PBEM game through the setup win could not exit.
* Reloading a game in the setup window will now show you messages again (such as Sending game to player xxx...).
* There is no longer a 'ghost' game in the lobby, both with clicking and mouseover.
* The lobby should no longer re-sort periodically unless you instigate it or a game is added/deleted.
* The AI can no longer be set to player '0' (barbarian) when loading a game.
* Fixed a bug in the spaceship screen where it would show your city on everyone screen (the city view screen).
* Chat text will no longer persist in the diplomacy window.
* Fixed an out of synch unique to turnless.
* Fixed a bug where you would load a turnless save and some cities would never produce again.
* Fixed a bug in turnless where units would simply stop moving, and cities would stop producing periodically.
* Fixed a bug with auto-precision bombing not choosing the proper targets.
* Fixed a bug that allowed players to change another's production after they stole their plans.
* Fixed an out of synch related to amphibious warfare.
* Fixed an out of synch involving nukes.
* Fixed a plethora of problems with filters.
* Fixed a bubble text bug with staging window.
* Fixed a array out of bounds issue with lobby window.
* Removed Asturias from Spanish city list.
* Fixed typo in conquistador civilopedia chapter.
* Correct date listed for Spain becoming a democracy in Spanish civilopedia chapter.
* Fixed crash involving starting hotseat games.
* Fixed the hang alive after pause bug.
* Fixed the bug where all players would have to hit enter (occasionally) after a pause.
* The spaceship screen will now process messages.
* Fixed hang alive when the spaceship screen comes up over diplomacy.
* Fixed bug (Single player and MP) where you could select a unit in an army and unload him (move him out).
* Filters now work as an OR filter in each group, and an AND filter cross-group.
* Fixed an out of synch caused by combat and lag.
* Games will now report correctly, instead of everything past load game reporting as elimination.
* Fixed an out of synch unique to eliminating a civilization.
* Fixed the win98 modem hosting with 3+ modems connecting slowdown/lockup bug.
* Fixed a bug where if you denied to vote on a UN leader, then no one in the game could win (they could however lose).
* Fixed the screen slot error in MP setup screen.
* Fixed crash when loading a save game where the host was eliminated and the new host had a different name than the next available player.
* Fixed bug where the game would do 2 turns instead of 1 when only 1 human player (non-original host) was left in the game to defeat AI.
* Fixed an infinite production exploit with PBEM games.
* Fixed a display bug in the MP setup window which would keep a combo box open indefinitely.
* Fixed graphic corruption issue in the MP setup screen when loading a PBEM game.
* Fixed an issue where the players name would vanish if they left and then returned quickly to the lobby window.
* Fixed bug where auto-bombard would not auto-bomb multiple terrain improvements in neutral territory.
* Fixed the military advisor speed.
* Fixed an out of synch with auto-precision bombing.
* Fixed a text overwrite issue in the staging window.
* Fixed a graphic issue where multiple leaders would be displayed in Military advisor.
* Fixed bug with hotseat/PBEM victory conditions and rules.
* Fixed a selection issue with the build queue in the city screen.
* Fixed a bug where the right click menu would stay up over top of screens.
* Fixed bug with Sentry not functioning in MP.
* Fixed bug where you could not ask an AI civ to remove its units from your territory.
* Fixed an out of synch involving advancing into a newly captured city tile which contained units which could be captured while the animation was onscreen.
* Slightly increased turn-flip performance to minimize lag (especially post-turn lag) in larger games with slower machines.
* Fixed lockup with nuke launching.
* Fixed bug which allowed multiple instances of the same nuke to be launched.
* Fixed remaining Hang Dead due to spaceship screen appearing over diplomacy.
* Fixed hang alive related to auto-bombardment or bombing from a city and then tributing that city to another player.
* Fixed crash when a mod had less than 24 races and the player chose 'Random'.
* Fixed a bug where the settler would occasionally not build a city in MP.
* Fixed a bug where you would lose mouse functionality in the city window.
* Fixed a bug that when the host is eliminated the game would lock.
* Fixed right click on an improvement from the city window referring the user to the incorrect civilopedia entry.
* Fixed grammar issue with MPP causing a civ to declare war on you.
* Fixed grammar issue in the spaceship screen.
* Fixed unit movement on road after combat bug.
* Fixed bug with unit healing.
* Fixed bug where the game would not end synchronously on all machines.
* Editor: Fixed memory leak.
* Fixed several bugs involving the display of several items near and crossing the x/y boundaries of the map.
* Fixed numerous text bugs in diplomacy.txt.
* Fixed bug in city view screen which allowed you to give orders while a pull down menu was up.
* Fixed a bad index to civilopedia in the city window.
* Fixed a bug where the user could abandon all of their cities if they had more than one.
* Fixed PathMananger infinite loop.
* Fixed some issues with lag.
* Fixed a bug with the civilopedia cursor.
* Fixed a graphics issue with bombarding and interception causing a lockup and graphics corruption.
* Fixed an out of synch involving non-stack moved settler/defender combo reporting as 'undefended' for humans.
* Fixed an out of synch involving barbarian movement.
* Fixed an out of synch involving combat.
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Old February 28, 2003, 19:24   #6
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Post your feeling about the patch?
Is this remove all lags in MP games?
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Old February 28, 2003, 19:48   #7
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Old February 28, 2003, 20:07   #8
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Quote:
Originally posted by cronos_qc
Is this remove all lags in MP games?
All? No, nothing can remove lag due to high ping. It takes a while for the messages to travel. Having said that, it speeds it up a lot.

In addition (and maybe more important), it gets rid of almost all Out Of Sync errors. I haven't seen one in weeks.
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Old February 28, 2003, 20:14   #9
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Does it remove high ping then?

P.S.
In some games like Starcraft usualy I had ping of 100-200, while with PtW v1.14f its usually 400-600 (300+ if I'm lucky).
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Old February 28, 2003, 20:35   #10
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Ping only depends on the quality of your internet connection and the other player's one. Civ3 or any other program will never be able to improve your ping... You've probably got better pings in Starcraft because there are more Starcraft players close to you.
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Old February 28, 2003, 20:47   #11
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Impressive patch, at least at first glance

Oh, Will there be a chat?
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Old February 28, 2003, 21:34   #12
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I see they haven't fixed the PBEM loading issue yet.

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Old February 28, 2003, 21:50   #13
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Old February 28, 2003, 22:50   #14
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Hmm...

It looks that they added my MOD in PtW after all (with this patch).
Although it's an old version (1.01 compared to current 1.14).

And that non-PtW readme is missing (which details changes done both in PtW and non-PtW).

Still better to have something then nothing.
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Old February 28, 2003, 23:14   #15
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Some comments on specific fixes/changes:

"Fixed an out of synch involving combat."

Does this mean we will be able to see our battles in internet-MP games (I know it's not possible in PBEM, since Firaxis does not think it's a bug...).

"Fixed an infinite production exploit with PBEM games."

Yay!

"GameSpy Connect call is now non-modal, meaning it can be cancelled and will time out if it fails to connect."

Woo-hoo!

"Improved random free tech selection for the Scientific civ trait."

Not enough information, but I assume all tier 1 techs are equally likely now.

---

The main thing that is missing is the bug in PBEM involving loading another player's turn. That's a pretty big bug, no?

All in all, a nice-looking patch. I'm going to try MP in a bit to see if the execution is there too.


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Old March 1, 2003, 00:34   #16
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Is it ok to apply the patch and continue on with PBEM games that are in progress?

Or should we finish the games up before patching and then start fresh games afterwards?
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Old March 1, 2003, 00:53   #17
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@ villain:

Tough one, it should be ok, but then again.
IMHO you will be ok as long as there is no AI involved...
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Quote:
Does this mean we will be able to see our battles in internet-MP games
Couldn't you see them before?
(havn't done many MP games up to now, does it show? )
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Old March 1, 2003, 01:06   #18
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Hey, the PBEM difficulty bug hasn't been fixed !!!
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Old March 1, 2003, 02:24   #19
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Quote:
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Couldn't you see them before?
(havn't done many MP games up to now, does it show? )
Sometimes yes, sometimes no. Very annoying.


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Old March 1, 2003, 05:00   #20
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I'm european. Can somebody who has / know where to get something so I'll have a nice weekend contact me?

that would be great
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Old March 1, 2003, 05:07   #21
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Cyber: sorry, it seems Eurogrammes is slower than its American counterpart. Unless, of course, by good weekend you AREN'T referring to Civ

Unless, of course, you're a European with an American copy of Ptw?
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Old March 1, 2003, 05:29   #22
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No, I need something for european PTW games.
It's something that Ming would delete if I would write it down, you see.
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Old March 1, 2003, 05:54   #23
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If only some people from a PBEM game install the patch and others not, will the game continue functioning?
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Old March 1, 2003, 06:32   #24
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* Fixed bug (Single player and MP) where you could select a unit in an army and unload him (move him out).
* Fixed an infinite production exploit with PBEM games.
* Fixed the military advisor speed.
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Old March 1, 2003, 06:43   #25
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@ cyber : too soon, although IIRC 1.29 was availlable within 24 hours.

Tiberius, I've been thinking the same thing, I guess you should, That's how it workds with other games.
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Old March 1, 2003, 06:46   #26
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Quote:
Originally posted by WarpStorm


All? No, nothing can remove lag due to high ping. It takes a while for the messages to travel. Having said that, it speeds it up a lot.

In addition (and maybe more important), it gets rid of almost all Out Of Sync errors. I haven't seen one in weeks.
Hmmm.... within the first hour of installing the latest patch I had more OOS errors than with the previous... not to mention that the saved games worked fine, but any new game was doomed to the OOS abyss...

So the fix... uninstall 1.21... the best fix... boycott Firaxis
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Old March 1, 2003, 06:48   #27
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Azail=Coracle ?
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Old March 1, 2003, 06:53   #28
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Quote:
Originally posted by alva
Azail=Coracle ?
No
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Old March 1, 2003, 07:46   #29
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OSS errors?!?
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Old March 1, 2003, 08:03   #30
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OOS, out of synch errors.
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