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Sid Meier's Civilization 3 30.10.2001

Civilization 3 Conquests v1.12 Beta

Fixes

v1.12

Fixed Crash with MP Random Civ selection

NOTE: CHOOSING RANDOM IN MULTIPLAYER CAN CAUSE AN OOS WHEN LOADING THE MATCH.
WE RECOMMEND THAT YOU PICK YOUR CIVILIZATION FOR THE TIME BEING. THIS WILL BE
ADDRESSED IN THE NEXT PATCH.

v1.11

Removed additional combat calculations
Fixed Various Civilopedia fixes
Fixed QuickCiv Description

Updates BETA v1.10:

Fixed negative corruption from Forbidden Palace
Fixed negative corruption from Secret Police HQ
Fixed corruption calculation error
Fixed issues with double gold being awarded
Shifted minimap and unit info boxes slightly inward to prevent problems with
scrolling and button-clicking.
Re-enabled Intel optimizations from PTW.
Fixed issue that caused scientific leaders to use only the first name in the
list.
Fixed issue that caused selections on the Foreign Advisor screen to be cleared.

Optimized main menu code.
Cleaned up INI preferences code
Fixed issue with the audio preferences (sound volume).
Greatly improved the ability of Seafaring civs to start near the coast. It should
happen most of the time now.
Fixed numerous problems with Seafaring civs starting near the coast in hotseat
games.
Implemented Seafaring civs starting near the coast in MP games.
Updated the interface on the world chooser screen so selected options were more
apparent.
Fixed upgrade all bug (for units that do not have the upgrade ability but are
part of the upgrade chain).
Added feminine titles for Despotism, Feudalism, and Fascism (for English default
rules only!).
Editor: Added Flavors to the Import dialog.
Corrected display of silk as luxury in city view in Rise of Rome
Corrected Scourge of God splash screen art in Fall of Rome
Build road/fort animations now show for Legionary in Fall of Rome
Cataphract now uses Ancient Cavalry art in Middle Ages
Corrected Mining tech art in Age of Discovery
Text: Several civilopedia fixes (mostly spelling, grammar, spaces)

Features

Implemented ability to enter a seed value on the world setup screen. It is
located in the upper-right corner. Any character can be entered as the seed.
If the seed is 0 (the default), it will generate the world normally. If every
character is a number, the value is interpreted as the seed value and used to
generate the world. In all other cases, a hash table formula is applied to the
string to generate a unique value that is used to generate the world. While
it is technically possible for two different strings to evaluate to the same
seed, it is unlikely (i.e., SEED is not the same as DEES -- upper- and lower-case
letters will yield different results as well).
Implemented the "Play Last World" option. This option appears on the
main menu after playing the first SP random-map game. When chosen, the player
is taken to the world chooser with the seed filled in and all the previous settings
selected. The player can make any changes or keep the world exactly the same.
Note that if ANY changes are made on this screen, the map that is generated
will be different. Next the player is taken to the player setup screen with
all the civs and settings from the previous game selected. Again, the player
can make any changes or keep the settings the same. If ANY civs are changed,
player starting locations MAY change (depending on the number of seafaring civs,
actually).
Implemented support for CAPS LOCK to work as the SHIFT key to skip unit movement
animations (so you don't have to hold shift for the AI's turn to skip the animations).

The MP timer values are now read from scenarios (the default values remain unchanged).

Editor: Added MP timer values to the Scenario Properties. There are 3 values:
Base, Per Unit, and Per City (with defaults of 24, 1, and 3, respectively).
They represent the Base amount of time per turn + the amount of time Per Unit
+ the amount of time Per City (number of units/cities used each turn are based
on the player with the most units and the player with the most cities on that
turn). The values can range from 0-100. The higher the number, the more time
per turn.
FOR INTENSELY FAST MP GAMES PLAY THE CONQUESTS FAST MP scenario that is provided
with the Patch (Scenarios)

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