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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
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Atahualpa
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Hawthrone
Mar 1999 time: 06:14
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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).]
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Taso_1
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Melbourne
Nov 2000 time: 05:14
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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
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kabouki
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Portugal
Nov 2000 time: 05:14
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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,:*
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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:14
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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
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RayvenWolfe
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Westfield, IN, USA
Dec 2000 time: 05:14
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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,:*
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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
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Jen Dragon
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Lubbock, Tx. USA
Sep 2000 time: 05:14
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f2 live it learn it. Red letters cities are about to revolt. fix it before it happens. empty is no production.
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Jürgen Hubert
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Erlangen, Bavaria, Germany
Dec 2000 time: 05:14
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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...
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Cyrius
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Minneapolis, MN, USA
Nov 2000 time: 05:14
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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.
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NERD
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Slocan Park BC Canada
Jan 2001 time: 05:14
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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????????
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Deathmerchant
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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.
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Young Rags
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Shropshire UK
Jan 2001 time: 05:14
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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.
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