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panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:26
  Old Post 04-03-2003 07:59 Visit panag's homepage!
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quote:
Originally posted by Dominae
panag, I've noticed this ever since I've had PTW, and probably before a bit too. Does 1.21 "solve" this?


Dominae


hi ,

to early to tell , .....



governers , as one italian put it ; mamamia , quelle mizeria" in other words mamamia what kind of misery , .....

have a nice day

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:26
  Old Post 04-03-2003 08:00
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pikesfan, it is a food bonus for quicker pop growth and 10 shields towards a Granery (yet more pop growth).

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:26
Exclamation  Old Post 04-03-2003 08:00 Visit panag's homepage!
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1.21 list of fixes and changes Enter the AD-FREE zone

IMPORTANT NOTE: This patch is designed for the US version only and is incompatible with any European version of Civilization III: Play the World.

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.

Dominae is offline Dominae
Emperor

Jan 2002
time: 00:26
  Old Post 04-03-2003 08:14
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quote:
Originally posted by notyoueither
Well, you're driving, and given the experience at your disposal to draw on, I have faith.


Ooh a vote of confidence: makes me feel all warm and fuzzy inside (also makes me feel the pressure to make something out of our less-than-stellar start).


Dominae

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:26
  Old Post 04-03-2003 08:15
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quote:
Originally posted by Dominae


Ooh a vote of confidence: makes me feel all warm and fuzzy inside (also makes me feel the pressure to make something out of our less-than-stellar start).


My evil plan is working...

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:26
  Old Post 04-03-2003 12:42
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quote:
Originally posted by Dominae
nye, sometimes I've seen the Governor remove a Laborer from a unimproved but Bonus Grassland to put it on a Forest tile, when there were 2 Food left to go before growth. That's really annoying. I've yet to discover the reasons behind this.

E_T's, or anyone else's help, would be appreciated in this. Then again, it's a lot of work for essentially nothing, so the most I expect is for someone to give a answer if they know one offhand.


Dominae


Dominae, after playing with your Simulation and using my spreadsheet, I have found that the Granary will be built 1 turn sooner and the settler build will NOT require mining that next grassland first. It is especially crucial to have the Govenor set to emphasize Production before we get to size 3 (and later 4), because that is were it will do the most good.

Remember, the food is added first
then the population increases, placing the work force at what ever is the "default". Then it add in the shields.
If it isn't set for Production, then we won't loos any food but we do stand to lose some early production, atleast until the Worker gets some grassland mined.

We don't have to keepit at that for very long, just until we get to turn 33.

I'm micromanaging even more than normal and I still think that we should get that incense connected early and this is the way to do it and still have everything build IN THE SAME TIME as you have planned.

E_T

Last edited by E_T on 04-03-2003 at 13:05

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:26
  Old Post 04-03-2003 13:47
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We should connect the Incense by building a city on it. (3rd or 4th city)

EDIT: that's 3rd or 4th new city.

Dominae is offline Dominae
Emperor

Jan 2002
time: 00:26
  Old Post 04-03-2003 19:19
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quote:
Originally posted by E_T
Dominae, after playing with your Simulation and using my spreadsheet, I have found that the Granary will be built 1 turn sooner and the settler build will NOT require mining that next grassland first. It is especially crucial to have the Govenor set to emphasize Production before we get to size 3 (and later 4), because that is were it will do the most good.


E_T, I'll have to re-check the simulation.

But, as I recall, mining the second Bonus Grassland is not to help with the Granary or the first Settler, but to have an improved tile ready for when the second city is founded. In all likelihood, the second city will be sharing tiles with the capital, and therefore that means more tiles around the capital need to be improved. In any case, there is no point in connecting the Incense, since 1) we do not need it now, and 2) we'll probably want to build a city right on top of it (not sure about city placement yet, but it seems right).


Dominae

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:26
  Old Post 04-03-2003 20:55 Visit joncnunn's homepage!
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On connecting the Incense, I don't think we should plant a city there or even 1 tile North: Too little would be gained. (All desert and salt water.) If the city is right on top of it, we lose the extra commerce

The first city in that direction should probably be the desert coastal tile adjancent to the hills / mountain. (Still subject to change subject to how large the hills/mountain range is and what's on the other side of them.)

I'm thinking that our very first settler though should go south to a jungle tile adjancent to the coast (for the Harbor & perhaps Colosus) and the river (for free aquaduct) with the grassland + shield tile inside city radius (Clearing a jungle tile for free.)

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:26
  Old Post 04-03-2003 21:33
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part of this will depend on our city arrangement that we come up with, i.e. how close we settle and were we finally do the settling.

E_T

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:26
  Old Post 05-03-2003 00:06
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quote:
Originally posted by joncnunn
If the city is right on top of it, we lose the extra commerce


Actually, only food bonuses are lost when cities are placed on top of them. Commerce and shield bonuses show up on the city tile.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:26
  Old Post 05-03-2003 04:54
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Dominae, have you updated your Senario with the resent Map Information?

E_T

Dominae is offline Dominae
Emperor

Jan 2002
time: 00:26
  Old Post 05-03-2003 06:49
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E_T, no I have not. I'm waiting for a good body of information to become available concerning our immediate surroundings. All we have now is a look at the desolate North, which is not where we're going to be expanding into anytime soon. Once we get some idea of what the lands to the South look like, I'll update the scenario so that we may test out the various possibilities of expansion in that direction.


Dominae

Dominae is offline Dominae
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Jan 2002
time: 00:26
  Old Post 05-03-2003 06:57
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I just saw we're on turn 12! I should update the scenario by turn 14 in that case. Still not much to expand into, but we'll have to work with it...

To the Consuls: make sure we do not have a Settler queued up on turn 14, since that will destroy our chances of getting a free Settler from the Hut up North. I know a Granary is on the suggested plan, but I think this is important enough not to take any chances with.


Dominae

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:26
  Old Post 06-03-2003 03:47
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Turn 13 (3400BC)

1. Warrior #1 to move North (8) towards the hut.
2. Warrior #2 to move Southwest (1) onto the mountain.

Dominae is offline Dominae
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Jan 2002
time: 00:26
  Old Post 07-03-2003 10:58
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I'll be gone this weekend, so if there are any pressing economic issues please use the counsel of either E_T or BigFurryMonster (the Vice-Ministers). Under no circumstance are we to stop the Granary to build a Numidian Merc., though.


Dominae

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:26
  Old Post 07-03-2003 11:02 Visit Trip's homepage!
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BFM will be gone as well, for all of next week.

Dominae is offline Dominae
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Jan 2002
time: 00:26
  Old Post 07-03-2003 11:05
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Nice of him to notify me...

Dominae is offline Dominae
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Jan 2002
time: 00:26
  Old Post 07-03-2003 11:10
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Just saw the turn 13 screenshots.

We've got 3 really good chances to get a Settler here since we're going for a Granary. Let's all cross our collective e-fingers and hope for the best.

Trip, in what order to you plan to pop the Huts to the South? I'm thinking down and then up.


Dominae

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
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  Old Post 07-03-2003 11:15 Visit Trip's homepage!
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Working on the images/plans now, just a few more minutes...

Dominae is offline Dominae
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Jan 2002
time: 00:26
  Old Post 07-03-2003 19:01
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I hope I get the Consuls' attention here.

I posted a message in another thread conveying that I'm against a fourth Warrior at this time. Here is a justification.

Popping a particular Hut is not comparable in relative advantage compared to building fast Settlers. Unless you're guaranteed a Settler from that Hut, on average it is not worth it. You can probably make a different case for building Scouts early if you're Expansionsist, but that's not what we're doing here. We're thinking about getting one extra Warrior just nab one meastly Hut.

Recall all the discussion and hopes about the Hut next to our capital. At the end of the day, all we got was 25 Gold. This new Hut is no more likely to hold something good, and in fact there are more chances of getting something bad since Barbs are a possibility now. I'm not happy about delaying our growth for the chance at promoting our Warrior.

I vote for having W2 pop both Huts. This involves some redundant movement, but we'll most likely deny the Huts from our neighbors. There is no need for an extra Warrior.


Dominae

Aro is offline Aro
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Ipanema
Jul 2002
time: 02:26
  Old Post 07-03-2003 19:51 Visit Aro's homepage!
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I agree, Dominae.

joncnunn is offline joncnunn
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Sep 2002
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I agree with Dominaee as well.

Southern Warrior should pop the southern most hut before backtracking to the central hut.

I think it's safe to say that the Arabs aren't on our land mass , the most likely direction for neighbor on this landmass is South and we are probably on the less populated land mass. We may even have an isolated start.

Northeastern plains seem to be cut off from irrigation pre-Electricity due to the hill/ mountain range, downgrading that area's value from normal.

ZargonX is offline ZargonX
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Space
Sep 2002
time: 00:26
  Old Post 07-03-2003 22:38
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As has been discussed elsewhere, the luxuries would point to the fact that we are not isolated. That being said, I am also against a fourth warrior. A few turns off of exploration is not worth delaying growth plans.

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  Old Post 07-03-2003 22:43
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quote:
Originally posted by ZargonX
As has been discussed elsewhere, the luxuries would point to the fact that we are not isolated. That being said, I am also against a fourth warrior. A few turns off of exploration is not worth delaying growth plans.


The fact that we're not isolated also means that more units means more power for us and a better ability to assess the situation, provide more units for defense if needed. The 4th warrior could be sent back to the Captitol to defend (along with w3) and then sent back out with our first settler.

I've mentioned in another thread that building this 4th warrior will not cost us any growth whatsoever, maybe a little gold, but no food.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:26
  Old Post 08-03-2003 15:18
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Turn 14 (3350BC)

After lots of discussions in the forum, it's quite obvious that majority of the team wishes to pop all the huts, even if it means slowing down our exploration. However, at least for the very next turn, we only have to decide which of the most recently discovered huts we shall pop first. The decision of the Consulate is the southern one - since there is a fair chance of getting either a warrior or a settler from one of the first two huts popped, the whole debate about whether to pop the western hut and whether to build Warrior #4 may become a moot point. A settler would require Warrior #4 to be built, which would have the same effect as popping a friendly Warrior from either hut - we would have a free Warrior (either W4 or the popped one) able to go for the western hut, leaving our first two warriors free to explore in their principal directions (North, South).

1. after discovering Pottery, set research to Ceremonial Burial at 100%.
This is to prevent getting Ceremonial Burial from the hut, if we get lucky and receive a tech.

2. Warrior #1 to move North (8), popping the northern hut.
Depending on what pops out of the hut:
friendly warrior
-> send him SW (1), heading for the central/western hut.
settler
-> stay with the Warrior #1
-> change the Apolyton build to Warrior #4
-> send Warrior #3 to South and then West (2-4) towards the central/western hut
anything else
-> keep Apolyton building barracks (a granary placeholder)

3. Warrior #2 to move South (2) heading for the southern hut.

Next turn plans will be announced once we know the outcome of the Northern hut. Too many open possibilites.

Dominae is offline Dominae
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Jan 2002
time: 00:26
  Old Post 08-03-2003 19:39
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vondrack and other Consuls, I'm hoping you're aware that switching to a fourth Warrior costs half a pop point. I know this is sort of washed out by the fact that we get a whole bonus Settler, but it's still a noticeable disadvantage. Then again, our defenses will be pretty thin when we get up to 3 cities. Maybe we could take one of our Warriors off exploration and do escort duty until the second city finishes W4? I'm looking at this from a pure economic power perspective.


Dominae

Dominae is offline Dominae
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Jan 2002
time: 00:26
  Old Post 08-03-2003 20:16
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Another thing: are we actually planning on research Ceremonial Burial until we pop all three visible Huts? That would be a big waste, IMO; consider that, in trying to avoid getting Ceremonial Burial from a Hut, we're going to research it ourselves! The argument that we get more out Hut if it ends up being a tech is the same one we heard previously, and is still problematic: the are no guarantees we get a tech from any Hut, so we might end up researching Ceremonial Burial for nothing.

Either we do the "redirection trick" for the first Hut only, or we put off research until all three Huts have been popped. I prefer the first of these options.


Dominae

joncnunn is offline joncnunn
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Sep 2002
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What luxaries? I've only seen 1 tile with a luxary so far.

Anyway as I recall, in the C3DG, Japan had a very isolated start (not only the only race in their land mass, but the next several land masses were empty), a lot of 1 type of luxary (near or total monopoly of that type), and a couple more luxaries as well.

In addition, the Zulu with a semi-isolated start (only race on their landmass, but the next land mass seperated by only 1 tile [coast] from another landmass with 2 players on it) had a near or total monopoly of 1 luxary type.

quote:
Originally posted by ZargonX
As has been discussed elsewhere, the luxuries would point to the fact that we are not isolated. That being said, I am also against a fourth warrior. A few turns off of exploration is not worth delaying growth plans.

joncnunn is offline joncnunn
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Sep 2002
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If we aren't isolated, the southern most goody hut needs poped before the central one because otherwise we run a risk that someone else will pop it. If we are isolated (which all those goody huts still around argues in favor of) this doesn't matter.

I'm thinking that Cerminal Burial is a poor choice to reserach unless we are isolated. Every Religious civ already has this tech. Bronze Working would be a bad choice as well, every Scientific civ already has it. Our best tech reserach pattern following acquiring Pottery is Writing (either at 100% or 1 beaker [20% dropping to 10%] depending upon income when Pottery is discovered.) followed by Map Making so we can build a Galley to find all the civs and the Harbor that the future North Eastern plains city will desperately need. He who discovers the most civs first gets a decisive edge. Turning reserach off competely is a bad idea.

 
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