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Kahn
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Well, I can tell you-all that the code patch will install over a previously data patched game (though I DID remove all the extracted spreadsheets before I did it).
My initial impression of gameplay post-patch is that the game flows a lot more like what I'm used to in MoO2 and R4TS. Before the patch it seemed that the first 50 turns or so went very fast verses the later turns which move at a snails pace with a lots of micromanagement (mostly fighting against the AI in its attempts to wreck your planets economies and development).
Can anyone tell me if the fools actually got rid of the persistant DX problem with the patch?
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CharlesBHoff
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el paso texas
May 2002 time: 05:28
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I think Files Planet writer screw up. All he or she have to say
the data patch willnot work with the code patch so the code patch have the new data patch needed, it will backup the data files and savegames into a folder call backup before deleting these files an installing the new one. It will delete all of your mod's also.
I than finding out thought trail and error that some of the mod's still worked.
You can rename your planets and it have than history section in the victory section. In the region section it give you than breakdown on unrest, than number for both biohaboring and mineing to guible you in which to built.
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Proteus_MST
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Now I have installed the Codepatch (but without uninstalling the Datapatch or reinstalling the game first) and have played a few turns.
Al I can say up to this point is:
It is just great. Especially the planetary Infrastructure Section, where you see for every region of you planet, which Race it inhabits, whats the ecological Classsification of the region for the race living in (sweet spot and the like), how many inhabitants every region has, the Unrest of the population living in the region and even the modifiers of the region for harvesting and mining.
For Planets with magnate races the race living there is shown before Colonization of the planet and the fleets on the map now have a small symbol on the lower right corner which has the colour of the empire it belongs to.
Til now I am very pleased with the patch and after reading the readme I think I will continue to be pleased (for example the colony ships now will show which race they have within their colony Pods, so you wouldn´t have to wait til after the colonization to detect that you have brought Darloks to the planet which you wanted to colonize with Psilons).
As for the the Data Patch, I haven´t detected any problems yet for not uninstalling the data patch prior to installing the Code Patch, but of course they may still occur later (and force me to reinstall the Game prior to installing the Codepatch).
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Proteus_MST
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Now, after playing some more turns I have found a few weaknesses:
Encyclopedia:
The new version doesn´t contain any informations about the Planetary Specials or Magnate Races. So it would be recommended, to use another Version of the Encyclopedia or from the data patch instead of the Encyclopedia from the Codepatch (The codepatch overwrites the encyclopedia, so you´d better keep the wstrings.mob with your altered encyclopedia at a secure space)
Savegames:
You still get to thne Beginning of the turn if you load a saved game. Any changes you made during the turn are discarded.
But, as an improvement over the unpatched version, you now get the Situation Report after loading the Savegame (before the patch your SitRep for the saved turn would be empty)
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CharlesBHoff
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el paso texas
May 2002 time: 05:28
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You can also rename the stars to what name you want when you colonize than system.
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Papa Chubby
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Iceland
Jun 2002 time: 05:28
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So what about AI aggression. I thought that would have been the paramount bug to be fixed opposed to all theis esthetic fixes. Nor meant as anything but a subtle, very subtle probe for info on AI agression.
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Proteus_MST
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Further Impressions after some more turns:
The Galaxy Map seems to be a lot larger.
I played with a huge Galaxy, as always, but somehow this Galaxy seems to be really huge, much huger than the Galaxies I had in my games without the patch.
FLUs (Forced Labor Units, the Slaves of your Empire ) are now shown in the Infrastructure Screen. Now you can see to which DEA the FLUs are assigned. They appear directly beneat the DEA which has assigned them, below the Improvements the DEA possesses.
For some strange reason my Psilons now only psossesses Government Types from Despotism up to Constitutional Monarchy and Oligarchy.
In all my Previus Games I could choose between more democratic forms of government, such as Democracy and Republic.
I am still not sure if it means that they have altered the racepicks, or if it means you have to develop a certain Tech Level to get the more advanced Governments or if the Goverment Types are now chosen randomly (I assume the first one). I have to find out.
The ability to see in which region yozu have unrest has already become very handy for me. I colonized a Red 1 Planet (with a Standard Colony Ship, so I had to wait several turns with migration turned on). After a while the Planet turned into a Colony, but started with Unrest Level 2. I looked at the Planetary Infrastructure Screen and was able to locate the reason for the unrest at a glance.
The Klackons, my neighbours had also tried to establish a Colony on the Planet, but my Population grew faster than theirs. So, as the Planet turned into a Colony of my Empire, I had one Sector of the Planet populated with Klackons. And it was just those Klackons who were somehow discontent about becoming part of my Empire (maybe because I had a constiututional Monarchy insted of their Hive). So I just waited a few turns and the Unrest calmed down.
And last but not least another Difference to unpatched Games I noticed:
I seem to encounter more Magnate Races than before. Even in my own Home Planet I had 2 Planets with Magnates on them (Darloks and Phaiogur).
And they tend to like migrating to other not settled Planets, where there is also a Mgnate Race Specials with members ofg their own Race. I had the Darloks migrate to 2 other Planets with the Magnate Race (Darloks) - Special which, of course came very handy, because I had to do nothing to get 2 Planets with a population of 4500 each 
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ChristopherC
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Was it too much to ask for the code patch to allow games on which you are presently engaged to be played? I am in the middle of a very long and taxing though enjoyable one and would hate to give up on it.
It seems to me I should wait for the revised code patch, which is compatible with the data patched game (one hopes!), before modifying the game.
Live long and prosper.
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Seran
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quote: Originally posted by ChristopherC
Was it too much to ask for the code patch to allow games on which you are presently engaged to be played? I am in the middle of a very long and taxing though enjoyable one and would hate to give up on it.
It seems to me I should wait for the revised code patch, which is compatible with the data patched game (one hopes!), before modifying the game.
Live long and prosper. |
It is not uncommon for a patch to break saved games. It is risk that is there when you make major changes to the code, esp. with all the changes they made to saved games.
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CharlesBHoff
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el paso texas
May 2002 time: 05:28
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I just delete over 800 megbytes of save games from MOO3 as the code patch make playing the games go much better than pre codepatch. The games Arena was to allow you to tranfer your savegames to daggerfall which they where working on. When they finish Daggerfall you where unable to do so for very good reason. The games system where total different from each other.
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Kahn
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quote: Originally posted by beandip242
Finally got the patch downloaded, and loaded.
Still having DX errors!!!!! Had 2 in this game already! On the second one the game just quit! thought this was to be fixed???????????????????????
and the other bug is when I click on a link from the sitrep for a specific col, then go back to the sit rep and click on a link for a newly explored star system and I go right back to the specific col page, not the new star system. Have to get out of the sitrep and use the Gal map to view the new star system. Not a big deal, but it is new since the patch.
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Have you tried the "copy disk 2 music to the hard drive" trick? Though I expected this not to work when I did it, I was pleasently surprised that it did get rid of my DX problem. I believe that the knucleheads at QS programmed the game to check for the 2nd disk every time you transition to another screen. Since the music is already playing, this is a second thread attempting to access the CD at the same time. This is a basic no-no that any first semister programming student learns not to do. If your system is set up not to read-ahead (disk caching off) and you have a fast CD-ROM, then you may be able survive with few, if any, problems. Windows Me has an easily accessable function to set the disk caching parameters, I have yet to locate the same on my Win 2k system though. Please get back to us on wheather this helps or not.
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