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Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:29
  Old Post 19-07-2003 04:24
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#1 Report this post to a moderator
1.2.5 patch out! Support Apolyton buy from Amazon

Go here to download from Quicksilver. Go here for a list of mirrors. (A mirror is probably a better choice; QS' ftp was very busy last time, and I doubt it'll be any different this time.)

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:29
  Old Post 19-07-2003 04:28
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Avatar Enlargement: We've got the solution

Cool, too bad I don't have time for the game for awhile.

DanQ is offline DanQ
Emperor of Apolyton, Ruler of the Here and Now
Ontario, Canada
Aug 1998
time: 00:29
  Old Post 19-07-2003 05:37 Visit DanQ<br><img src=/forums/images/admin-icon.gif>'s homepage!
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Support Apolyton or Terrorists Win

The Windows and Macintosh port release of the v1.25 patch are now available to download from Apolyton CS.

http://apolyton.net/moo3

-----------
Dan; Apolyton CS

Turk Man is offline Turk Man
Chieftain
Istanbul
Jan 2003
time: 07:29
  Old Post 19-07-2003 06:32
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Help yourself to an AD-FREE life

well is it better?

Vince278 is offline Vince278
King

Dec 2002
time: 05:29
  Old Post 19-07-2003 08:35
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Support Apolyton, buy Alpha Centauri

Any links to a "final" features list?

duodecimal is offline duodecimal
Chieftain

Nov 2001
time: 00:29
  Old Post 19-07-2003 16:51 Visit duodecimal's homepage!
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V1.2.5 Code Patch

THROUGHOUT
Fixed a lot of typos and misinformation.

CRASHES/HANGS
Fixed a hang in space combat which seemed to occur sometimes
if a client was watching the last combat to be resolved. The
screen would go blank after combat and just sit there (on the
client). Everyone else would hang waiting for that client.

Removed the ability control bombardment after ceding/watching
space combat in multi-player due to hang conditions caused by
this functionality (it wasn't working on the clients any way) - may
be revisited in the future.

Fixed a bug where if the military build queue was open and then
the Shipyards screen was opened on top of it and then a turn
was processed, the game would crash.

Fixed a bug where if one of the tabs on the ship design screen
was open and then the fleets tab was open and then escape
was used to exit, the game would crash.

Fixed a bug on the Forces tab where the colony and outpost
buttons would not be disabled if there were no planets in the
system (could lead to a crash).

Fixed the crash when you open one of the tabs (weapons,
engines, etc), switch to the fleets tab *without closing the foldout
tab first* and press the escape key to return to the galaxy
screen the game would crash.

Fixed a bug where if the Sitrep was open when one of the build
queue panels was open behind it, pressing the turn button would
not advance the turn until the Sitrep was closed.

AUTORUN
Removed the line of code which was preventing bombardments
from occuring during auto-runs.

COLONIZATION
Modified the calculation which determined how many population
points were en route to a user requested colony to use the
population value for a colony pod instead of an outpost pod. This
should fix the problem sending too many colony ships to fill a
player request.

When attempting to land colony ship, ignore dead or retreating
task forces.

Change rules for landing colony ships such that ships with a
defensive alliance are ignored in neutral or owned systems (only
will fail if the allied empire has a planet and you don't).

Added code to issue an AI colony request for each planet which
reverts to unowned or outpost status to all civs which have
sufficient scan information. This should make the AI colonize
bombarded planets (still testing). It will NOT cause the AI to
colonize these types of planets in an old save game (since the
notice is made at the time of destruction)

MILITARY AI
Made planet destroyer viable mission ship in long range task
force so that AI may actually deploy planet destroyer ships.

Rebalanced ground troop unit priorities to get support troop
numbers more in line with requirements.

Corrected an error in the spreadsheet which prevented the AI
from building Infantry and PsyOps

SPYING AI
Remove AI preference for spying on human players (treat human
players and computer players the same). Increase likelihood of AI
building scientific spies.

PLANETARY ECONOMIC AI
Add code to make AI build CorrCap buildings on its own.

Corrected a problem which was not deleting the system seat and
related buildings when a new system seat was built on another
planet.

Corrected the problem that the new system seat would
have to be built twice to stick.

Modified the AI to not move the system seat if a mobilization
center was already built.

Increased preference for not moving the
Imperial Seat when it is destroyed.

PLANET SCREEN
Ship info on the military build queue of the planet screen now
displays the hull size in addition to the ship class (orbital, system,
star).

SITREP
Changed planet hyperlinks in the sitrep so that changing the
planet or star name will be reflected in the sitrep (sitreps in save
games will not work).

Corrected behavior of sitrep in multi-player resume so that the
hosts sitrep will not show up on the other machines. Note that
sitrep information is only saved for the human player, so when a
game is resumed and copied across the net, only the player
playing the empire which was the human player on the host will
get a sitrep on the first turn.

TECHNOLOGY
Slow down tech advance by about 33%.

Swapped CorrCap and GovCap modifiers to make the effects
match the descriptions better.

DEV PLANS
Fixed a dev plan bug where if a planet classification has all three
policies set, then none of the policies can be changed.

DIPLOMACY
Fixed the bug which caused traded achievements to fail when
they were not already in the tech tree.

Correct Diplomatic text generator to use Intelligence Agreement
text. Also will now use Demand War text for fulfill obligation
message. The message will not have the targeted empire, but at
least will make some sense now.

ORION SENATE
Fixed a few bugs on the Orion Senate screen where scrollbar
thumbs were not being reset when the text for a bill's closing, a
bill's details, a law's details, or the details of a bill to propose
were displayed.

SHIP DESIGN SCREEN
Tech descriptions on the Ship Specials panel are now displayed in
a scrollbox.

Fixed a bug where the Clear Queued button would not clear a
ship design from the build queue if the second item was not a
ship and the third item was a ship design to be cleared.

Added a shift-key modifier to the Mark Obsolete button so that
the ship design being marked obsolete would be cleared from the
build queue or marked for scrap if it had already been started on.

Added a shift-key modifier to the Clear Queued button so that
ship designs already started on would be marked for scrap as
well as clearing out ship designs that have not been started on.

HISTORY SCREEN
Fixed a bug on the history screen where a Y-axis scale value of 0
would send the game into an infinite loop.

Increased the max value of the Y-axis scale on the history graph
to 6.0.

SPACE COMBAT
Removed the ability control bombardment after ceding/watching
space combat in multi-player due to hang conditions caused by
this functionality (it wasn't working on the clients any way) - may
be revisited in the future.

Modified the code in space combat so that the number of missile
volleys remaining will be the max of all racks, rather than the
most recently fired ones.

Correct a problem which caused the same empire to always win
the coin flip when both sides chose assault planet in space
combat.

Changed AI space combat retreat logic to use casus belli instead
of current relations (should make them a little less likely to
retreat, especially later in the game)

Clean up destroyed ships and task forces at the end of space
combat to prevent improper behavior during bombardment and
beyond. (For example, destroyed troop transports can no longer
land their troops).

GROUND COMBAT
Corrected ground combat gravity preferences to match
habitability preferences.

Last edited by duodecimal on 19-07-2003 at 16:57

duodecimal is offline duodecimal
Chieftain

Nov 2001
time: 00:29
  Old Post 19-07-2003 17:00 Visit duodecimal's homepage!
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A minor bug with the patch installer - it opens a second window to display the 'patch complete' message with an exit button, but the original 'install now' window is still open and gives you a message saying that the patch is not complete and gives you two options, resume or exit, with exit giving you all impressions that the patch never installed.

DanQ is offline DanQ
Emperor of Apolyton, Ruler of the Here and Now
Ontario, Canada
Aug 1998
time: 00:29
  Old Post 19-07-2003 18:08 Visit DanQ<br><img src=/forums/images/admin-icon.gif>'s homepage!
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quote:
Originally posted by duodecimal
A minor bug with the patch installer - it opens a second window to display the 'patch complete' message with an exit button, but the original 'install now' window is still open and gives you a message saying that the patch is not complete and gives you two options, resume or exit, with exit giving you all impressions that the patch never installed.


A patch installation check utility is now available for download from Apolyton as well:

http://apolyton.net/moo3

-----------
Dan; Apolyton CS

Epistax is offline Epistax

Prince
of Bananas
May 2001
time: 00:29
  Old Post 19-07-2003 22:38
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... what about point defense?

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:29
  Old Post 19-07-2003 22:55
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quote:
Originally posted by Epistax
... what about point defense?


pd was fixed in the previous patch, IIRC

Epistax is offline Epistax

Prince
of Bananas
May 2001
time: 00:29
  Old Post 19-07-2003 23:19
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Avatar Enlargement: We've got the solution

Oh I thought this was the first official patch, so they'd list everything

duodecimal is offline duodecimal
Chieftain

Nov 2001
time: 00:29
  Old Post 20-07-2003 01:36 Visit duodecimal's homepage!
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Lose 30 kilos (of popups)

I didn't post previous patch info, because the line breaks were funky and I didn't feel like editing the whole list.

Vince278 is offline Vince278
King

Dec 2002
time: 05:29
  Old Post 20-07-2003 09:18
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Thank-you for the summary Duo-D.

tiny toad is offline tiny toad
Settler
Blackwater England
Feb 2002
time: 05:29
  Old Post 20-07-2003 18:02
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Can we install this patch on top of the first `data ` patch that was released a couple of weeks after the game was in stores? or do we have to uninstall and go through the process of a `clean` install and then run this patch.???????????

Turk Man is offline Turk Man
Chieftain
Istanbul
Jan 2003
time: 07:29
  Old Post 20-07-2003 23:31
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it suck wait for moo4!

tiny toad is offline tiny toad
Settler
Blackwater England
Feb 2002
time: 05:29
  Old Post 21-07-2003 12:16
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Lose 30 kilos (of popups)

Sorry Chaps answered my own question just by going to the quicksilver site back to playing civ3 PTW at the moment so I`ll try this patch MUCH later on in the year

Turk Man is offline Turk Man
Chieftain
Istanbul
Jan 2003
time: 07:29
  Old Post 21-07-2003 21:25
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good idea!

Vince278 is offline Vince278
King

Dec 2002
time: 05:29
  Old Post 23-07-2003 09:25
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Lose 30 kilos (of popups)

I must admit I'm playing Civ3 now (never got PTW) and haven't even downloaded the patch yet. Maybe later after I'm done.

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:29
  Old Post 23-07-2003 16:56
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All playing smoothly. As you can see from the list though its pretty similar to the 1.2 patch, mostly just cleaning up a few more bugs.

The most important change from Moo 1.0 is that the enemy actually expand, research and fight pretty effectively. Fall down on the diplomacy and get into a war against multiple opponents and you're going to have a very rough time. The challenge factor is definitely in the game now, even on easier difficulty settings. Its not going to be enough for people who want transparent diplomacy, more interesting antarran expeditions or wholesale changes to the combat system of course, but if you thought MoO3 had potential, give it another try.

Harry Seldon is offline Harry Seldon
King
Birmingham, AL
Oct 2002
time: 05:29
  Old Post 23-07-2003 17:19
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I may just have to fire this up again. Can I install the patch over the previous code patch without problems?

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:29
  Old Post 24-07-2003 00:11
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quote:
Originally posted by Harry Seldon
I may just have to fire this up again. Can I install the patch over the previous code patch without problems?


Should work, yep.

tiny toad is offline tiny toad
Settler
Blackwater England
Feb 2002
time: 05:29
  Old Post 24-07-2003 19:59
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Thanks Grumbold I`ll give it a go this weekend now and put my civ3 PTW on hold...

The Templar is offline The Templar
Prince
People's Republic of the East Village
Oct 2001
time: 00:29
  Old Post 24-07-2003 22:02
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I have to say, I am very impressed with this new patch. I was playing all last night - as I finally had the time to try it out.

Now why couldn't they have done this in the first goddess-damned place?

Maverick88 is offline Maverick88
Settler

Jul 2003
time: 05:29
  Old Post 27-07-2003 04:21
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I have played MoO2 and want to get MoO3. I've heard it sucks but a friend of mine tells me that with the patches it is the best space expansion game she's ever played. I was wondering, do I need to download 1.2.5 alone or does it fix all bugs (i.e. PD bug)?

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:29
  Old Post 27-07-2003 04:24
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quote:
Originally posted by Maverick88
I have played MoO2 and want to get MoO3. I've heard it sucks but a friend of mine tells me that with the patches it is the best space expansion game she's ever played. I was wondering, do I need to download 1.2.5 alone or does it fix all bugs (i.e. PD bug)?


just download the latest patch.

whether pd works or not is still a bit up in the air. who knows. the game is vastly improved though.

The Templar is offline The Templar
Prince
People's Republic of the East Village
Oct 2001
time: 00:29
  Old Post 27-07-2003 23:16
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quote:
Originally posted by asleepathewheel


just download the latest patch.

whether pd works or not is still a bit up in the air. who knows. the game is vastly improved though.


PD works very well now. As you will notice that fighters and missles aren't the killer weapons they used to be.

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:29
  Old Post 28-07-2003 04:14
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PD still fails very occasionally but its now rare enough that you can shrug it off as a surprise ambush and it shouldn't drive you away from the game if you like the other features.

Maverick88 is offline Maverick88
Settler

Jul 2003
time: 05:29
  Old Post 28-07-2003 04:51
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This is probebly gonna sound stupid... cause it is. How do I create my sig?

Aqa is offline Aqa
Settler
Espoo
Aug 2002
time: 07:29
  Old Post 28-07-2003 12:38
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quote:
Originally posted by The Templar


PD works very well now. As you will notice that fighters and missles aren't the killer weapons they used to be.


I.F. armadas are still rather effective as AI seldom uses fleets with huge PD capability ( well, 5 armadas launching 200 missiles are what they should be: deadly )

WhiteCrow is offline WhiteCrow
Settler

Mar 2003
time: 05:29
  Old Post 28-07-2003 13:45
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I played it last night and I agree the game is much improved now. Better UI, better AI, etc. But the UI is still not playable at all for beginners, AI still play dumb even is impossible level, and gameplay is unrepairably boring.

My rating on MOO3 is 'Awful' now, from 'the worst game of 21st century so far' :/

 
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