|
|
|
|
PATCHES
FOR CIVILIZATION III |
|
Content: 3
Civ III Patch 1.17f Patch (Official)
- Created by : Firaxis
- Added: February, 15
- Format: Exe
- Content:
Additions v1.17f:
- Added Sentry command: y = wake whenever next to friendly or
enemy unit(s) / shift+y = wake whenever next to enemy unit(s).
- Added stack movement. Hitting 'j' will produce the goto
cursor. Once you select a destination, every unit of the active
unit's type in that square will move to the specified location.
Air units of the same type will attempt to rebase.
- The procedure for checking if the CD is in the drive has been
changed to search all possible CD drives on a machine instead of
simply the drive they installed the game from.
- There are now two types of "Improve Nearest City"
commands. shift+'i' = Improve Nearest City. ctrl+shift+'i' =
Improve Nearest City Without Altering Improvements.
- Editor: Added Undo/Redo functionality.
- Added Civilopedia links and cursor to diplomacy window.
- Added "Show Wonder Initiation" preference.
- Added "Turns to Expansion" readout to culture meter
on City Display.
Changes v1.17f:
- City population drop shadows are now a pref and default to
off.
- Scrollbar in Domestic advisor lengthened to make use of
previously unused line.
- Civ-specific units are now part of the regular upgrade chain.
- Mobile units now have to make a die roll to determine if they
withdraw. Success is also modified by their experience level.
- Workers on AI Automation (A/Shift+A) will now sleep in a city
when there are no more actions to take. They will automatically
awake when something needs to be done (such as clean pollution).
- Improved unit activation sequence.
- Expanded size of production popup drop list.
- Added mention of Wonder and improvement culture contributions
doubling after 1000 years to Culture Civilopedia entry.
- It is now possible to completely suppress a city's cultural
reversion with enough military units.
- Reworded luxury resource impact of marketplace and gold
contribution in Marketplace Civilopedia entry.
Fixes v1.17f:
- Fixed bug which allowed the user
to continue espionage even after the spy is killed.
- Fixed bug which prevented cruise
missiles from targeting units with only 1 hit point.
- Fixed bug which miscalculated
average scores (esp. for future techs).
- Fixed bug involving explorers and
rail movement.
- Fixed a number of bugs involving
recon missions.
- Fixed bug which let coastal
fortresses hit submarines.
- Editor: You can no longer select
Bonus Resources as a prerequisite resource.
- Eliminated 'Despot Pop Rushing'.
- Fixed pop-up bug involving citizen
unhappiness on City Display.
- Fixed bug which did not destroy an
enemy spaceship if the enemy capital was razed.
- Fixed bug which allowed the AI to
keep trying to build cities if the city limit had been reached.
- Fixed bug which allowed infinite
bombardment/precision bombing range.
- Fixed AI worker loop bug.
- Fixed missing-city-line bug in
domestic window.
- Fixed AI disband unit bug.
- Fixed City Display bugs involving
selling improvements and drafting citizens.
- Fixed bugs involving unit
ordering.
- Fixed crash bug involving the
civil disorder pop-up.
- Fixed bug with the cleanup
pollution order.
- Fixed Flood Plain Civilopedia
entry to correctly state increased food.
- Fixed Fortress Civilopedia entry
to correctly state +50% defensive bonus.
- Fixed misspellings in Communism
Civilopedia entry.
- Fixed AI bug giving value to
worthless techs.
- Fixed bug with how
capital/spy/embassy icons were being drawn for foreign cities.
- Optimized pathfinding for human
player to prevent 10-second waits for various orders on huge
maps.
- Fixed bug which sometimes caused
depletion of resources so that there would be < 1 per civ.
- Fixed bug which sometimes caused
you to not get any techs from Theory of Evolution.
- Fixed Communism Civilopedia entry
to reflect the correct draft rate of 2.
- Fixed typo in Coast Civilopedia
entry.
- Optimized save and scenario for
speed increase.
- Build Railroad bubble text now
lists the hotkey (Shift-R).
- Fixed bug which caused some
government buildings not to function correctly.
- Fixed bug which allowed civs with
no capitals.
- Spaceship parts pop-ups now only
appear if you have a spy with the corresponding civ.
- "beginning wonder"
pop-ups now only appear if you have an embassy or spy with the
corresponding civ.
- Fixed infinite city growth exploit
(involving granaries and size 6 cities).
- Corrected graphic display
corruption on horizontal scroll bars.
- The correct scroll bar now always
appears in production popup.
- Fixed spelling of Archimedes in
Physics Civilopedia entry.
- Fixed title of "On the Origin
of Species by Means of Natural Selection" in the Theory of
Evolution Civilopedia entry.
- Fixed typo in Jet Fighter
Civilopedia entry.
- Fixed typos in Modern Armor
Civilopedia entry.
Download the Patch
Civ III Patch 1.16f Patch (Official)
- Created by : Firaxis
- Added: December, 8th
- Format: Exe
- Content:
Additions
v1.16f:
- We've added an ini file
setting, Refresh. To use, open the civilization3.ini and add
'Refresh=60'. You can try higher frequencies, but 60 is good
starting location. If it can't set the frequency, it will
default to what Windows believes it should be. If you are
not having monitor or frequency problems, do not use this
ini setting.
- Players now receive a message
when a wonder is made obsolete.
- There is now a text prompt on
using the production queue in the City Display screen.
- Editor: Added Barbarian Combat
Bonus to difficulty level tab.
- Editor: Added Cost Factor to
difficulty level tab.
- Editor: Added AI unit support
bonus to difficulty level tab.
- Editor: Added AI bonus
starting units to difficulty level tab.
- Editor: Added AI max. govt.
transition time to difficulty level tab.
- Editor: Added corruption
modifier to difficulty level tab.
- Editor: Added a number of
armies requirement for Improvements and Wonders.
- Editor: Added a small wonder
ability checkbox for "Requires a Victorious Army"
for Improvements and Wonders.
- Editor: On General Settings,
added Border Factor which controls border expansion.
- Editor: On General Settings,
added Future Tech Cost.
- Editor: On General Settings,
added Min. Tech Turns.
- Editor: On General Settings,
added Max. Tech Turns.
- Editor: On General Settings,
added Golden Age Duration.
- Editor: Added mission cost to
Diplomats and Spies page.
- Added "Color Blind
Help" pref (gives the name of the civ in the city title
box).
- Added "Ask for Build
Orders after Unit Construction" pref (asks for build
orders after every unit construction in all cities).
- Added "Always Start
Building Previously Built Unit" pref (cities always
start building the last built unit).
- Added "Show Civil
Disorder Pop-Up" pref (displays a pop-up whenever a
city descends into civil disorder).
- Added "Culturally Linked
Starting Locations" (civs are placed on maps in close
proximity to other civs of the same culture; please note
that not using this pref can lead to sub-optimal
arrangements of civ colors).
- Added "Show Our
Manual/Our Automatic/Enemy/Friend Moves" preferences.
Changes v1.16f:
- The cost of building a Palace is now based on the number
of cities in your civilization.
- The Sun Icon on the Info Box represents the amount of
global warming affecting the game. If the sun does not
display, there is insufficient global warming to affect the
terrain. Once the sun displays, the brighter it is, the
greater the impact of global warming.
- It's slightly easier to culturally acquire cities.
- Forests planted on tundra always display as pine.
- Irrigation sorts slightly differently.
- Goody hut console popup display times increased.
- Relationship lines are no longer displayed on the Foreign
Advisor unless the player has contact with both
civilizations.
- Corruption effects have been reduced.
- Cultural priority of AI has been reduced.
- Submarine and Nuclear Submarine now have an offense value
of 8.
- Paratroops now have a range of 6.
- Privateer now has an offense value of 2.
- Corruption calculations for Communism are now flat for the
number-of-cities factor.
- Borders now draw over forest and jungle.
- Shield bonus from clearing forest can only be received
once per game.
- Palaces and spaceship parts can only be built in one city
at a time.
- Improved City Governor Performance.
- The maximum number of cities permitted in a game is 512,
increased from 256.
- Added information about healing units to Barracks
civilopedia entry.
- Clarified that railroads increase output of mines and
irrigation in civilopedia entry.
- Added hyperlink to Ocean in Caravel civilopedia entry.
- The maximum number of turns it can take to research an
advance has been increased from 32 to 40.
- Editor: Removed unused Description field from Improvements
and Wonders.
- Police Stations now reduce corruption in the city they are
built in.
- Editor: On General Settings, renamed Border Expansion
Multiplier to Lvl. Multiplier.
Fixes v1.16f:
- Fixed scroll problem on some Nvidia graphics cards.
- Invalid link in Build Colony Civilopedia entry fixed.
- Cropped French Civilopedia entry fixed.
- Typo in German Civilopedia entry fixed.
- Typo in Japanese Civilopedia entry fixed.
- Typo in Indian Civilopedia entry fixed.
- The correct city now highlights on the Domestic and
Cultural advisor screens when scroll bar displays.
- Precision Bombing now works as intended.
- Sorting columns on the Domestic advisor screen now stay
sorted.
- Traded advances that cause an era transition, now allows
the player to select the advance to research in the new era.
- The five states an AI can be in on the Diplomacy screen,
can now be seen on the mouse over advisor messages on the
Foreign advisor.
- The problem of not being able to build 'Wealth' in some
cities has been fixed.
- Messages about resources discovered that the player
doesn't have the advance to use no longer display.
- Incorrect popup concerning placing new embassies with
civilizations you're at war with no longer displays.
- Occasional instances of selected units not stay centered
fixed.
- Synthetic Fibers now has the correct prerequisite advance,
Ecology.
- The Great Lighthouse no longer permits Galleys to travel
on Ocean tiles.
- The AI no longer reacts to submarines that it cannot see.
- Multi-cultural cities no longer occasionally produce
barbarian settlers or workers.
- Minimap now updates when interface is hidden.
- Units no longer occasionally disappear at the poles.
- 'Combo' boxes now are set to the maximum size needed.
- Long advance names no longer overrun the Info Box when in
Golden Age.
- Correct cities highlight on Domestic and Cultural advisor
when a scroll bar displays.
- There is no longer a punctuation error in disembark popup.
- There is no longer a spacing error on the right-click
flyout for upgrading units.
- Bubble-text on the replay screen now correctly clears
itself.
- The last line in the Event View of the replay screen is
now fully visible.
- You can now see a cities population on the City Title bar
regardless of team color or state.
- The correct plural and singular forms of civilization
names are now used on the Wonder screen.
- Selecting a 'grayed out' option in the Diplomacy screen no
longer clears the Foreign Advisor's advice.
- Correctly small graphic corruption on Domestic Advisor
popups.
- Right-Click flyout menus no longer display if you use a
function key to open an advisor screen.
- The spaceship components in the Civilopedia now correctly
link to the Victory Conditions entry.
- You can no longer unload air units from a carrier. You
need to execute a rebase mission.
- You can no longer demand very large amounts of gold in
diplomacy.
- There is correct punctuation at the end of the defeat
popup.
- Modified advance trees now load correctly.
- Fixed AI exploit with regards to giving cities away in
diplomacy.
- Air superiority missions work as intended.
- Quick Start will now use the number of civs selected in
the previously generated game.
- Retiring from a Conquest only game no longer is recorded
as a victory.
- Fixed AI problem with resources on custom maps.
- Team color on horseman unit correctly displays.
- French Musketeer fortify animation now plays.
- Governors no longer build privateers when set to build no
units.
- Fixed AI bug allowing the user to infinitely postpone
invasions by shuffling units around.
- Hall of Fame screen now correctly lists the difficulty
levels.
- Games that don't save due to low hard drive space now
displays an error message.
- A save corruption problem was fixed.
- The helicopter civilopedia entry now correctly states it
can only transport one unit.
- Corrected punctuation error in Jet Fighter civilopedia
entry.
- Corrected punctuation error in Longbowman civilopedia
entry.
- Corrected Marine strategic resource requirements in
civilopedia entry.
- Corrected Modern Armor strategic resource requirements in
civilopedia entry.
- Correct punctuation problem in Tactical Nuke civilopedia
entry.
- Fixed fatal related to tiles on the edge of the map.
- Once the UN is completed, you are no longer prompted to
vote every turn.
- Fixed punctuation error on New Era popup.
- Fixed typo in diplomacy demands.
- You no longer declare war by accidentally passing over a
hidden submarine.
- Fixed infinite loop with automation.
Download the Patch
Civ III Patch V.1.2
- Created by : Ancient / Apolyton
- Added: November, 14
- Format: Zip
- Content:
- Updated Civilopedia (includes all upgrades I
have made)
Governments
- Fascism
- Fundamentalism
-Rebalanced Governments
-Introduction of Rate Caps
-Varying Gold Support
Two new techs!
Rebalanced Military
-Rebalanced Naval Units
-Rebalanced Air Units
-Cheaper Nuclear Weapons
Reduced Corruption
Redone Leader Personality's (to reflect new govs)
more in depth info uncluded with download.
Download the Patch
|
|
|
|