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Sid Meier's Civilization III |
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April 19th, 2002
Patch 1.21 released. The patch can be gotten at:
ftp://ftp.infogrames.net/patches/civ3/Civ3v121f.exe
Additions v1.21f:
- Added HOME and END
keyboard support to scrollbars.
- Improved city
governor AI.
- Editor: Added HP
bonus to the Units page. The bonus can be anywhere from -20 to +20.
- Editor: Added
Retreat Bonus controls to Combat Experience page.
- Editor: Added new
unit abilities to allow bombarding to be lethal against land and/or sea
units.
- Editor: Added
multiple AI strategies for units.
- Editor: Exposed AI
to AI trade rate.
- Editor: Added Reset
Player Data option to Scenario menu which allows resetting of all custom
player data to default values.
- Editor: Added a
corruption slider to difficulty level page. It defaults to 100% for all
difficulty levels.
Added Barbarian Activity: No Barbarians.
- Added Allow
Restarting Players rule.
- Added Preserve
Random Seed rule. Turning this off will allow random seeds to be changed
when a saved game is reloaded (which makes combat different...).
- Editor: Added game
rules and victory conditions to scenario properties. If defaults are not
used, the check boxes are not displayed and their on/off states cannot
be changed.
- Editor: Added
playable civs selector to scenario properties. If a civ is not playable,
it will not be available for selection for
both the human player and the opponents nor will it be assigned to any
Random civ.
- Customized game
settings for scenarios now work on the player setup screen. If defaults
are not used, the check boxes are not displayed and their on/off states
cannot be changed.
- Added "Abandon City"
to right-click menu.
- Compressed saved
games.
- Editor: Displayed
active player on status bar.
- Editor: Setting
active player to a barbarian tribe causes placed barbarian camps to use
the specified barbarian tribe.
- Added bubble text to
tech chooser for tech names that get cut off.
- Editor: Game now
saves world-builder seed to .INI file for use in generating maps in
editor.
Changes v1.21f:
- Game settings are
now stored in any save file that uses them. This prevents players from
altering their BIC file and using it in
an existing game.
- Editor: Changed the
maximum value for the Min. Distance Between Civs to 256.
- Editor: Improved
starting locations for scenarios only.
- Editor: Renamed "Unique
Color" to "Alternate Color" on civilizations page of the rules property
sheet.
- Editor: Removed
option to customize world from scenarios that contain a map.
- Editor: Added
support for custom Players to player setup.
- Editor: Removed some
team color palette restrictions.
- Increased corruption/waste
fighting ability of courthouses and police stations.
- Increased waste
fighting ability of We Love The King Day.
- Decreased Large Map
Size to 130x130.
- Decreased HugeMap
Size to 160x160.
- Draft anger and
hurrying unhappiness reduced to 20 turns.
- War chariots now
upgrade to knights.
- Adjusted advance
trading rates for AI.
- The following units
now plays their fidget animations when the fortify: Mech Infantry,
Modern Armor, Nuclear Submarine, Panzer, Submarine, Tank, and Transport.
- Editor: Restricted
players from having duplicate races.
- Removed Mounted
ability from all units (flag was unused).
- Changed Culturally
Linked Starting Locations from a pref to a rule.
- Sped up world
builder.
- Handled some
hard-coded icon issues for the city management window.
- Improved method of
detecting modified rules.
- Mods no longer show
gray lines on Science Advisor screen.
- Editor: Streamlined
menu options.
- Updated resource
icon loading so that it's not hard-coded. Any number of resource icons
can now be loaded from resources.pcx as longs they are 49x49 with a
1-pixel border (and don't forget to update resource_shadows.pcx).
- Updated unit icon
loading so that it's no longer hard-coded. Any number of unit icons can
now be loaded as long as they are 32x32 with a 1-pixel border.
- The maximum food a
tile with a city on it can produce has been changed to 2.
Fixed v1.21f:
- Page Up/Down in
Civilopedia no longer opens random entries.
- Editor: Fixed bug
with Aggression Level slider on Civilizations page.
- Editor: Updated
ERA_NONE techs to work as expected (you can never research them and they
don't impede era advancement but they can be assigned as free techs).
- Removed "God mode"
save cheat.
- Fixed crash related
to last settler dying on a transport.
- Fixed bug involving
extra movement costs if the unit can't advance after combat.
- Fixed stack movement
bug involving armies.
- Fixed worker
automation bug involving shift-A.
- Fixed bugs involving
setup screen remembering settings.
- Fixed bug involving
maintenance costs and granaries/Pyramids, barracks/Art of War, etc.
- Fixed bug involving
stack movement and combat.
- Fixed forest
planting on enemy territory exploit.
- Fixed bug in diplo
bargaining AI for per-turn gold deals.
- Improved army
healing AI.
- Fixed bug with how
shields were calculated for population hurrying. The first citizen is
now worth 20 shields instead of 40
shields, just like all the other citizens.
- Air units now stay
on interception if their carrier moves.
- Updated units with
Zone of Control in the Zone of Control Civilopedia entry.
- Updated food from
game tiles in the Bonus Resources Civilopedia entry.
- Updated Coastal
Fortress maintenance cost in Maintenance Civilopedia entry.
- Fixed some bugs
involvingg the AI's use of fighters/jet fighters.
- Fixed some bugs with
team color palettes.
- Fixed highlight bug
on world and player setup screens.
- Fixed combo box bug.
- Correct Knight Death
SFX now plays.
- Editor: Fixed bug
that allowed rivers in water.
- Editor: Fixed bug
that did not properly set rivers when turning water into land.
- Fixed bug which
allowed rebasing bombers which had already bombed using group movement.
- Noted that a Temple
is required to build a Cathedral in it's Civilopedia entry.
- Noted that a Library
is required to build an University in it's Civilopedia entry.
- Fixed SFX problems
with Rifleman and Cavalry.
- Fixed typo that
prevented a Paratrooper from displaying it's fortify animation.
- Editor: Fixed some
barbarian bugs. Barbarians are now forced to be the first civ.
- Editor: Fixed some
bugs with Add/Delete buttons.
- Fixed bug with
civ-specific abilities that caused them to be displayed in the "Dawn of
Man" popup even when they were turned off.
- Fixed building
prerequisites to allow buildings to require buildings that are bestowed
by other buildings but only if 1 is required. If more than 1 or required,
they must actually be built.
- Fixed bug in culture
win where the Civilopedia cursor would show up in the wrong place.
- Fixed Foreign
advisor bug where recently met civs would not appear on the screen in a
> 8 player game.
- Fixed bug in Civ3
where Scout runs an extra space after revealing a goody hut.
- Fixed bug where
greater than standard hit points left artifacts on the screen.
- Fixed bug involving
not being able to draft certain types of defensive units.
- Wonders now work
with the government specific field.
- Fixed domestic
advisor crash.
- Worker death SFX now
play in ancient and middle ages.
- Fixed bug that
caused government-specific wonders and improvements to continue
functioning when the government is changed.
- Editor: Fixed bug
when placing irrigation on water.
- Fixed bug that
caused icons to disappear from techs on Science Advisor screen.
- Editor: Fixed bug
with New which caused some map data to be retained.
- Updated All Terrain
As Roads unit ability to work with water units.
- Updated water unit
movement to take into account the cost of the terrain type.
- Fixed bug in script
with duplicated/missing key for science advisor (strong funding message
had the same key as average funding).
- Nuclear Plant
Civilopedia entry corrected.
- Fixed advisor bug
where science funding was incorrectly calculated.
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December
7th, 2001
Civ
III Patch 1.16 released!!
Firaxis
has released the 1.16 version of the Civ III patch,
available on their website www.civ3.com
Thanks to Provost Harrison for the tip. After you download
the patch, discuss it on the Civ 3 forums, and let us
know what you think.
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.
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Changes
to Civ III...
Editor:
Added Barbarian Combat Bonus to difficulty level tab.
Added
Cost Factor to difficulty level tab.
Added AI unit support bonus to difficulty level tab.
Added AI bonus starting units to difficulty level tab.
Added AI max. govt. transition time to difficulty level
tab.
Added corruption modifier to difficulty level tab.
Added a number of armies requirement for Improvements
and Wonders.
Added a small wonder ability checkbox for "Requires
a Victorious Army" for Improvements and Wonders.
On General Settings, added Border Factor which controls
border expansion.
On General Settings, added Future Tech Cost.
On General Settings, added Min. Tech Turns.
On General Settings, added Max. Tech Turns.
On General Settings, added Golden Age Duration.
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.
Removed unused Description field from Improvements and
Wonders.
On General Settings, renamed Border Expansion Multiplier
to Lvl. Multiplier.
Changes:
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.
Police Stations now reduce corruption in the city they
are built in.
The
maximum number of turns it can take to research an advance
has been increased from 32 to 40.
Fixes:
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.
December
2nd, 2001
CivTrivia
has come to an end!
Civ3.com
has terminated CivTrivia. After a very close contest
for the top score, Gramphos has won with 2490 of a possible
2510 points.
Top
Scores
Gramphos
2490pts
PK
2480pts
radius 2410pts
GS 2380pts
Locutus
2330pts
SkankyBurns 2320pts
StefanBaert 2320pts
kebzero 2260pts
jnewsom_gnr 2220pts
auburn 2200pts
- total possible points: 2510
December
1st, 2001
CivTrivia:
"Desert Topping"
What
links Port Said to Port Tawfiq?"
- The
Persian Gulf
- The
Red Sea
- The
Suez Canal
- The
Straight of Hormuz
Play
CivTrivia
at Civ3.com
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November 30th, 2001
CivTrivia:
"Absolute Love Hurts"
What
powerful man told the New York Times, in 1971: “Power
is the great aphrodisiac”?
- Charles
De Gaulle
- Henry
Kissinger
- Richard
Nixon
- Mao
Zedong
Play
CivTrivia
at Civ3.com
Civilization
III Expansion Pack?
Inspired
by the Expansion pack thread started at Apolyton,
CGN has created its own poll to discover which civilizations
should be included in the proposed Civilization III
expansion pack. Cast
your vote.
Adopt
a Civ!
ColonyPod
has organized a thread in which you can Adopt a Civilization
to gather information, strategies, and suggestions concerning
each civ. Adopt
a Civ today.
November
29th, 2001
CivTrivia:
"Happiness is a Warm Gun"
What
did Mao Zedong claim "grows out of the barrel of
a gun"?
- Patience
-
Political Power
- Revolution
- Wisdom
Play
CivTrivia
at Civ3.com
Civ
of the Week: Americans
Leader:
Abe Lincoln
Unique Unit: F-15
Capital: Washington DC
The
Americans are an Industrious and Expansionist Civilization,
which means they begin the game with a scout, and the
technologies of Pottery and Masonry.
The
F-15 replaces the jet fighter, but experiences a doubled
bombard strength and rate of fire. Oil and aluminum
are required to build the F-15.
Find
out more about the Americans and past Civ's of the Week
at Civ3.com
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| Reviews |
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December
1st , 2001
Strategy
Gaming Online gives Civ III 8/10 rating:
Despite
some flaws, Civilization 3 continues to be the king
of the "just one more turn" syndrome and is a must buy
for grand strategy fans.
Civilization
has long been one of the gold standards in strategy
gaming lore. Heroes of Might and Magic, Master of Orion,
Command and Conquer, and even the relatively new Age
of Kings are members of this exclusive club. These are
strategy games that other titles want to be when they
grow up. Although the Command and Conquer series has
grown somewhat stale after all of these years, people
keep coming back for more in droves. Heroes of Might
and Magic pretty much invented the "gold" edition and
is available in about 100 packages and variations, but
folks just can't seem to get enough of them. Two Civilization
games were published prior to this year. Sid Meier's
Civilization is what most "grand" strategy fans lust
for and fall over each other to purchase when they show
up in stores. Only a few games can get away with publishing
"limited" and "standard" editions at the same time and
Civilization is one of these titles.
The real problem for any developer trying to improve
upon the Civilization series is that (a) the fans are
rabid and (b) any deviation too much from Civilization
norms results in much gnashing of teeth by hardcore
players. If you are Brian Reynolds and already have
the Meier seal of approval, you can develop a game like
Alpha Centauri that introduces many new twists to the
Civilization-like game and not have the faithful want
to string you up from the highest tree. The poor folks
at Activision introduced all sorts of new ways of conceptualizing
a grand strategy game in the Call to Power series only
to be laughed at and ridiculed by hardcore Civilization
fanatics. "A lawyer unit? You've got to be kidding me!"
Missed by folks blinded by Civilization brilliance were
some pretty neat tweaks and nuances that were ripe for
anybody else developing a Civilization style game to
pluck from the vine. Also missing this time around is
the Meier/Reynolds team that crafted the series in the
first place. OK, Sid Meier is listed in the credits,
but his role has been described as "play testing". Can
Civilization 3 move the grand strategy genre forward
in some meaningful way or is it the same old Civilization
with prettier graphics?
Read
the full
story.
November
30th, 2001
Some
quotes from our posters:
Laser:
Last night, I was up until 5 AM in the morning playing
Civ3. I originally thought of it as a job. I was going
to finish my first game on Chieftan level (16 civs,
huge map, I'm the French). But when I finally started
getting some new military units (I was sick of Knights
and Musketeers), things started to get interesting.
The
game has progressed into the Industrial Age, and I find
that the pace has really picked up. Maybe that's just
because I'm starting to kick some serious AI butt. I've
got almost 8000 culture points in Paris where I'm producing
73 culture points per turn. I think I'll win this game
by cultural victory, but beating up the Persians (the
toughest AI civ) in the mean time is lots of fun.
orange:
I got home at 12 AM and decided to fire up Civ. I was
on IM during this time, figuring I wouldn't play for
long, but eventually I had to tell the people I was
talking to that I was to busy playing Civ and that I'd
talk to them later. Stayed up until 4 playing, and then
after brunch this morning, I played from 1:00 to just
now (8:25 PM) when I stopped.
WHAT A RUSH!!
ColdWizard:
the game is growing on me, but i've not hit the "just
one more turn" point yet. i'm up to ~1600ad and have
my continent to myself after wiping out the aztecs twice
so i have no comments about bombarding and other combat
features. one small thing i noticed that doesn't work
right is the customizing of your civ name. at retirement
it still gives the name of the original civ (in my case
americans instead of virginians) and while playing it
grammar problems crop up. for example "an virginian
scientist" is displayed when leaving the cursor over
a scientist in the city view.
Leo:
I have'nt played in a while (playing AoK mostly ), but
a can tell you that I really like the Civ 2 way of war
better. The game's only weaknesses are probably a) the
map editor and b) the way of fighting. I don't use bombard
units at all.
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©
Civilization Gaming Network 2001
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