Alpha Centauri Forums
  Non-SMAC related
  Civ:Call to Power patch

Post New Topic  Post A Reply
profile | register | prefs | faq | search

Author Topic:   Civ:Call to Power patch
Thue posted 05-21-99 03:20 PM ET   Click Here to See the Profile for Thue   Click Here to Email Thue  
I haven't bougth the game myself, but I had a little fun reading the patch list:

Civilization�: Call to Power�
Greetings from Activision

Hello and welcome to the Civilization: Call to Power supplemental documentation!

The game in your hands is the product of hundreds of people's effort and dedication. As a group we would like to thank you for purchasing our creation. We hope it brings you many hours of enjoyment.

This Readme has the following 2 Sections:
I. Readme for 1.1
II. Readme for release version

I. The Readme for Version 1.1 has the following 4 sections:
A) Feature Changes
B) Crash Fixes
C) Novell Client v2.5 for Windows 95 and 98
D) Saved Games Use Color-Coding

A) FEATURE CHANGES
1. Civilizations: Correct spelling of Cities and Leaders.
2. Editor: EDITOR_README.DOC has detailed instructions of the Editor�s features.
3. Editor: CLEAR MAP in the Terrain section changes all the Tiles on the Map to Shallow Water.
4. Editor: DIFFICULTY changes the Difficulty Level.
5. Editor: Goods may be added and removed from the Map.
6. Editor: Items in the Unit/City menu display distinctly when selected.
7. Editor: RESET LOS adjusts the line-of-sight to the existing Units Vision Range.
8. Editor: Scenario support allows customized databases to override default databases. Users can create customized game items, such as Units and Wonders, and store them with Saved Games. Customized game options are not officially supported by Activision.
9. Editor: START LOCs. Allows editing of the starting locations by player or Civilization.
10. Great Library: Accurately reflects that Diamonds do appear on Volcanoes.
11. Great Library: Revised description of Bombarding.
12. Interface: Allied units do not displace foreign Workers and Slaves when occupying a tile.
13. Interface: Animation speed is controllable by a slider from within the game.
14. Interface: Attempting Piracy will trigger a warning before violating a Treaty.
15. Interface: Auto-Centering properly shows enemy moves.
16. Interface: Auto-Save option is supported.
17. Interface: Build Queue allows inserting items into the middle of a queue.
18. Interface: City Names can be toggled ON/OFF from the Graphics Options menu. This is not currently mapped to a key. You may use the KEYBOARD option to bind this to the key of your choice.
19. Interface: City Status Screen no longer opens in the center of the screen.
20. Interface: Diplomacy Screen has indicators to identify Alliances.
21. Interface: ESC cancels dialog boxes and closes Screens.
22. Interface: Left-handed Mouse support.
23. Interface: Mouse speed controllable by slider from within the game.
24. Interface: New Advance Screen hyperlinks to the new Advance�s Great Library entry.
25. Interface: New Advance Screen pauses all action while displayed.
26. Interface: Reset Trade Routes functions properly.
27. Interface: Saved Games no longer have blank spaces (saves in Windows NT).
28. Interface: Settling a new City triggers the message, "You have founded the city�"
29. Interface: Show-all-battles-in-battle-view option functions properly.
30. Interface: Tabs update and refresh accurately.
31. Interface: Quick Load/ Quick Save is supported.
32. Multiplayer: Chat multi-line-spacing functions properly.
33. Trade: Players may now Trade Goods with a City that they have not encountered, but that they have learned about through Trading Maps.
34. Units: Nukes do not detonate when first encountering Stealth Units.
35. Units: The Space Plane requires Advanced Composites.
36. Units: Using a Nuke against a Civilization is an act of war.
37. Units: Units_historic.txt contains realistic combat values for Units. This file is in \ctp_data\default\gamedata\. To use this file, overwrite Units.txt with a copy of Units_historic.txt. To play with the released version, overwrite Units.txt with a copy of Units_release.txt. Customized game options are not officially supported by Activision.
38. Victory Conditions: With the Bloodlust option ON, conquest is the only method of victory.
39. Wonders: The AI Entity properly changes ownership of the Units in Cities that Revolt.
40. Wonders: The GlobeSat turns off the Fog-Of-War for the host Civilization.

Thue posted 05-21-99 03:27 PM ET     Click Here to See the Profile for Thue  Click Here to Email Thue     
How about these ones:

34. Units: Nukes do not detonate when first encountering Stealth Units.
-This sounds fun!

36. Units: Using a Nuke against a Civilization is an act of war.
-Why that now?

40. Wonders: The GlobeSat turns off the Fog-Of-War for the host Civilization.
-That was the idea of the wonder, no?


There were many bugs in SMAC, but it looks like ctp beats it.

Hugo Rune posted 05-21-99 04:19 PM ET     Click Here to See the Profile for Hugo Rune  Click Here to Email Hugo Rune     
And this is just the first patch! Amma mamma!
Spoe posted 05-21-99 05:58 PM ET     Click Here to See the Profile for Spoe  Click Here to Email Spoe     
For comparison, here is the Civ 2 change log:

===========================================================

CIVILIZATION II

Update version 2.42

9 October 1996

===========================================================

Version 2.42 changes
====================

* Fixed the Heralds animation problem with 32-bit video for
Windows.


Version 2.41 changes
====================

* If an auto-settler encounters a situation that the AI
can't make a decision about (strange routes, etc.), then
the auto-settler will return to manual control mode.
This should stop most instances of auto-settler problems.


Version 2.4 changes
===================

* Changed version number to match labels on CD-ROM.

* Fixed another situation with auto-settlers hanging the
system.

* Fixed crash on using help on SS MODULE.

* Fixed problem with checking intelligence of an emissary
and high-resolution windows display. (Previously, this
would cause what looked like a lockup but was actually
just the window getting "lost" under the first window.)

* Fixed problem in which clicking on the help button while
the UN Wonder is highlighted would bring up University
help instead.

* The Civilization II chart says that the "Cruise Missile"
attack is 20, which is incorrect. The correct attack value
is 18.

* Fixed crash while accessing Civilopedia help from the city
status advisor's display.

* Fixed failure to find @MERCENARY label in GAME.FRE (French
version of GAME.TXT).

File changes
------------
We are currently working on a scenario disk for Civilization
II which will be called Civilization II "Conflicts in
Civilization" Scenarios. The disc will include a new executable
with enhanced support for player-generated scenarios. If you
are currently working on a scenario, the following file changes
will be supported:

RULES.TXT
CITIES.TXT
UNITS.GIF
CITIES.GIF
TERRAIN1.GIF
TERRAIN2.GIF

Please do not make changes to other files. This can and will
lead to conflicts with future game versions.


Version 1.11 changes
====================

French and German
-----------------
If the game is now playing in English only, make the following
correction to reset the game in your language.

1. In Windows 95, double-click on the file CIV.INI in the
directory C:\WINDOWS\CIV.

2. Change the last line from "Language Preference 1" to
"Language Preference 0."

3. Save the file.

4. Then restart Civilization II and you should see the "Select
Language" menu.

Customizing autobuild
---------------------
You may customize the domestic advisor's city improvement
picks for the autobuild if you wish. Create a file in your
Civilization II directory called CITYPREF.TXT. The first line
should be:

@AUTOBUILD

Each succeeding line contains the name of a city improvement in
the order you want to build them. You don't have to list every
city improvement, but each improvement must be spelled -exactly-
as it is in RULES.TXT. (For foreign language versions, use the
exact spelling from RULES.FRE or RULES.GER as appropriate.)
Your domestic advisor will then choose improvements from this
list provided that technology is available and the city is
otherwise eligible to build them. If nothing on list is available,
the advisor resorts to his normal algorithm.

The military advisor will make his picks as usual. However, you
can order him never to build "defensive" type units by inserting
the line @NODEFEND at the beginning or end of the CITYPREF.TXT
file (don't put it between the @AUTOBUILD line and the list of
improvements).

An example file is below:

@NODEFEND
@AUTOBUILD
Temple
Marketplace
Library

The file is reread every time you click the "AUTO" button on the
"What shall we build?" menu. If you wish, you can alter your
priorities over the course of a game without reloading.

* The Supply/Demand equation for commodities has been revised
somewhat.

* The AI for auto-settlers has been adjusted with less emphasis
on railroads.

* Caravan "go to" orders aren't cleared by zones of control.

* A bug in Windows 95 which caused problems loading WinG if
Windows 95 is installed on some other drive than C: has been
worked around.


Version 1.10 changes
====================

* Further fixes have been made to smart settlers (looping
settlers caught in loop should ask for confirmation once the
loop is noticed).

* You should always be able to contact rival kings (with whom
you have treaties) at least once per turn, even if patience is
exhausted. This is to give you a chance to demand he withdraw
from your territory. Once he's "thrown you out" for the turn,
though, you have to wait until the next turn.

* Fixed problem with military advisor ("255 in production," etc.).

* Air units cannot be fortified outside of cities.

* Cities not spotted will not appear on Goto and Supply/Demand lists
(An exception is that foreign capitals will appear on Supply/Demand
lists only).

* Fixed problem scrolling between cities once more than 128 cities
exist in the game.

* Engineers no longer have "ignore ZOC" ability. This is to help
prevent computer-controlled engineers from slipping into your
territory and building cities within your borders.

* The "mysterious teleporting paratrooper" problem has been resolved.

* Fixed problem in foreign language versions where some heralds
didn't show up.


Version 1.09 changes
====================

* Smart settlers as of version 1.08 can loop infinitely if they are
blocked by zones of control. That's fixed in this update.

* Attitude advisor: cities with sufficient happiness to put them into
"We Love the King" day are shown in white.


Version 1.08 changes
====================

* Version 1.08 adds a much requested feature: Smart (or at least
Automated) Settlers. Issue the "K" or "Automate Settlers" order to
your settlers or engineers, and they will behave (for better or for
worse) exactly as if the AI were controlling them, although they
will not build cities. You can cancel the automate order the same
way you cancel any order. Just click on the unit and/or selecting
it on the unit popup.

* For those who don't like the white grid around your city radius in
Grid mode, we provide ICONSB.GIF, which is a version of ICONS.GIF
without the white grid sprite. If you'd prefer to run without the
white grid, just copy ICONSB.GIF over ICONS.GIF.

* If you prefer "Zoom to City" to be your default action on city
reports, you can now select this option by unchecking the "Zoom is
NOT default" option at the bottom of the City Report Options screen.

* The foreign minister report (F3) now contains color-coding
information about each king.

* When caravan is used to add-to-wonder, a report on how many shields
are still required is given.

* The maximum effective science rate for Fundamentalism (hardcoded to
50% in previous patch) can now be user-configured in the RULES.TXT
file (bottom of Cosmic Principles) for those who wish to work around
this.

* Fixed some problems involving the autobuild.

* A few earlier fixes that didn't make it into the foreign language
versions have been included in this patch.


Vversion 1.07 changes
=====================

* Aegis cruisers will defend their stacks against missile and air
attacks as they should. Before, the Aegis ability was often
overlooked when determining which was the "best" defender for a
stack.

* As requested by many players, when the Grid (Ctrl-G) mode is
active, the city radius of each of your cities will be shown in
white.

* Population will no longer "loop around to zero."

* Under Fundamentalism, any science rate above 50% will have no
additional effect on research. Below 50%, research still
continues at half effectiveness.

* At some difficulty levels (for example, Prince), users were
occasionally experiencing weird time-shifts (such as from A.D. 1
back to 1920 B.C.). This problem should no longer occur.

* Made some slight changes in ship logic to try to prevent wave
after wave of suicide attacks against a city with a coastal
fortress.

* Counterespionage has been fixed (previously it was less
effective than intended).

* The AI will use slightly more discretion in approaching cities
with attacking units.

* Corrected problems associated with replacing the CD-ROM during
the game.

* The opportunity to poison water supply is not offered for cities
of size 1.

* Increased the defense strength of fighters, stealth fighters and
stealth bombers slightly.

* Changed the attack strength of cruise missile to 18.

* Corrected problem where new units were created with "NONE" as
home after a large number of cities had been built.

* Fixed problem with plundering negative amounts of gold.

* Corrected problem where Windows 95 machines with 32-bit Indeo
(Video for Windows) drivers installed showed heralds "frozen
in place."


Version 1.06 changes
====================

* This version fixes the AI broken in version 1.04.


Version 1.05 changes
====================

* The "Winning" animation is no longer displayed when another
civilization wins the space race.

* Double-clicking on unexplored territory no longer brings up
the Civilopedia.

* User-created units will no longer play the wrong sound in
addition to the CUSTOMx.WAV sound.

* When giving a unit to another civilization causes a technology
leap, the technology given is no longer stuck on "Alphabet."

* Cruisers now (properly) become obsolete with Rocketry.


Version 1.04 changes
====================

* Corrected GPF that occurred for users who didn't have sound
cards installed in their computers.

* Corrected problem where users received a black box or black
screen when going to the Civilopedia (or when a new advance was
discovered).

* Month-by-month turns now work correctly for scenarios set in B.C.
(This is important for the Alexander the Great scenario.)

* Wonders of the World movies are now shown only when you build
wonders (not when opponents build them). The Wonder movie cheat
has been improved, however, so you can view any Wonder movie
you want: hold down the Shift key while selecting "Wonders of
the World" from the Civilopedia menu.

* The "Accelerated Startup" algorithm has been enhanced to correct
some problems (such as two cities in the same square on some
preset maps) and improve some features.

* Effects of Food Supplies trade routes are now displayed properly
on the city information screen. (Formerly they worked properly
but were not being displayed.)

* Corrected some problems with user-defined techs (where it was not
recognizing that user-defined techs had been discovered).

* Language preference is now saved in the CIV.INI file. After you
run the game once with this update, you will no longer be asked
every time you play which language you want.

* Corrected the "endless drumbeat" problem.

* The Colossus now affects sea squares as well as land squares.

* The "Auto" feature can no longer be used to circumvent the 50%
penalty for production changes.

* You will no longer be prompted to consult your high council if
you have the feature switched off on the graphic options menu.

* Advisors will no longer suggest you build a palace when you
already have one.

* The tutorial will automatically be switched off when beginning a
scenario.

* RULES.TXT now mentions that custom WAV files have to be 8-bit,
mono and sampled at 22050hz.

* Corrected some problems with "negative scores."

* Miscellaneous minor fixes.

Thread ClosedTo close this thread, click here (moderator or admin only).

Post New Topic  Post A Reply
Hop to:

Contact Us | Alpha Centauri Home

Powered by: Ultimate Bulletin Board, Version 5.18
© Madrona Park, Inc., 1998.