Color me surprised, Firaxis released a new patch for Beyond The Sword weighing in at 165MB. Hasn't it been over a year since the last patch?
Discussion and download link here
http://forums.civfanatics.com/showthread.php?t=323831
Color me surprised, Firaxis released a new patch for Beyond The Sword weighing in at 165MB. Hasn't it been over a year since the last patch?
Discussion and download link here
http://forums.civfanatics.com/showthread.php?t=323831
What a surprise! Thanks for the heads-up, JMR.
Amazing. They may be slow but they never give up! Here's the consolidated list of fixes:
List of changes for version 3.19
Special thanks to Bhruic
V3.19
- Info screen always shows demographics when espionage is disabled
- Players can no longer receive obsolete resources through trade
- Fixed bug where culture obtained through espionage was 100 times lower than intended
- AI player better evaluates his situation before voting for a ban on nuclear weapons
- Fixed a few AI civic evaluation bugs
- AI changes civics during Golden Ages
- Fixed bug with AI not knowing how close its cities are to other players
- Re-enabled Foreign Advisor "Glance" screen
- Fixed Team Battleground map script to distribute hills better and work around team-counting problem
- Civilopedia lists buildings that replace a given building
- Barrage promotions no longer available to units without the ability to already cause collateral damage
- Conquistador ignores walls, to be consistent with Cuirassier
- Fixed AI defender bug for newly captured cities
- Build-specific production modifiers are no longer counted for overflow gold calculations
- Building or destroying a fort now properly refreshes resource connections
- Collateral damage modifiers, collateral damage immunity, and air defense modifiers, multiply instead of add
- Fixed event triggering on a dead unit
- AI uses Warlords to make super-medic units
- Better AI decision-making related to damaged air units
- Better AI use of missiles to disconnect enemy resources
- AI evacuates ships and planes from cities in danger
- AI no longer joins Great People to cities in danger
- Fixed bug where AI Great Engineers would hurry Wonders in other players' cities
- Spies no longer interrupt their mission when moving next to an enemy unit
- Fixed map generator bug for water starts
- Situations which invalidated Secretary General/AP Resident now force the next vote to be an election
- Fixed team-counting bug that would cause some mapscripts to fail
- Moved some gamecore-specific code into the DLL
- Fixed cheat where you could apply a free tech from one game to another
- Diplomacy summary no longer claims that a civ is the worst enemy of a human team
- Groups on sentry awake based on best unit's vision rather than head unit's vision
- Hidden Nationality units can enter friendly rival territory when starting in a city
- Fixed bug where captured cities could give double bonus for the Apostolic Palace
- Fixed a bug in AI war declaration in exchange for technologies
- Sea patrolling ships no longer attack if they have less than 50% chance of winning the battle
- Terrain height no longer affects aerial recon missions
- No Espionage option: no Free Great Spy from Communism, no espionage-related events
- Blockading AI Privateers can no longer sense invisible units
- Colonies no longer assume the name of an eliminated player
- Fixed loophole where you could use a Gamespy emulator to log on as any user
- Fixed rounding error in main interface progress bars (research, food, production, nationality) where the last color was sometimes not drawn
- Increased culture thresholds for no-espionage games, since espionage is converted into culture.
- Hammer decay of build items not currently being worked on correctly scales with game speed
- Fixed save/load issues with RTW mod
- Reduced frequency of city liberation popups
- Fixed spurious war declaration popup when loading a ship in the same tile as a rival ship.
- Fixed strategy text for Jaguar Warrior
edit: And more changes that were mentioned later in the CivFanatics thread...
- Removed all copy protection disk checks
- Can examine captured city before deciding to keep, raze, or gift it
Last edited by Chris Nahr; 06-11-2009 at 01:51 AM.
Oh hey, looks like they disabled copy protection in this patch!
Originally Posted by Cornhog
(from the CivFanatics thread)Originally Posted by xxhe
Excellent! Now to get FFH2 updated....
man culture bombing with spies was broken? I didn't even know it was there!
So where can you buy this in a digital copy? It's not available on Steam in Aus (but the expansion is, go figure...)
You can't buy it though
http://store.steampowered.com/app/3990/
You also need the Steam version of Civ IV to play it anyway. Genius.
Hmm, this gives me hope that someday Firaxis may patch Railroads!. It would be really nice to be able to actually play the game without all the crashes.
Once you have the Steam version of BtS installed, you don't even need the original Civ4 installed anymore, which helped save some space on my laptop. That's what might have been too exploitable and led to them restricting the expansions to the Steam version, but those of us who had it before were probably grandfathered in.
I'm not sure when this change occurred though, so you might have bought it just before they changed it.
If I just picked this up, can I just install BTS?
This is a nice surprise! I guess I know what I'll be playing tonight.
Good to hear! I noticed that change and was slightly worried that my steam version of BtS was suddenly going to stop working with my retail Civ4. I wonder what would happen if I wiped everything and reinstalled from scratch, though. (At worst case, I guess I'd maybe have to shell out for a steam copy of plain Civ4.)
I am installing the patch now. I think it's great that a patch was released and that among the changes the CD-check was removed.
For what it's worth, I, too, would like to see a patch for Railroads!
Drat, this is going to invalidate my current savegame files. Ah, to have such problems!
- Alan
Well if you count on release day, then yes.
Does this only force you to purchase the steam version before you can buy the latest expansion packs? If that's the case everyone would be grandfathered in but new purchasers would be required to get the steam base game before getting the new stuff.
And if it helps I did the installation a week ago, retail base and then steam expansion so it's not like I've had it sitting installed for a long time.
I just recently played Civ for the very first time. This game is so bloody difficult it's not even funny and they've made the AI better? Disaster.
The difficulty of facing the AI increases rapidly as you scale up both the difficulty of the game and the number of AIs. I can't really win the game at the higher difficulty levels unless I pick a civ like Rome, put it on a small pangea, and poprush/chop a horde of Praetorians to conquer everyone before my expansion and army kills my economy.
I bought the box version of vanilla CIV, the box version of Warlords, and then I bought and installed BTS on Steam when it came out, totally separate from my retail copies of the original game and the first expansion.
I really hope so. I have played through a few games and I've definitely improved since I first started. I've managed to win one with a Space Race but that was by setting the map to continents and wiping everyone else off my continent. But I may as well have been playing on my own at that rate. In fact I really lost that game too as one of the other guys declared war on me and trounced me from overseas. I had to reload and build up a fleet of destroyers. In fact I had to reload at least three times to make it to the end of that game.
I'm finding it impossible to keep pace with the AI. During the early game when I have three cities and am moving along nicely with research and have a small number of military units I see the AI typically has five cities, a similar research level to mine and enormous armies and they're building wonders. The result is that even if I can keep pace with them in the early game there's usually a point in the mid game where they just accelerate away and I may as well just restart.
I see one of the patch changes lets the AI use warlords to make supermedics. Oh this is going to be hell.
Do you regularly trade techs with the AI and have open borders for the trading income? At higher difficulty levels you absolutely need to do deals with (exploit) the AI nations to do well.
Yeah but if i'm far enough ahead in tech that I can trade them something they want it usually means my economy or military is in the toilet. I try not to give them techs that will bump them up too much. I open borders too just to stop them attacking.
I'm starting to think I'm playing this game incorrectly at some fundamental level.
Is there a good source for tech tree strategies for Civ4? I picked it up last weekend, and I'm really enjoying it, but I always feel like I'm just flailing around with my technology development. Sometimes I'll try and find a specific technology I'm after in the tree and try to work backwards to figure out how to get it, but after about five minutes I just give up and pick something at random or whatever the AI recommends. This is pretty clearly not a great way to play, but I find the tree as presented in the game to be basically incomprehensible. What I really want to be able to do is click on a tech in the tree and have the game give me a list of techs I need to research before I can get it, but obviously that's not going to magically appear in the game.
IIRC, select a tech from farther up the tree and it will automatically research everything you need for that tech.