1

Vous trouverez de nombreuses remarques ici http://apolyton.net/forums/showthread.php?s=f9e33c24dd295bb5c6bb1aa1d6e20393&threadid=103730&perpage=30&pagenumber=1

Civ III: Conquests Patch Notice

Civ III Community:

Next week, we will be releasing a BETA patch (v1.10) for
C3C that adds some new features and addresses
the corruption & gpt bugs (as well as other
fixes - see below).

QA efforts demonstrated the stability of the
code base, so we decided to release even though
the patch is not final. This was the only way to
get a patch posted prior to Christmas.

If additional issues present themselves we will
make every effort to release another BETA
update. We greatly appreciate your assistance in
notifying us of problems that you experience
(forum posts are the most convenient format).

The final update will not be released until Q2,
2004.

Thank you for all of the incredible support!!

Jesse Smith

Producer, Firaxis Games


---------------------------------------------
Updates BETA v1.10:
CIV III: CONQUESTS BETA v1.10
* Fixed issues with corruption

* Fixed issues with double gold being awarded

* Shifted minimap and unit info boxes slightly
inward to prevent problems with scrolling and
button-clicking.

* Re-enabled Intel optimizations from PTW.

* Fixed issue that caused scientific leaders to
use only the first name in the list.

* Fixed issue that caused selections on the
Foreign Advisor screen to be cleared.

* Modified combat calculations to make combat
appear less "streaky." Combat results are now
calculated multiple times before determining a
result. This should reduce spearman defeating
Tanks and other extremely frustrating combat
results.

* Optimized main menu code.

* Cleaned up INI preferences code

* Fixed issue with the audio preferences (sound
volume).

* Greatly improved the ability of Seafaring civs
to start near the coast. It should happen most
of the time now.

* Fixed numerous problems with Seafaring civs
starting near the coast in hotseat games.

* Implemented Seafaring civs starting near the
coast in MP games.

* Updated the interface on the world chooser
screen so selected options were more apparent.

* Fixed upgrade all bug (for units that do not
have the upgrade ability but are part of the
upgrade chain).

* Added feminine titles for Despotism,
Feudalism, and Fascism (for English default
rules only!).

* Editor: Added Flavors to the Import dialog.

* Corrected display of silk as luxury in city
view in Rise of Rome

* Corrected Scourge of God splash screen art in
Fall of Rome

* Build road/fort animations now show for
Legionary in Fall of Rome

* Cataphract now uses Ancient Cavalry art in
Middle Ages

* Corrected Mining tech art in Age of Discovery

* Text: Several civilopedia fixes (mostly
spelling, grammar, spaces)

---------------- Features --------------------
* Implemented ability to enter a seed value on
the world setup screen. It is located in the
upper-right corner. Any character can be entered
as the seed. If the seed is 0 (the default), it
will generate the world normally. If every
character is a number, the value is interpreted
as the seed value and used to generate the
world. In all other cases, a hash table formula
is applied to the string to generate a unique
value that is used to generate the world. While
it is technically possible for two different
strings to evaluate to the same seed, it is
unlikely (i.e., SEED is not the same as DEES --
upper- and lower-case letters will yield
different results as well).

* Implemented the "Play Last World" option. This
option appears on the main menu after playing
the first SP random-map game. When chosen, the
player is taken to the world chooser with the
seed filled in and all the previous settings
selected. The player can make any changes or
keep the world exactly the same. Note that if
ANY changes are made on this screen, the map
that is generated will be different. Next the
player is taken to the player setup screen with
all the civs and settings from the previous game
selected. Again, the player can make any changes
or keep the settings the same. If ANY civs are
changed, player starting locations MAY change
(depending on the number of seafaring civs,
actually).

* Implemented support for CAPS LOCK to work as
the SHIFT key to skip unit movement animations
(so you don't have to hold shift for the AI's
turn to skip the animations).

* The MP timer values are now read from
scenarios (the default values remain unchanged).

* Editor: Added MP timer values to the Scenario
Properties. There are 3 values: Base, Per Unit,
and Per City (with defaults of 24, 1, and 3,
respectively). They represent the Base amount of
time per turn + the amount of time Per Unit +
the amount of time Per City (number of
units/cities used each turn are based on the
player with the most units and the player with
the most cities on that turn). The values can
range from 0-100. The higher the number, the
more time per turn. FOR INTENSE FAST MP GAMES
PLAY THE CONQUESTS FAST MP scenario that is
provided with the Patch.

2


Deux infos essentielles donc:

- Le calcul de la corruption change.
- Les combats deviennent davantage prédictible.

chris.

3

Modified combat calculations to make combat appear less "streaky". Combat results are now calculated multiple times before determining a result. This should reduce spearman defeating Tanks and other extremely frustrating combat results.

Ca c'est bien : les combats calculés plusieurs fois ça évite que celui qui n'a qu'une seule chance sur 100 de gagner se mette à gagner 3 fois de suite. (ça fout toujours les boules quand on perd 3 cavaleries en attaquant un archer long)
Under the ruins of a walled city
Crumbling towers in beams of yellow light
No flags of truce, no cries of pity
The siege guns had been pounding all through the night.

4

lol
ça me rappelle le lancier atomique ! qui résistait aux tanks ! dans PTW
avatar
No Pasaran

5

Ou une galère coulant un cuirassé moderne ! grin
Bon on rigole là, mais c'est vrai que dans certaines circonstances, ça peut bloquer la respiration ! lol
avatar
Le cerveau des femmes s'appelle la cervelle.

6

J'ai entendu dire que les combats navals étaient mieux gérés!?!
Avec les corsaires et les frégates qui restent à 2 d'attaque, je me demande bien combien il en faut pour couler une pile de 4 galions chargés de 16 Bersekers
ou alors charger des galions avec des trébuchets et bombarder d'abord
give a mouse a favour

7

mdr
des galions avec des trebuchets et des bombardiers, j'ai jamais essayé un truc pareil !
avatar
No Pasaran

8

ça c'était dans civ2. Le bateau le plus efficace en combat c'était pas les bateaux de guerre, mais un bète bateau de transport rempli de canons. C'était un bug je crois.
Under the ruins of a walled city
Crumbling towers in beams of yellow light
No flags of truce, no cries of pity
The siege guns had been pounding all through the night.

9

beta prés Lundi ,dsl pas le temps CIAO!
Tout comprendre c'est tout pardonner. Ce qui n'implique pas l'approbation.

10

Parab: civ2. Le bateau le plus efficace en combat c'était pas les bateaux de guerre, mais un bète bateau de transport rempli de canons

L'Artillerie de Marine,voilà mes amours
Bigor!
give a mouse a favour

11

le patch version beta est disponible.

Voir ici : http://www.apolyton.com/forums/showthread.php?s=&threadid=104784
Never surrender

12

je ne sais pas si le patch résoud efficacement les problèmes de corruption et les autres bugs de conquests, mais le menu principal en version francaise de cette version beta est complètement foireux... roll

- "démarrage rapide" et "charger partie" amènent à l'écran "nouvelle partie"

- "Conquêtes" mène à "Démarrage rapide"

- Contenu du civ : Charger partie

- Pantheon et Préférences : Conquêtes

- Crédits : préférences

- Quitter : Multijoueurs

- Unité royale King0... : Crédits

- Princesse capturée par... : quitter


gol
Never surrender

13

hum tu avais mis le patch 1,01 et le 1.02 avant ?
Chez moi y'a pas d'erreurs.
Under the ruins of a walled city
Crumbling towers in beams of yellow light
No flags of truce, no cries of pity
The siege guns had been pounding all through the night.

14

Effectivement le problème venait de là : je n'avais pas installé le patch 1.02 !

Merci top !
Never surrender

15

faut les mettre avant imperativement?
" Ce qui est en Haut est Comme Ce qui est en Bas "

16

oui, a moins que tu veuilles passer l'hiver dans un asile psychiatrique. embarrassed
Never surrender

17

Euh pour moi c'est fait ,....en réalité 3 patchs dans un 1,10 1;11 et 1;12 + nouvelle fonction du menu principal
TR.PLAY LAST WORLD.
Beaucoup critiquer sur la grenouille se patch est pour moi tellement formidable que je me demande si Firaxis s'est pas planté .
Conquests Beta ,patch normal
voili ,voila ... bonnes fetes a tous
Tout comprendre c'est tout pardonner. Ce qui n'implique pas l'approbation.

18

Il a trés peu de raisons de le critiquer, d'autant plus que même si il ne te plait pas, tu peux uniquement désinstaller la partie beta 1.12 si ru as respecté les consignes en créeant un répertoire patch et release.

chris.