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joehollywood
01-03-2009, 11:49 AM
Anyone play? If so, up for a rediculously long game sometime?

Revalos
01-03-2009, 03:49 PM
Are you running the standard version or Solver's unofficial patch+Dresden's unofficial unofficial patch? I assume you are running BtS or Warlords.

If you are running 3.17 BtS with those patches above, I'm game.

The Ponzzz
01-03-2009, 03:51 PM
What do those two patches offer? I'd play, but I'm very very impatient.

Revalos
01-05-2009, 12:37 AM
Basically those two patches make the game playable for me. Without them, CIV4 is horribly broken. The biggest problems fixed for me are the "forest starts" where you have basically one or no resources and a ton of forest tiles, ridiculous sea starts with like three or four seafood resources, the overproduction of transports when AIs fight land wars (I destroyed a city once with like fifty transports and no troops!), as well as silly collateral damage stupidity throughout the endgame (catapults have better chances than freaking modern armor!).

EDIT: Here's a link to the forum with these patches. I'm not sure if you have to install both anymore or just the 0.21 version one.

http://forums.civfanatics.com/forumdisplay.php?f=299

Here's the list:

* AI plane/ship retreating logic when city is in danger extended to Forts
* Vassal's spies no longer caught in master's territory
CvUnit::isIntruding()
* AI logic on banning nukes tweaked to account for AI leader personality and the global situation
CvPlayerAI::AI_diploVote()
* Undid galley production changes from Better BtS AI (see **)
* Non-native collateral damage tweaked (thanks guys)
CvUnit::collateralCombat()
* Civilopedia will now display "replaced by" lines for buildings that get replaced by UBs
CvGameTextMgr::setBuildingHelp()
* AI guided missiles will lean towards destroying resource-producing tiles as opposed to improvements like Towns
CvUnitAI::AI_airBombPlots()
* Damaged AI attack planes may choose to continue attacking if no defending interceptors are around
CvUnitAI::AI_attackAirMove()
* Rivers running through deserts will result in floodplains
CvGame::normalizeAddRiver()
* Start location tweaks per SevenSpirits
CvGame::normalizeAddExtras(); CvGame::normalizeAddFoodBonuses()
* Workers not as lazy, per Bhruic's patch
CvUnitAI::AI_workerMove()
* Glance screen reactivated
(Python) CvExoticForeignAdvisor.py
* AI will no longer settle Great People in cities that are in danger of being captured
CvUnitAI::AI_join()
* AI will try to retreat air assets from endangered cities
CvUnitAI::AI_attackAirMove(); CvUnitAI::AI_defenseAirMove()
* AI will no longer refuse to retreat damaged planes
CvUnitAI::AI_attackAirMove()
* AI will change civics during Golden Ages
CvPlayerAI::AI_doCivics()
* Revised collateral damage formula for non-native collateral units, if modded in
CvUnit::collateralCombat()
* Fixed bug in the map generator with water starts
CvGame::normalizeAddExtras()
* AI may now try to use Warlords to create super-medic units
CvUnitAI::AI_promotionValue(); CvUnitAI::AI_lead()
* Fixed bug that prevented random events that target a unit from triggering
CvPlayer::pickTriggerUnit(); CvUnit::getTriggerValue()
* Access to the Barrage line removed from armored units. If units with access to Barrage and no inherent collateral damage are modded in, they will work.
(XML) CvPromotionInfos.xml
* Fixed AI defender bug for newly captured cities.
CvCityAI::AI_neededDefenders()
* ** Fixed overproduction of transports in land wars courtesy of better BtS AI team.
* Made the AI more likely to use missiles on cruisers/subs to strike against enemy improvements.
CvUnitAI::AI_missileAirMove()
* Made AI ships prioritize retreating if docked in a city which is in the danger of imminent capture by enemy.
CvUnitAI::AI_attackSeaMove(); CvUnitAI::AI_reserveSeaMove(); CvUnitAI::AI_escortSeaMove();
CvUnitAI::AI_exploreSeaMove(); CvUnitAI::AI_carrierSeaMove(); CvUnitAI::AI_missileCarrierSeaMove()
* Civilopedia and mouseover help for units that cause collateral damage will now show the collateral damage limit (50% for Catapults, etc.)
CvGameTextMgr::setUnitHelp(); CvGameTextMgr::setBasicUnitHelp()
* Somewhat experimental AI change: Aggressive AI now considerably less likely to want peace if it poses more of an immediate threat to enemy cities than it currently faces itself.
CvTeamAI::AI_endWarVal()
* Fixed unavailability of foreign civ demographics if playing with espionage disabled.
(Python) CvInfoScreen.py
* Barrage promotions made working again on Tanks and other units with no base collateral ability
CvUnit::collateralCombat()

Poppatrunk
01-07-2009, 07:42 PM
will these patches work on a direct to drive version of the game? Everytime I try and download a patch it downloads it then states it can't find civ 4 installed on my computer. :wtf:
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