PATCH.TXT

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-- Civ2 Patch version 1.07 --

* 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.

* When the Grid (CTRL-G) mode is active, the city radius of each of your
  cities will be shown in white. (This in response to your persistent
  demands!) :-)

* 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 (e.g. Prince), users were occasionally
  experiencing weird time-shifts (e.g. from A.D. 1 back to 1920 B.C.).
  This should no longer occur.

* Slight changes in ship AI 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).

* AI will use slightly more discretion in approaching cities w/ attacking
  units.

* Corrected problems associated w/ replacing CD during the game.

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

* Defense strength of fighters, stealth fighters, stealth bombers slightly
  increased.

* Attack strength of cruise missile changed to 18.

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

* Problem with plundering negative amounts of gold has been fixed.

* Problem where Win95 machines w/ 32bit Indeo/VfW drivers installed showed
  heralds "frozen in place" has been corrected.


-- Civ2 Patch version 1.06 --

* OOPS! Patch 1.04 broke the AI. This fixes it. Sorry!


-- Civ2 Patch version 1.05 --

* 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".

* Cruiser now (properly) becomes obsolete w/ Rocketry.


-- Civ2 Patch version 1.04 --

* Corrected GPF which occurred for users who didn't have sound cards
  connected to their machines.

* Problem where users received a black box or black screen when
  going to the Civilopedia (or when a new advance discovered) has
  been corrected.

* 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 shift key while selecting "Wonders of the World"
  from the Civilopedia menu.

* "Accelerated Startup" algorithm has enhanced to correct some
  problems (2 cities in 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).

* Some problems with user-defined techs (where it was not recognizing
  that user-defined techs had been discovered) have been corrected.

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

* "Endless drumbeat" problem has been corrected.

* 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 (sorry).

* 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.

* 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.

* Some problems with "negative scores" have been corrected.

* Miscellaneous minor fixes.





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