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  • Unofficial BtS Patch

    This unofficial patch fixes some minor issues and some AI related issues. I haven't tried the August 12th version yet, but the previous version worked fine with my Steam version of BtS.

    http://apolyton.net/forums/showthrea...hreadid=168750

    Changes:

    * Fixing a possible infinite loop problem with unit movement.
    * Poison Water and Foment Unhappiness missions now have the same effect, duration and cost on all game speeds, to mirror the official patch.
    * AI now more likely to promote siege units with Accuracy to better handle the changes to bombardment in BtS
    * AI understanding of what is an "early Wonder" now correct for non-Normal game speeds.
    * AI civs that are close to reaching a Domination victory recognize that and are more likely to declare war, in particular with Aggressive AI.
    * "Dead unitgroup walking" crash fix as per Dale
    * No-conscript colony crash fix as per Gyathaar
    * Another colony crash fix as per myself
    * Fixed the bug allowing Forts in foreign territory, which would result in Forts overrunning useful rival improvements.
    * AIs close to domination population will have a high priority for health buildings in cities that are unhealthy.
    * AIs close to domination population will put a high priority on researching Genetics and will like other health techs better.
    * The AI will be less reluctant to raze cities that have its state religion if it doesn't have the shrine for that religion.
    * Corporation maintenance is now exempt from inflation, so the costs don't blow up so much.
    * Added possible workaround for a crash bug.
    * Fixed an infinite loop problem with city attackers (thanks Gyathaar)
    * Blockade code rewritten so that blockading is now much faster, as per Gyathaar
    * Fixed Quick-speed crash (whoops)
    * Auto-explore change per Bhruic.
    * Auto-explorers will heal when wounded.
    * Advanced start population selling fixed per Gyathaar
    * Fixed the AP-conversion hammer bug
    * AI will use espionage to destroy non-resource terrain improvements - such as Towns.
    * AI may destroy improvements through espionage just because it hates you, with no war plan
    * Increased likelihood of the AI stealing techs - hopefully it will do so now

    August 12 changes per Blake:
    * Fixed AI airstrike bug
    * AI now only capitulates to the team which has done them a majority of the damage.
    * On non-aggressive AI, the AI's are more aggressive early in the game.
    * AI trains more units early in the game.
    * AI SHOULD do a better job of bribing other AI's (this may or may not work)
    * The cost to Bribe AI's into war now uses a new algorithm, it better reflects the impact of the bribe (ie a large AI charges a lot more to be ordered around). Generally bribing will be more expensive, especially cases where it used to be excessively cheap.
    * AI's tell you to sod off if you try to bribe them onto a victim with an intact nuclear arsenal.
    * AI brags about it's nukes more.

    * Always Peace now suppresses AI militarism (with some barb awareness).
    * AI spends less on Espionage.
    * AI trains spies with lower priority.
    * AI better aware of Free Market / Environmentalism corporation impact.

    * Exploring units should now heal.
    * Possibly fixed exploring "YoYo" issue.
    * Fixed a puppet strings exploit related to naval invasions.
    * Fixed some issues which hampered or stalled AI early game expansion.
    * Tweaks to Governor, particularly "Emphasize Food"
    * Fixed an undefended cities issues.

  • #2
    Re: Unofficial BtS Patch

    Solver has released another update of the unofficial patch. This should be the last unofficial patch till the official patch comes out in 2-3 weeks.

    Here's the list of changes the patch makes.

    * Fixing a possible infinite loop problem with unit movement.
    * Poison Water and Foment Unhappiness missions now have the same effect, duration and cost on all game speeds, to mirror the official patch.
    * AI now more likely to promote siege units with Accuracy to better handle the changes to bombardment in BtS
    * AI understanding of what is an "early Wonder" now correct for non-Normal game speeds.
    * AI civs that are close to reaching a Domination victory recognize that and are more likely to declare war, in particular with Aggressive AI.
    * "Dead unitgroup walking" crash fix as per Dale
    * No-conscript colony crash fix as per Gyathaar
    * Another colony crash fix as per myself
    * Fixed the bug allowing Forts in foreign territory, which would result in Forts overrunning useful rival improvements.
    * AIs close to domination population will have a high priority for health buildings in cities that are unhealthy.
    * AIs close to domination population will put a high priority on researching Genetics and will like other health techs better.
    * The AI will be less reluctant to raze cities that have its state religion if it doesn't have the shrine for that religion.
    * Corporation maintenance is now exempt from inflation, so the costs don't blow up so much.
    * Added possible workaround for a crash bug.
    * Fixed an infinite loop problem with city attackers (thanks Gyathaar)
    * Blockade code rewritten so that blockading is now much faster, as per Gyathaar
    * Fixed Quick-speed crash (whoops)
    * Auto-explore change per Bhruic.
    * Auto-explorers will heal when wounded.
    * Advanced start population selling fixed per Gyathaar
    * Fixed the AP-conversion hammer bug
    * AI will use espionage to destroy non-resource terrain improvements - such as Towns.
    * AI may destroy improvements through espionage just because it hates you, with no war plan
    * Increased likelihood of the AI stealing techs - hopefully it will do so now
    * Fixed AI airstrike bug
    * AI now only capitulates to the team which has done them a majority of the damage.
    * On non-aggressive AI, the AI's are more aggressive early in the game.
    * AI trains more units early in the game.
    * AI SHOULD do a better job of bribing other AI's (this may or may not work)
    * The cost to Bribe AI's into war now uses a new algorithm, it better reflects the impact of the bribe (ie a large AI charges a lot more to be ordered around). Generally bribing will be more expensive, especially cases where it used to be excessively cheap.
    * AI's tell you to sod off if you try to bribe them onto a victim with an intact nuclear arsenal.
    * AI brags about it's nukes more.
    * Always Peace now suppresses AI militarism (with some barb awareness).
    * AI spends less on Espionage.
    * AI trains spies with lower priority.
    * AI better aware of Free Market / Environmentalism corporation impact.
    * Exploring units should now heal.
    * Possibly fixed exploring "YoYo" issue.
    * Fixed a puppet strings exploit related to naval invasions.
    * Fixed some issues which hampered or stalled AI early game expansion.
    * Tweaks to Governor, particularly "Emphasize Food"
    * Fixed an undefended cities issues.
    * Destroying Towns through espionage will turn them into Villages, etc.
    * Slight tweak to the AI selection of HQ city when founding a corp
    * Splitting off a colony no longer tends to create the same civilization
    * Governor fills the food bar better.
    * Governor should work hamlets over cottages.
    * AI offers larger bribes to other AI's, and doesn't care how much it "overpays" to bring another party into war.
    * The vassalizing thing should work now.
    * Fixed bug where defensive units idle.
    * Hamlets WILL be preferred over cottages.
    * Fixed independence-loving colonies
    * AI will prefer to run Foment Unhappiness in cities that have been hit with Poison Water and vice-versa
    * Fixed possible negative inflation situation (thanks Esper23)
    * AI prefers to poison water supply of cities with a low food bar to ensure population loss.
    * Fixed bug causing the new capitulation behavior to malfunction.
    * Fixed bug causing units to sit around outside cities.
    * AI now knows how to use Steal Tech and Incite Revolt
    * AI's may choose to not be espionage "petty terrorist" and instead only use large espionage missions (like steal tech and sabotage project).
    * AI uses spies more smartly (camps them in cities to get the discount)
    * AI values espionage buildings more
    * Another couple of minor changes to governors

    Comment


    • #3
      Re: Unofficial BtS Patch

      Just as an FYI, the official 3.13 patch from Firaxis has been out for a while now. I just downloaded it from CivFanatics at:

      http://forums.civfanatics.com/downlo...o=file&id=7412

      Bernout

      |TG-MD6|

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