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- -- Civ2 Patch version 1.11 --
-
- * You may customize the domestic advisor's city improvement picks for
- the autobuild if you wish. Create a file in your Civ2 directory
- called CITYPREF.TXT. The first line should be:
-
- @AUTOBUILD
-
- Each succeeding line contains the name of a city improvement in the
- order you want to build them. You don't have to list every city
- improvement, but each improvement must be spelled -exactly- as it is
- in RULES.TXT (foreign language versions use the exact spelling from
- RULES.FRE or RULES.GER as appropriate). Domestic advisor will then
- choose improvements from this list provided technology is available and
- city is otherwise eligible to build them. If nothing on list is available,
- advisor resorts to his normal algorithm.
-
- The military advisor will make his picks as usual. However, you can order
- him never to build "defensive" type units by inserting the line @NODEFEND
- at the beginning or end of the CITYPREF.TXT file (don't put it between
- the @AUTOBUILD line and the list of improvements).
-
- An example file below:
-
- @NODEFEND
- @AUTOBUILD
- Temple
- Marketplace
- Library
-
- The file is re-read every time you click the "AUTO" button on the "What
- shall we build?" menu, so if you wish you can alter your priorities over
- the course of a game without reloading.
-
- * Supply/Demand equation for commodities has been revised somewhat.
-
- * Auto settler AI adjusted. Less emphasis on railroads.
-
- * Caravan "go to" orders aren't cleared by zones of control.
-
- * Bug in Win95 causing problems loading WinG if Win95 is installed on some
- other drive than C: has been worked around.
-
-
- -- Civ2 Patch version 1.10 --
-
- * Further fixes to smart settlers (looping settlers caught in loop should
- ask for confirmation once loop is noticed).
-
- * You should always be able to contact rival kings (with whom you have
- treaties) at least once per turn, even if patience is exhausted. This
- is to give you a chance to demand he withdraw from your territory.
- Once he's "thrown you out" for the turn, though, you have to wait until
- the next turn.
-
- * Problem with military advisor ("255 in production", etc.) fixed.
-
- * Air units cannot be fortified outside of cities.
-
- * Cities not spotted will not appear on GOTO and SUPPLY/DEMAND lists
- (exception: foreign capitals will appear on supply/demand lists only).
-
- * Problem scrolling between cities once >128 cities in game has been fixed.
-
- * Engineers no longer have "ignore ZOC" ability. This is to help prevent
- computer-controlled engineers from slipping into your territory and building
- cities w/in your borders.
-
- * The "mysterious teleporting paratrooper" problem has been resolved.
-
- * Problem in foreign language versions where some heralds didn't show up
- has been fixed.
-
-
- -- Civ2 Patch version 1.09 --
-
- * Patch 1.08 smart settlers can infinite-loop if they are blocked by zones
- of control. That's fixed in this patch.
-
- * Attitude advisor: cities w/ sufficient happiness to put them into
- We Love the King day are shown in White.
-
-
- -- Civ2 Patch version 1.08 --
-
- * Okay, you asked for it, you got it: Smart (or at least Automated) Settlers.
- Issue the "K" or "Automate Settlers" order to your settlers or engineers,
- and they will behave (for better or for worse) exactly as if the AI were
- controlling them, although they will not build cities. You can cancel
- the automate order the same way you cancel any order--by clicking on the
- unit and/or selecting it on the unit popup.
-
- * For those who don't like the white grid around your city radius in Grid
- mode, I've provided ICONSB.GIF, which is a version of ICONS.GIF w/o the
- white grid sprite. If you'd prefer to run without the white grid, just
- copy ICONSB.GIF over top of ICONS.GIF.
-
- * If you'd prefer for "Zoom to City" to be your default action on city
- reports, you can now select this option by unchecking the "Zoom is
- NOT default" option at the bottom of the City Report Options screen.
-
- * The foreign minister report (F3) now contains color-coding information
- about each king.
-
- * When caravan is used to add-to-wonder, a report on how many shields
- are still required is given.
-
- * The maximum effective science rate for Fundamentalism (hardcoded to 50%
- in previous patch) can now be user-configured in the rules.txt file
- (bottom of Cosmic Principles) for those who wish to work around this.
-
- * Some problems involving the autobuild have been fixed.
-
- * A few earlier fixes which didn't make it into the foreign language
- versions have been included in this patch.
-
-
- -- 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.
-
-
-
-
-
-