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- ===========================================================
-
- CIVILIZATION II
-
- Update version 2.42
-
- 9 October 1996
-
- ===========================================================
-
- Version 2.42 changes
- ====================
-
- * Fixed the Heralds animation problem with 32-bit video for
- Windows.
-
-
- Version 2.41 changes
- ====================
-
- * If an auto-settler encounters a situation that the AI
- can't make a decision about (strange routes, etc.), then
- the auto-settler will return to manual control mode.
- This should stop most instances of auto-settler problems.
-
-
- Version 2.4 changes
- ===================
-
- * Changed version number to match labels on CD-ROM.
-
- * Fixed another situation with auto-settlers hanging the
- system.
-
- * Fixed crash on using help on SS MODULE.
-
- * Fixed problem with checking intelligence of an emissary
- and high-resolution windows display. (Previously, this
- would cause what looked like a lockup but was actually
- just the window getting "lost" under the first window.)
-
- * Fixed problem in which clicking on the help button while
- the UN Wonder is highlighted would bring up University
- help instead.
-
- * The Civilization II chart says that the "Cruise Missile"
- attack is 20, which is incorrect. The correct attack value
- is 18.
-
- * Fixed crash while accessing Civilopedia help from the city
- status advisor's display.
-
- * Fixed failure to find @MERCENARY label in GAME.FRE (French
- version of GAME.TXT).
-
- File changes
- ------------
- We are currently working on a scenario disk for Civilization
- II which will be called Civilization II "Conflicts in
- Civilization" Scenarios. The disc will include a new executable
- with enhanced support for player-generated scenarios. If you
- are currently working on a scenario, the following file changes
- will be supported:
-
- RULES.TXT
- CITIES.TXT
- UNITS.GIF
- CITIES.GIF
- TERRAIN1.GIF
- TERRAIN2.GIF
-
- Please do not make changes to other files. This can and will
- lead to conflicts with future game versions.
-
-
- Version 1.11 changes
- ====================
-
- French and German
- -----------------
- If the game is now playing in English only, make the following
- correction to reset the game in your language.
-
- 1. In Windows 95, double-click on the file CIV.INI in the
- directory C:\WINDOWS\CIV.
-
- 2. Change the last line from "Language Preference 1" to
- "Language Preference 0."
-
- 3. Save the file.
-
- 4. Then restart Civilization II and you should see the "Select
- Language" menu.
-
- Customizing autobuild
- ---------------------
- You may customize the domestic advisor's city improvement
- picks for the autobuild if you wish. Create a file in your
- Civilization II 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. (For foreign language versions, use the
- exact spelling from RULES.FRE or RULES.GER as appropriate.)
- Your domestic advisor will then choose improvements from this
- list provided that technology is available and the city is
- otherwise eligible to build them. If nothing on list is available,
- the 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 is below:
-
- @NODEFEND
- @AUTOBUILD
- Temple
- Marketplace
- Library
-
- The file is reread every time you click the "AUTO" button on the
- "What shall we build?" menu. If you wish, you can alter your
- priorities over the course of a game without reloading.
-
- * The Supply/Demand equation for commodities has been revised
- somewhat.
-
- * The AI for auto-settlers has been adjusted with less emphasis
- on railroads.
-
- * Caravan "go to" orders aren't cleared by zones of control.
-
- * A bug in Windows 95 which caused problems loading WinG if
- Windows 95 is installed on some other drive than C: has been
- worked around.
-
-
- Version 1.10 changes
- ====================
-
- * Further fixes have been made to smart settlers (looping
- settlers caught in loop should ask for confirmation once the
- 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.
-
- * Fixed problem with military advisor ("255 in production," etc.).
-
- * Air units cannot be fortified outside of cities.
-
- * Cities not spotted will not appear on Goto and Supply/Demand lists
- (An exception is that foreign capitals will appear on Supply/Demand
- lists only).
-
- * Fixed problem scrolling between cities once more than 128 cities
- exist in the game.
-
- * Engineers no longer have "ignore ZOC" ability. This is to help
- prevent computer-controlled engineers from slipping into your
- territory and building cities within your borders.
-
- * The "mysterious teleporting paratrooper" problem has been resolved.
-
- * Fixed problem in foreign language versions where some heralds
- didn't show up.
-
-
- Version 1.09 changes
- ====================
-
- * Smart settlers as of version 1.08 can loop infinitely if they are
- blocked by zones of control. That's fixed in this update.
-
- * Attitude advisor: cities with sufficient happiness to put them into
- "We Love the King" day are shown in white.
-
-
- Version 1.08 changes
- ====================
-
- * Version 1.08 adds a much requested feature: 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. Just click 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, we provide ICONSB.GIF, which is a version of ICONS.GIF
- without the white grid sprite. If you'd prefer to run without the
- white grid, just copy ICONSB.GIF over ICONS.GIF.
-
- * If you prefer "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.
-
- * Fixed some problems involving the autobuild.
-
- * A few earlier fixes that didn't make it into the foreign language
- versions have been included in this patch.
-
-
- Vversion 1.07 changes
- =====================
-
- * 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.
-
- * As requested by many players, when the Grid (Ctrl-G) mode is
- active, the city radius of each of your cities will be shown in
- white.
-
- * 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 (for example, Prince), users were
- occasionally experiencing weird time-shifts (such as from A.D. 1
- back to 1920 B.C.). This problem should no longer occur.
-
- * Made some slight changes in ship logic 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).
-
- * The AI will use slightly more discretion in approaching cities
- with attacking units.
-
- * Corrected problems associated with replacing the CD-ROM during
- the game.
-
- * The opportunity to poison water supply is not offered for cities
- of size 1.
-
- * Increased the defense strength of fighters, stealth fighters and
- stealth bombers slightly.
-
- * Changed the attack strength of cruise missile to 18.
-
- * Corrected problem where new units were created with "NONE" as
- home after a large number of cities had been built.
-
- * Fixed problem with plundering negative amounts of gold.
-
- * Corrected problem where Windows 95 machines with 32-bit Indeo
- (Video for Windows) drivers installed showed heralds "frozen
- in place."
-
-
- Version 1.06 changes
- ====================
-
- * This version fixes the AI broken in version 1.04.
-
-
- Version 1.05 changes
- ====================
-
- * 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."
-
- * Cruisers now (properly) become obsolete with Rocketry.
-
-
- Version 1.04 changes
- ====================
-
- * Corrected GPF that occurred for users who didn't have sound
- cards installed in their computers.
-
- * Corrected problem where users received a black box or black
- screen when going to the Civilopedia (or when a new advance was
- discovered).
-
- * 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 the Shift key while selecting "Wonders of
- the World" from the Civilopedia menu.
-
- * The "Accelerated Startup" algorithm has been enhanced to correct
- some problems (such as two cities in the 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.)
-
- * Corrected some problems with user-defined techs (where it was not
- recognizing that user-defined techs had been discovered).
-
- * Language preference is now saved in the CIV.INI file. After you
- run the game once with this update, you will no longer be asked
- every time you play which language you want.
-
- * Corrected the "endless drumbeat" problem.
-
- * 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.
-
- * 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.
-
- * The 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.
-
- * Corrected some problems with "negative scores."
-
- * Miscellaneous minor fixes.
-
-
-
-
-
-