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#1 |
Камрад
Join Date: апр 2002
Location: Петропавловск
Сообщений: 4
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камрады.
Патч 1,21 кто-нибудь ставил? Если да,то что он даёт ? |
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#2 |
Камрад
Join Date: июн 2001
Location: Ukraine
Сообщений: 66
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и можно ли поставить этот патч на версию от Фаргуса?
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#3 |
Камрад
Join Date: апр 2002
Location: Петропавловск
Сообщений: 4
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наверное в CIV уже никто не играет ((
chemp6 английский 1,21 врядли |
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#4 |
Камрад
Join Date: сен 2000
Location: somewhere....... surely not there
Сообщений: 21
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Нда! патч скачал! а вот проблемка теперь с кракнутым экзешником! Где бы найти???? А заодно и registry_key от цивилки - бо цивилку ставил давно (мастдай уже несколько раз сносил) а компакта нету!
Additions v1.21f: * Added HOME and END keyboard support to scrollbars. * Improved city governor AI. * Editor: Added HP bonus to the Units page. The bonus can be anywhere from -20 to +20. * Editor: Added Retreat Bonus controls to Combat Experience page. * Editor: Added new unit abilities to allow bombarding to be lethal against land and/or sea units. * Editor: Added multiple AI strategies for units. * Editor: Exposed AI to AI trade rate. * Editor: Added Reset Player Data option to Scenario menu which allows resetting of all custom player data to default values. * Editor: Added a corruption slider to difficulty level page. It defaults to 100% for all difficulty levels. * Added Barbarian Activity: No Barbarians. * Added Allow Restarting Players rule. * Added Preserve Random Seed rule. Turning this off will allow random seeds to be changed when a saved game is reloaded (which makes combat different...). * Editor: Added game rules and victory conditions to scenario properties. If defaults are not used, the check boxes are not displayed and their on/off states cannot be changed. * Editor: Added playable civs selector to scenario properties. If a civ is not playable, it will not be available for selection for both the human player and the opponents nor will it be assigned to any Random civ. * Customized game settings for scenarios now work on the player setup screen. If defaults are not used, the check boxes are not displayed and their on/off states cannot be changed. * Added "Abandon City" to right-click menu. * Compressed saved games. * Editor: Displayed active player on status bar. * Editor: Setting active player to a barbarian tribe causes placed barbarian camps to use the specified barbarian tribe. * Added bubble text to tech chooser for tech names that get cut off. * Editor: Game now saves world-builder seed to .INI file for use in generating maps in editor. * Editor: Added ability to customize player. Changes v1.21f: * Game settings are now stored in any save file that uses them. This prevents players from altering their BIC file and using it in an existing game. * Editor: Changed the maximum value for the Min. Distance Between Civs to 256. * Editor: Improved starting locations for scenarios only. * Editor: Renamed "Unique Color" to "Alternate Color" on civilizations page of the rules property sheet. * Editor: Removed option to customize world from scenarios that contain a map. * Editor: Added support for custom Players to player setup. * Editor: Removed some team color palette restrictions. * Increased corruption/waste fighting ability of courthouses and police stations. * Increased waste fighting ability of We Love The King Day. * Decreased Large Map Size to 130x130. * Decreased HugeMap Size to 160x160. * Draft anger and hurrying unhappiness reduced to 20 turns. * War chariots now upgrade to knights. * Adjusted advance trading rates for AI. * The following units now plays their fidget animations when the fortify: Mech Infantry, Modern Armor, Nuclear Submarine, Panzer, Submarine, Tank, and Transport. * Editor: Restricted players from having duplicate races. * Removed Mounted ability from all units (flag was unused). * Changed Culturally Linked Starting Locations from a pref to a rule. * Sped up world builder. * Handled some hard-coded icon issues for the city management window. * Improved method of detecting modified rules. * Mods no longer show gray lines on Science Advisor screen. * Editor: Streamlined menu options. * Updated resource icon loading so that it's not hard-coded. Any number of resource icons can now be loaded from resources.pcx as longs they are 49x49 with a 1-pixel border (and don't forget to update resource_shadows.pcx). * Updated unit icon loading so that it's no longer hard-coded. Any number of unit icons can now be loaded as long as they are 32x32 with a 1-pixel border. * The maximum food a tile with a city on it can produce has been changed to 2. Fixed v1.21f: * Page Up/Down in Civilopedia no longer opens random entries. * Editor: Fixed bug with Aggression Level slider on Civilizations page. * Editor: Updated ERA_NONE techs to work as expected (you can never research them and they don't impede era advancement but they can be assigned as free techs). * Removed "God mode" save cheat. * Fixed crash related to last settler dying on a transport. * Fixed bug involving extra movement costs if the unit can't advance after combat. * Fixed stack movement bug involving armies. * Fixed worker automation bug involving shift-A. * Fixed bugs involving setup screen remembering settings. * Fixed bug involving maintenance costs and granaries/Pyramids, barracks/Art of War, etc. * Fixed bug involving stack movement and combat. * Fixed forest planting on enemy territory exploit. * Fixed bug in diplo bargaining AI for per-turn gold deals. * Improved army healing AI. * Fixed bug with how shields were calculated for population hurrying. The first citizen is now worth 20 shields instead of 40 shields, just like all the other citizens. * Air units now stay on interception if their carrier moves. * Updated units with Zone of Control in the Zone of Control Civilopedia entry. * Updated food from game tiles in the Bonus Resources Civilopedia entry. * Updated Coastal Fortress maintenance cost in Maintenance Civilopedia entry. * Fixed some bugs involving the AI's use of fighters/jet fighters. * Fixed some bugs with team color palettes. * Fixed highlight bug on world and player setup screens. * Fixed combo box bug. * Correct Knight Death SFX now plays. * Editor: Fixed bug that allowed rivers in water. * Editor: Fixed bug that did not properly set rivers when turning water into land. * Fixed bug which allowed rebasing bombers which had already bombed using group movement. * Noted that a Temple is required to build a Cathedral in it's Civilopedia entry. * Noted that a Library is required to build an University in it's Civilopedia entry. * Fixed SFX problems with Rifleman and Cavalry. * Fixed typo that prevented a Paratrooper from displaying it's fortify animation. * Editor: Fixed some barbarian bugs. Barbarians are now forced to be the first civ. * Editor: Fixed some bugs with Add/Delete buttons. * Fixed bug with civ-specific abilities that caused them to be displayed in the "Dawn of Man" popup even when they were turned off. * Fixed building prerequisites to allow buildings to require buildings that are bestowed by other buildings but only if 1 is required. If more than 1 or required, they must actually be built. * Fixed bug in culture win where the Civilopedia cursor would show up in the wrong place. * Fixed Foreign advisor bug where recently met civs would not appear on the screen in a > 8 player game. * Fixed bug in Civ3 where Scout runs an extra space after revealing a goody hut. * Fixed bug where greater than standard hit points left artifacts on the screen. * Fixed bug involving not being able to draft certain types of defensive units. * Wonders now work with the government specific field. * Fixed domestic advisor crash. * Worker death SFX now play in ancient and middle ages. * Fixed bug that caused government-specific wonders and improvements to continue functioning when the government is changed. * Editor: Fixed bug when placing irrigation on water. * Fixed bug that caused icons to disappear from techs on Science Advisor screen. * Editor: Fixed bug with New which caused some map data to be retained. * Updated All Terrain As Roads unit ability to work with water units. * Updated water unit movement to take into account the cost of the terrain type. * Fixed bug in script with duplicated/missing key for science advisor (strong funding message had the same key as average funding). * Nuclear Plant Civilopedia entry corrected. * Fixed advisor bug where science funding was incorrectly calculated. * Upgrade all now leaves fortified units fortified. |
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#5 |
Камрад
Join Date: сен 2000
Location: somewhere....... surely not there
Сообщений: 21
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ААА HELP!!! Скачал уже и кракнутый экзешник с gamecopyworld'a дык он собака грит что No civilization III Instalation Detected!
Люди добрые поможите! Намыльте запись из реестра! mmishgun@yahoo.com |
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#6 |
Камрад
Join Date: ноя 2001
Location: Казань
Сообщений: 423
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unknown
Создаешь reg файл: REGEDIT4 [HKEY_LOCAL_MACHINE\SOFTWARE\Infogrames Interactive] [HKEY_LOCAL_MACHINE\SOFTWARE\Infogrames Interactive\Civilization III] "CD_Path"="d:\\civilization3" "Install_Path"="d:\\civilization3" "Min_Install"=dword:00000000 [HKEY_LOCAL_MACHINE\SOFTWARE\Infogrames Interactive\Civilization III\1.00f] [HKEY_LOCAL_MACHINE\SOFTWARE\Infogrames Interactive\Civilization III v1.16f] "CD_Path"="d:\\civilization3" "Install_Path"="d:\\civilization3" "Min_Install"=dword:00000000 [HKEY_LOCAL_MACHINE\SOFTWARE\Infogrames Interactive\Civilization III v1.16f\1.16f] Пути только подправь |
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#7 |
Камрад
Join Date: сен 2000
Location: somewhere....... surely not there
Сообщений: 21
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WinXP
Усе заделал, все фурыкает! Моей благодарности нету предела! О, спасибо тебе, благородный WinХР! |
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#8 |
Original Gangster
Join Date: апр 2000
Location: Краснодар
Сообщений: 1,254
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Кхм!!!!! а Мультиплеер когда будет?
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#9 |
Камрад
Join Date: апр 2002
Location: Петропавловск
Сообщений: 4
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Хоть не зря тему поднимал
Комуто и помогли :=))) |
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