Nota de prensa n: 3364 / 20-6-2009:

Nuevo parche Sid Meier's Civilization: Beyond the Sword


Ya está disponible un nuevo parche para Sid Meier’s Civilization: Beyond the Sword en www.firaxis.com.

-- Publicidad --

Readme

List of changes for version 3.19
Special thanks to Bhruic

V3.19
Info screen always shows demographics when espionage is disabled
Players can no longer receive obsolete resources through trade
Fixed bug where culture obtained through espionage was 100 times lower than intended
AI player better evaluates his situation before voting for a ban on nuclear weapons
Fixed a few AI civic evaluation bugs
AI changes civics during Golden Ages
Fixed bug with AI not knowing how close its cities are to other players
Re-enabled Foreign Advisor "Glance" screen
Fixed Team Battleground map script to distribute hills better and work around team-counting problem
Civilopedia lists buildings that replace a given building
Barrage promotions no longer available to units without the ability to already cause collateral damage
Conquistador ignores walls, to be consistent with Cuirassier
Fixed AI defender bug for newly captured cities
Build-specific production modifiers are no longer counted for overflow gold calculations
Building or destroying a fort now properly refreshes resource connections
Collateral damage modifiers, collateral damage immunity, and air defense modifiers, multiply instead of add
Fixed event triggering on a dead unit
AI uses Warlords to make super-medic units
Better AI decision-making related to damaged air units
Better AI use of missiles to disconnect enemy resources
AI evacuates ships and planes from cities in danger
AI no longer joins Great People to cities in danger
Fixed bug where AI Great Engineers would hurry Wonders in other players' cities
Spies no longer interrupt their mission when moving next to an enemy unit
Fixed map generator bug for water starts
Situations which invalidated Secretary General/AP Resident now force the next vote to be an election
Fixed team-counting bug that would cause some mapscripts to fail
Moved some gamecore-specific code into the DLL
Fixed cheat where you could apply a free tech from one game to another
Diplomacy summary no longer claims that a civ is the worst enemy of a human team
Groups on sentry awake based on best unit's vision rather than head unit's vision
Hidden Nationality units can enter friendly rival territory when starting in a city
Fixed bug where captured cities could give double bonus for the Apostolic Palace
Fixed a bug in AI war declaration in exchange for technologies
Sea patrolling ships no longer attack if they have less than 50% chance of winning the battle
Terrain height no longer affects aerial recon missions- No Espionage option: no Free Great Spy from Communism, no espionage-related events
Blockading AI Privateers can no longer sense invisible units
Colonies no longer assume the name of an eliminated player

V3.17

GAMEPLAY
Added option to disable espionageCavalry and Cuirassiers can Flank attack Cannons and all earlier siege weapons
Gunships can Flank Attack Cannons, Artilley, Mobile Artillery
Flanking damage now depends on strength of defending unit, not on strength of siege weapon
Flank attack now has a maximum number of siege units it can affect
Horse archers no longer receive attack bonus against Trebuchets
Destroyer: no longer upgrades to anything
Stealth Destroyer: lower cost, 2 first strikes, no bombard, no interception
Attack Submarine: Increased cost
Airship no longer gets bonus attacking ships
Airship does 20% maximum air strike damage
Machine Gun and Anti-Tank get 20% air interception chance
No withdrawal when attacking amphibiously
Siege weapons cannot attack amphibiouslyReduced war wearinessNew Colonies have their parent civ's tech brokering restriction

New Colonies have knowledge of their parent civ's maps
New Colonies cannot trade away their motherland techs unde

"No tech Brokering" option
New Colonies no longer affect domination limit
Significantly increased barbarian ship spawn
Bunkers also protect against collateral damage from air units
Units in ships no longer gain fortification/espionage bonus
Goody hut gold now scales with game speed
Increased "support city revolt" cost
Explorers cannot be drafted
"Friendly locals" event expires with Nationalism
"Mother lode" event: yields more gold on average 

"Miracle" event expires with Rifling
Barbarian uprising events can occur only if you can build a counter unit

AI
Automated Workers no longer idle when railroading is possible
AI units considered unsuitable for city defense are no longer prevented from healing in cities
Improved worker threat assessment
Fixed bug that caused the AI to trade for resources it already had
Spies no longer interrupt their mission when moving next to an enemy unit
Own vassal cannot be considered "Worst Enemy" by the AI.
AI less likely to build Executives if they can't afford to use them or already have enough of them
AI takes time already worked into consideration when selecting plot to work
No AI relationship penalty for declaring war on a third party if that AI is at war with the third party as well
Can found Corporations in Mercantilism
Vassals of a capitulating Master do not automatically sign peace with the victor

ENHANCEMENTS
Espionage ratio for humans displayed in score tooltip
Fixed city Healthy/Unhealthy bonus display (events)
No messages about empire splits of players you have not yet met
Globe layer sub-options saved in user profile
Liberate city nag no longer occurs twice for the same city in the same session
City advisor nags do not occur when city is in disorder
Advanced start: All team starting plot locations indicated with red circles
any team member can use any starting plot
Players get an announcement when a Defensive Pact is signed
Added stationary spy discount mouseover
Added popup for when spaceship mission fails
MapRandSeed = 1 has no effect in multiplayer games
Cleaned up debug menu
Can't exit to main menu after having used the debug menu (Ctrl-D)
Prevents multiplayer cheats, as well as possible hangs and crashes
Removed some unused code (SDK)

Added tectonics map script (thanks LDiCesare)
Added Earth2 map script (thanks GRM7584)
Added Earth3 map script (thanks jkp1187)
Added RandomScriptMap map script (thanks Refar)

BUG FIXES

Fixed bug with building culture bonus mouseover
Fixed multiplayer hang when loading a game without all human players present
Fixed reload crash
Fixed info screen demographics Import/Export rank reversal
Ships in foreign ports no longer get bumped to strange places upon war declaration
Fixed bug with Great General threshold in team games
Fixed "cityAcquiredAndKept" python event bug
Preventing key clicks from going through the MP diplomacy screen to the main interface
Fixed bug with barbarian unit spawn
Fixed Donut map script Italian and Spanish desert/ocean translations
Fixed auto-raze bug with certain game option combinations
Fixed selection issue with Warlords attaching to units when the Great General is part of a selection group
Spies no longer bumped out of enemy borders when declaring war
Workers on Transports no longer capture cities (thereby displacing all other units) when city is captured
Privateers cannot enter other teams' empty cities
Fixed empire splitting bug where a previously-existing civ could be resurected
Fixed Worldbuilder python exception
I Can no longer base an unlimited number of air units in foreign cities
Mouse-over for Worker actively working a plot no longer counts Worker twice§ Fixed bug in recommended graphics settings
Fixed bug with spy inability to destroy any buildings in certain cities
Fixed bug that increased spy interception chance
Fixed some UN/AP voting time-delay issues
Fixed a text bug caused by cached translations
Worldbuilder no longer allows you to unreveal visible plots
"Fugitive" event: fixed text bug
Fixed "Impeachment" event
Fixed "Partisans" event to trigger only under emancipation

FINAL FRONTIER
The Forge now gets +2 Production in its capital and +1 in all other Systems
Fixed bug where very advanced Pirate ships could spawn early in the game
Fix for bug where clicking the subtract population button too quickly in city screen could send a Planet's population into negative numbers
Reduced interception chance for Destroyers
Halved amount of points gained from territory
Red Syndicate only gets 1 free trade route instead of 2
Fixing bug in map script with star system density
Double-clicking Star Systems now gives system info, instead of single click (thanks Nemesis Rex)
Older Starbases now have cultural border preference over newer ones as intended (thanks Nemesis Rex) 

Missiles generated by Starbases no longer automatically jump to nearest city
Adding new Python wrapper function to CyPlot setOwnerNoUnitCheck which is the same as setOwner except for an argument it passes to the C++ version of the unction
Improvement construction cost is now deducted when a project is began, rather than when it's finished (fixes Starbase exploit in Final Frontier)

v3.13
GAMEPLAY
Cristo Redentor allows 1 turn between civics changes, not zero turns.
Attack Sub: 30 strength, 7 moves, 180 cost
Destroyers also upgrade to Missile Cruisers
Customs House and Feitoria give +100% Foreign trade route income
Reduced inflation and better normalized it with game speed
Inflation no longer increases after the game time limit has been reached
Adjusted corporation maintenance for inflation
Corporation Headquarters give 4 gold per corporation city to balance corporation immunity to inflation
Spies downgrade towns, hamlets, and villages instead of completely destroying them
Military Science moved to Renaissance
Can't vote on a winner if one team already has all the votes necessary to win
Updated Apostolic Palace civilopedia text to show that all members receive the religious building production bonus, unless they defy a resolution.
Revised liberation formula
Fixes exploit of infinite unit generation through city liberation
Liberation no longer provides free units to non-vassals
Cities no longer auto-liberate on conquest except from a vassal to a master
Colonies no longer can be the same civ as an existing one
Colony gets all of prior owner's culture on the entire continent
Can no longer make a colony on a continent with an existing colony. Liberate cities instead.
Great Works brings city out of revolt, as before BTS
Unlimited Corporation Executives now allowed
Invisible units no longer get bumped when an enemy occupies the same tile.
Can no longer build forts in rival territory
Can no longer blockade from within your own cultural borders
Spread culture espionage mission increases your culture by 5% of the total culture in the city
Vassals can no longer use spies against their master (active missions)
Espionage Poison Water and Unhappiness amounts no longer incorrectly scale with game speed
Added minimal conscription ability to all gunpowder and melee units that didn't previously have it
Prevents situation where you can't draft when you can build SAM Infantry but not Infantry
Rival spies no longer count as friendly units for nuke attacks
Blockading consumes all remaining movement
Blockade is canceled when unit does something other than blockade
Blitz promotion available to ships
Frigate, Ship of the Line, and East Indiaman bombardment ignores walls and Castles
Colony maintenance capped at twice the distance maintenence
All teams get espionage points against a newly formed Colony.
Fighters no longer get experience points for shooting down units that cannot defend (paratroopers)
Paratroopers have 25% evasion chance

AI FIXES
Fixed bug causing AI units to sit around outside cities.
AI now knows how to use Steal Tech and Incite Revolt
AI's may choose to concentrate on 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
Barbarian uprising events spawn more aggressive barbarians
Fixed issue with AI war planning
Capitulation to a team that has not had the most success in a war is less likely
AI espionage tweak
AI more likely to promote siege units with Accuracy
AI has a better understanding of when to build early Wonders for non-Normal game speeds
AI civs that are close to Domination victory are more likely to declare war
AI close to domination population have a high priority for health buildings and techs
AI is less reluctant to raze cities that have its state religion if it doesn't have the shrine
AI uses espionage to destroy non-resource terrain improvements - such as Towns.
Increased likelihood of the AI stealing techs
On non-aggressive AI, the AI's are more aggressive early in the game.
AI trains more units early in the game
Revised AI bribe into war cost
AI does better job of bribing other AI's
AI spends less on Espionage.
AI trains spies with lower priority
AI better aware of Free Market / Environmentalism corporation impact
Exploring units now heal.
Fixed some issues which hampered or stalled AI early game expansion.
Tweaks to Governor, particularly "Emphasize Food"
Fixed an undefended cities issue
Slight tweak to the AI selection of HQ city when founding a corp
Governor fills the food bar better
Governor works hamlets over cottages.
Fixed bug where city governor would sometimes work sub-optimal tiles
Fixed some AI war preparation issues
Fixed AI problem of not training workers in extremely unhealthy city sites
AI postpones sneak attack plans after a forced peace treaty
Fixed AI scouting so that they don't get stuck going back and forth
AI always accepts liberated cities through diplomacy
Automated corporation spreading no longer tries to spread corporation where it cannot be spread
Automated workers assigned to connect the trade network no longer do other things.
AI attitude for voting for/against them in elections decays faster
Fixed an AI issue with amphibious invasions
Fixed AI seaborne corporation spreading bug
Fixed AI using citizens instead of better specialists
Fixed a bug in AI hurry production decision
AI now knows how to build a new palace to reduce colony maitenance.
AI no longer suicides Paratroopers into certain death by intercepting Fighters
Fixed AI gifting units to the wrong player upon empire split
Fixed AI tech purchasing in advanced start
Fixed a bug where AI proposed resolutions that it should never have been voting for

ENHANCEMENTS
Added ability to override modular loading in mod ini file
Improved Espionage screen (by Almightix)
Added city zoom to event popup
Exposed CvCity::AI_AvoidGrowth() to Python
Added ability to save cities, improvements, and resources as nifs from in game
Added improved copper resource (for performance)
Skinned geometries can now be contoured (for performance)
Fixed silk LSystem batching (for performance)
Removed unnecessary facing direction visibility updates (for performance)
Performance fix for splitting empire
Reusing previous widget's render textures (to save memory)
Performance fix for unit blockade
Performance fix for alliance forming
Added vertical resizing to event log
Added Solver's events
Any launched Spaceships automatically arrive on Alpha Centauri when game is over and extended play is selected
Windowed mode gets rendering updates even when window is not active
Added movie quality dropdown in user options graphics tab
If your movies crash or stutter, try lowering your movie quality level
Clearing stencil buffer whenever you we are clearing z-buffer (for performance)
Different unit artstyles can have different buttons
New button art for event plot indicator
iAirCombatLimit works with ranged combat as well

BUG FIXES
Quest info maintained after leaving and rejoining a multiplayer game
Fixed Ctrl-H out-of-sync in multiplayer
Fixed Advanced start out-of-sync in multiplayer
Ger obsoletes with Advanced Flight, like Barracks
Advanced start tech screen more localization-friendly
Overwriting and reloading a Worldbuilder save has the expected result
Fixed bug with some events not expiring when they should
In one-city-challenge games you no longer receive quests that are impossible to complete
If a anonymous game is about to be launched with duplicate leaders, players are informed of which leader is duplicate.
Loading multiplayer games after you have just changed your name has the name change in effect
Fixed advanced start tech screen update hack
Go-to cursor no longer remains when screens or popups appear
Pitboss - no more invalid map scripts in the dropdown list
Scenario forced options work in Pitboss
Pitboss custom game options that are not available for mods are greyed out
Enemy units in neutral territory can no longer occupy the same tile when war is declared
Enemy units can no longer occupy the same tile when an invisible unit is revealed
Updated Golden Age help text
Unrestricted leaders and advanced start checkboxes have no effect in scenarios. Those options should be specified by the map.
Fixed city screen building mouseover to correctly display commerce changes
Fixed Modern Engineer glow
Fixed Christian Monastery flickering
Can always gift a city to your vassal through the diplomacy screen if you can liberate that city.
Automated workers with orders not to destroy existing improvements no longer chop forest preserves on jungles
Can no longer end turn with SHIFT-ENTER without exiting from Advanced start
Civilization Flag button update
Trying to unload troops from East Indiaman to rival territory gives declare war popup
Fixed bug where air units could bump enemy units on friendly forts
Game will no longer fail to play music if a user selects a folder that contains no audio files
Fixed AI transport crash
Fixed bug where the Three Gorges Damn would give power unhealthiness to all cities
Fixed bug where new cities would not get power unhealthiness from the Three Gorges Dam
Fixed bug where cities with just hudro/nuclear plants would not get unhealthiness
No longer possible to have both MP and AI diplomacy open at the same time
Fixed bug where incorrect espionage points we displayed in the espionage screen for passive missions
Fixed bug where Hanging Gardens would sometimes not give you extra population in all cities
Paratroopers cannot jump on enemy cities, even if the cities are unoccupied.
Right-clicking on your own leader icon in the foreign advisor screen no longer closes the screen
Fixed bug where pop-rushing, drafting, revolts, etc actually had a shorter effect than intended by one turn.
Civilopedia unit categories screen gives relevant information for Air units
Fixed bug where you could get no result when trying to create a colony
Build Forest preserve hotkey is now Shift-F to avoid conflict with Fortify
Similarly, Sea Patrol mission: Ctrl-P
Fixed info screen rival import/export bug
Civilopedia text corrections
When a new empire is formed, plot ownership is updated for everyone where appropriate
Deafening Privateer plunder sounds no longer occur simultaneously at the beginning of your turn
Fixed bug in Foreign advisor tech panel
Fixed Crusade event
Removed description from event help text
Fixed bug that allowed AI to use engineers to rush buildings that it could not build
Landmark signs cleared on regenerate map
Camera zooms to new starting location on regenerate map
QuickLoad works as expected in Advanced start
Game resets espionage spending to zero when you no longer have contact with anyone
Fixed bug with number Apostolic palace candidates for residency
Fixed events that are supposed to expire in the Renaissance to expire with Astronomy.
Unrestricted leaders option works for Pitboss
Privateers no longer destroyed when a friendly ship enters its port.
Hall of fame screen shows finish year (not date)
Upon tile improvement, citizens no longer get assigned to new plots when governor is not automated.
Fixed bug where wrong menu music played after adjusting volume and after Credits screen
Build forest preserve worker action mouseover shows happiness effect
Fixed colony team bug
Can no longer bypass the maximum of 15 characters for renaming cities
Worldbuilder now saves player, civ, and city text keys instead of translated text
Fixed Worldbuilder multiplying building free specialists on save and reload
Fixed Paratroopers to not remain in the same selection group after dropping
Fixed multiplayer hot-join when player name has illegal characters
Stripping illegal characters from save, load, and player names
Fixed save file issue with illegal characters in player name
Main menu aspect ratio no longer stretches
Main menu graphics changes no longer require a restart
Fixed spaceship art completed by teammates not appearing in spaceship screen
City screen tooltips hidden on exit
Great wall surrounds culture borders only on same continent
Fixed Feature and Terrain unit attack mouseover, civilopedia, and combat text (for mods)
Fixed first strike combat animation for non-ranged units
Fixed citybuilder crash
Fixed some bonuses not showing in combination with Cottages, Hamlets, Towns, Villages, Windmills, Mines, and Forts
Fixed Brothers in Need event
L-system cleanup
Fixed bug where wrong menu music played after adjusting volume and after Credits screen
Build forest preserve worker action mouseover shows happiness effect
Fixed colony team bug
Flanking attack combat results no longer appear before battle animation is done
Fixed bug where the units killed were doubled in statistics screen
Fixed stack air combat
Fixed Statistics screen bug where last unit was not shown in the table
Completed quests no longer appear in the quest log
Hostile Takeover quest no longer triggers when you already satisfy its requirements
Vassals no longer have resources unavailable for trade
Spies cannot be discovered when inside a ship
Players no longer get messages about unmet civilizations forming colonies
Fixed Highlands map regeneration bug
Fixed bug with Great Library free scientists increasing on conquest
Fixed bug where non-combat units could capture empty cities
Fixed Holy Mountain reward not triggering after Steam Power
Fixed negative production turn estimate during anarchy
Rival Privateers count as enemy units for "show enemy moves" and "show friendly moves" options
Fixed Interstate event text bug
Fixed "join" action mouseover for Great People
Destroying a fort no longer leaves planes or ships on the plot
Can no longer paradrop into transport ships
Fixed Great Person type probabilities not adding up to 100%
Fixed Domestic Advisor cultural expansion turns estimation bug
Fixed bug where you could sometimes click to create a colony but nothing happened
No more Dawn of Man screen in Advanced Starts
Fixed Influenza event index out of range
Fix for incorrect unit supply cost
Fixed incorrect mouseover information for Maximum National Wonders in OCC
Fixed spaceship launch ability update bug
Fixed crash
Fixed multiple AI hangs
Fixed plot indicator crash bug
Added religion link to civilopedia units (missionaries)
Fixed bug with Apostolic Palace religious building hammer bonus
Fixed CustomAssets MP crash
Host is no longer the only player who can change the admin password (for Pitboss)
Fixed greed event text bug
Trying to airstrike one of your own cities does not result in a rebase
Advanced Start colored plots update on regenerate map
Spelling corrections
Can no longer generate infinite gold by adding and removing advanced start population
Fixed bug where you could build Military Academy without Military Science
Fixed bug where you could infiltrate your own city
Can't negotiate declaring war on a vassal. Must do so on master instead.
Fixed bug that was preventing paratroopers from attacking cities occupied only by air units
Fixed erroneous message about spaceship launch
Barbarians no longer shown as members of UN in Victory Screen
Fixed bug with AI barbarian/animal bonuses on Monarch
Academy 3x2 in L-system
Removed ugly glance tab from Foreign Advisor
Fixed line segments across globe wrap
Strategy layer Lines now save and load properly
Apostolic Palace can no longer vote to give human a second city in OCC
Fixed nukes nuking themselves to death crash
Fixed bug with trade route profit mouseover help
Fixed AI crash
Fixed Spaceship smoke animation in Globeview
Fixed disappearing citizens when you remove one in a large city
Fixed stuck mouseover help for right-click menus
Fixed globeview line drawing crash
Fixed Boreal Map Script so that buildings are buildable at the very top of that map
"Fixed" Levee graphics in Civilopedia - no longer rotates
Fixed amphibious city capture bug
Fixed crash on city liberation
Fixed grids in Globeview
Game no longer hangs when map script fails to find starting plots
Fixed Warlord graphic location for mechanized unit combat
Fixed unit-specific formations not being used
Fixed events zooming to the wrong plot on torroidal maps
Fixed Great Prophet fading on surrender
Fixed workboat froth fade on surrender
Fixed some event help text for unavailable event options
Fixed taskbar icon to have transparency
Fixed city screen production queue scrollbar being inaccessible
Fixed unit action queue scrollbar being inaccessible
Fixed movie corruption on alt-tab
Fixed Lincoln eyeshadow using low-res textures
Fixed roads graphics agreeing with game logic
City cycling disabled when viewing spaceship
Fixed several city capturing bugs relating to partisans
Fixed Wedding Feud event so that war is possible to be triggered, as intended
Minimap updates for Worldbuilder terrain changes
Opening another screen from the spaceship screen no longer results in a hidden interface
Fixed plot indicators for Saltpeter event
Fixed movie crash on shutdown
Fixed popup memory leak on shutdown
Fixed AI crash
Fixed spaceship resize on resolution change
No more messages about religion spreading into cities you cannot see
Fixed spurious line in terrain texture tiles
Clarified "Earth Day" event options
Fixed ping - now has a special message, sound, and a plot indicator
Cities with no production always ask for build orders once per turn
Possible fix for hill graphics not visible
Fixed plot indicator crash on load
Actual spaceship trip length agrees with
Fixing frozen tool tip help when zooming out to globe view
Fixed entity widget crash
Fixed leaderhead playing greetting animation every screen
Fixed worked land shadow not contouring to terrain
Added missing text for Ancient Olympics event expiration
Fixed min-spec leaderhead rendering issues
Fixed event text formatting bug
Fixed bug where city air unit limit could be bypassed using Carriers
Winery light fix
Fixed exploit of being able to use debug tools in multiplayer games
Fixed crash on multiplayer load
Fixed non-host reverting advanced start amount
Fixed Advanced Start Out-of-sync
Fixed city effects in Globeview
Red Cross does not rotate in Civilopedia to show missing back
Fixed AI asking you to declare war on his vassal
Fixed Seige Tower not appearing

FINAL FRONTIER
Leaderhead art update
Star System/Planet information is now stored in the WorldBuilder Save for use in modding
Game now only plays Ping EFFECT for tutorial plot discovery instead of actually pinging (fixes ping message showing up at the top of the screen)
Fixed Paradise's flag
Increased cost of Astral Gate Pieces & United Planets wonder
Can no longer bring up info screen on Star Systems which have not been revealed yet (in the fog)
Can no longer "win" an Ascendancy Victory after a player has already won the game by some other means
Fixed some text bugs
Fixed bug where capturing Star System (with a Starport) would cause player to be unable to construct any further Buildings in any of his cities
Increased # of turns for each game speed to match increase in tech cost
Added Screen to show data on a System's Planets when player clicks on an uncolonized Star on the map
Greatly increased cost of later technologies
Players can no longer adjust enemy Star Systems' population & building allocation through Espionage
Can now cash-rush things with the Democracy civic
Pirates will now use more advanced ships later in the game
Raging "Barbarians" now more spawns more Pirates
The "Enable" Tutorial option is now "Disable" so that when players install it begins enabled
Pop-up help text for Planets in city screen now always shows Planet yield (even when Tutorial is off)
Can no longer construct multiple Star Fortressses in a System
Setting city avoid growth now prevents the game from auto-placing population at the end of every turn
Increased cost of Stealth Ships
Players can now form Permanent Alliances after researching Environmentalism
Removed Great Generals from the game
Removed reference to Great Spy
Fixed bug where Squadron units wouldn't gain experience from combat
Fixed world wrapped picking
Fixed Final Frontier Map script for team games
AI now uses missiles
Updated Handicap Infos
Fixed incorrectly calculated Trade Route yield
Fixed non-shader card crash
Nuking various features will no longer destroy them

CHARLEMAGNE
Fixed text error
Anglo-Saxon Leader -> Anglo-Saxon

NEXT WAR
Transport carry 4, mind control center reduces production by 15%
Portuguese Feitoria now replaces customs house (rather than market)
American civ uses European-style units
Fix Great Wall inconsistency with main game.
Eras play the appropriate soundtrack music and city soundscapes.
Added Apostolic Palace to Next War Epic
Fixed ocean plots being adjacent to land at world edges
Drill promotion line available to gunpowder units, as for epic game
Fixed bug with Advanced Start buildings placement
Fixed Advanced Start buildings placement

DEFENSE
Fixed Bug with loading initial auto Save not reseting values.

AFTERWORLD
Upped unit movement from 4 to 6
Increased difficulty
Fixed text bug
Fixed objective 3 issue
Partially fixed door rotating when wall destroyed
Alt-tab minimap fix

GODS OF OLD
Fixed bug with city air unit capacity

v3.3
- Microsoft Fix for Manifest Requirements
- DirectX 9.0c June Version Included

v3.2
- Synchronization of US Version to European Versions
System & Operating System Requirements

Minimum System Requirements

Operating System:

Windows® 2000/XP/Vista

Processor:

1.2 GHz Intel Pentium 4 or AMD Athlon processor or equivalent
Memory:

256 MB RAM (Windows 2000) / 512 MB RAM (Windows XP)
Hard Disk Space:

1.7 GB Free
CD-ROM Drive:

4X Speed
Video:

DirectX 9.0c-compatible 64 MB video card with Hardware T&L support (GeForce 2/Radeon 7500 or better)
Sound:

DirectX 9.0c-compatible sound card
DirectX®:

Sid Meier's Civilization 4: Beyond the Sword DirectX® version
Recommended System Requirements

Operating System:

Windows® 2000/XP/Vista
Processor:

1.8 GHz Intel Pentium 4 or AMD Athlon processor or equivalent
Memory:

512 MB RAM
Hard Disk Space:

1.7 GB Free
CD-ROM Drive:

4X Speed
Video:

128 MB Video Card w/ DirectX 8 support (pixel & vertex shaders)
Sound:

DirectX 9.0c-compatible sound card
DirectX®:

Sid Meier's Civilization 4: Beyond the Sword DirectX® version
Supported Operating Systems

Windows 2000

Service Pack 1 or higher WITH Internet Explorer 6.0 or higher
Windows XP

Home or Professional w/ Service Pack 1 or higher
Windows Vista

All Versions

INSTALLATION & SETUP

Installing Civilization IV: Beyond the Sword!

Prior to Installing the Game

Before attempting to install Sid Meier’s Civilization IV: Beyond the Sword, please verify that your computer meets the minimum requirements listed above.

You MUST have Sid Meier’s Civilization IV v1.0, v1.61, or v1.74 installed in order to install Sid Meier’s Civilization IV: Beyond the Sword. If you have an intermediate version, please patch and then install Sid Meier’s Civilization IV: Beyond the Sword.

We also recommend that you prepare your hard drive for installation by running ScanDisk and Disk Defragmenter prior to installation. These utilities are part of Windows® and can identify and resolve problems with your disk drive which could hinder installation and/or playing of the game.

To launch these programs and optimize your hard disk drive:
Open "My Computer."
Right-click the disk drive you wish to install the game onto (usually C:).
Click on "Properties."
Select the "Tools" tab.
Click "Check Now" to launch ScanDisk.
When ScanDisk has completed, follow steps 1-3 and click "Defragment Now" to launch Disk Defragmenter.
Note the Disk Defragmenter can take a long time so it's a good idea to start Disk Defragmenter and let it run overnight.
Installing the Game

To install Civilization IV: Beyond the Sword,
Sid Meier’s Civilization IV must be installed prior to installing Sid Meier’s Civilization IV: Beyond the Sword.
Insert the Sid Meier’s Civilization IV: Beyond the Sword disc into your CD-ROM Drive.
If Autoplay is enabled on your system, a window will appear, giving you the option to Install the game. If nothing happens when you insert the CD into the drive, you will need to open "My Computer," double-click your CD-ROM drive letter, then double-click Setup.exe.
Once the setup process begins, follow the on-screen prompts to install the game.
Running the Game

After the installation process completes select Play from the autoplay menu. It is required that the Beyond the Sword disc be in the drive in order to play the game.
User Permissions

You must have administrative privileges on your computer to install Civilization IV: Beyond the Sword.
DirectX® & Patch 1.74 Detection/Installation

During the installation of Civilization IV: Beyond the Sword, your system will be scanned to determine whether you have installed the DirectX® version contained on the Sid Meier's Civilization IV: Beyond the Sword disk. If you have not, the installation will automatically update your version of DirectX®. The installation will also verify the version of Sid Meier’s Civilization IV currently installed and automatically install the 1.74 patch if needed.

Starting the Game

There are a few ways to start the game.
Insert Disc One of Sid Meier’s Civilization IV: Beyond the Sword into your CD-ROM Drive and click on the Play button.
If you answered yes when the installer asked you whether you wanted to create a desktop shortcut, you can double-click that shortcut (Vista machine should access the game through the Games Explorer menu).
Go to Start -> Programs -> Firaxis Games -> Sid Meier’s Civilization 4: Beyond the Sword and click on Launch Beyond the Sword.

General System Issues

Optimizing Gameplay on Slower Computers

If the game is running slowly on your machine, try turning the detail levels for all graphics options down to the minimum, and then adjusting them one by one until you achieve an acceptable balance between visual quality and game performance. You can modify the graphics options by pressing [Ctrl – 0] or via the Options selection in the main menu.

Gameplay Changes

Beyond the Sword Rules Changes

Many changes have been made to the gameplay of Civilization IV in Beyond the Sword. For this reason, we included a thorough list of gameplay changes within the game itself. When first starting up a game, please be sure to visit the "Beyond the Sword Concepts" section of the Civilopedia. There you will find lists of every new Unit, Leader, Civilization, Game Concept, etc. For this reason, when there is a difference between what the manual states and what the game states, the game is correct.

Be sure to visit the "Beyond the Sword Rules Changes" section under the BtS Concepts section for an in-depth list of every change made to Units, Civics, etc. that were already in the game.

Video Issues

General Video Troubleshooting

Outdated or incorrect video drivers are the cause of the majority of video issues. Before contacting support, ensure you have the latest production (release) drivers for your video card.
ATI Technologies
Intel
Matrox
NVIDIA
S3 Graphics
SiS
I get a message that says "Unable to initialize DirectX" when I try to launch the game.

This issue is typically seen on machines that have an ATI Graphics Card. Please follow this link for the complete walkthrough on how to solve this problem: http://www.2kgames.com/civ4/support.htm.

Sound issues

If you are experiencing sound problems, including volume issues, missing audio channels (i.e., no sound comes through your center speaker channel), crashes, or any other audio issues, we recommend switching your sound driver to the default MILES Fast 2D Driver.

Multiplayer Issues

A broadband connection to the Internet is highly recommended.

If you are experiencing a problem with out of sync (OOS) errors in Internet games from players trying to hot join into AI controlled Civs or from players retiring, have the host save the game and re-launch from the main menu.

If a player inadvertently drops from an Internet game, it is better to have everyone wait at the Democracy screen than to have the player hot join while the game continues.

Though multiplayer games can have up to 18 players we only support and recommend a maximum of 12 players.

Save Games

Saved games are stored in a special folder within the current user's "My Documents" folder. This folder can be located by navigating to "My Documents", then selecting "My Games", and finally selecting "Beyond the Sword".

Civilization IV: Beyond the Sword saved games has the extension ".CivBeyondtheSwordSave" and Worldbuilder saves have the extension “.CivBeyondSwordWBSave”. You may copy or delete these files as you would any other files. Renaming saved games is not recommended, as the game will only recognize specific filenames as valid for loading.

Double-clicking a saved game will launch the game and load that saved game.

INI File

Advanced users can change various Civilization IV: Beyond the Sword settings and options by editing your INI file. To locate the INI files, navigate to "My Documents", "My Games", "Beyond the Sword" and open the “CivilizationIV.ini” file. This file is a standard text files that can be edited with Notepad (included with Windows®).

Civilization4.ini holds the values of all user-controllable options.

ScreenHeight

Height Resolution
ScreenWidth

Width Resolution
MouseScrolling

Allow Mouse Scrolling in Windowed Mode
QuickStart

Immediately launch in game
PlayMusic

Toggle Music
FullScreen

Toggle Window Mode
NoMovies

Toggle whether movies play
AutoSaveInterval

Set how often autosaves get created
AudioEnable

Toggle All Audio
Language

Set the game to a specific language
Mod

Set the game to load a specific mod


2K GAMES WEB SITES


To get the most out of your new game, visit us at: http://www.2kgames.com/


TECHNICAL SUPPORT (U.S. & Canada)

US Support

Phone: 1-866-219-9839
Email: usa@take2support.com
http://www.take2games.com/support
Canadian Support

Phone: 1-800-638-0127
Email: Canada@take2support.com
http://www.take2games.com/support


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© 2007 Take-Two Interactive Software and its subsidiaries. All rights reserved. Sid Meier’s Civilization IV: Beyond the Sword, Civ, Civilization, 2K Games, the 2K logo, Firaxis Games, the Firaxis Games logo and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. Developed by Firaxis Games. Uses Bink Video. Copyright ©1997-2007 by RAD Game Tools, Inc. Uses Miles Sound System. Copyright ©1991-2007 by RAD Game Tools, Inc. Portions of this software are included under license: ©2007 Numerical Design, Ltd. ©2007 Scaleform Corporation. All rights reserved. GameSpy and the “Powered by GameSpy” design are t

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