Civilization II: Test of Time v1.1 Patch - English

The latest official patch for Civilization II: Test of Time.

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The latest official patch for Civilization II: Test of Time.

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CIVILIZATION II TEST OF TIME (TM)
     PATCH RELEASE NOTES  September 20, 1999
    -----------------------------------------

We've fixed a bunch of things. Please note that your existing save files still work,
but the fixes will not be applied to saved games. New save files will reflect the changes
we've made.

Also, you must install this patch last. That means that if you have installed the official
Time Threat Paradox scenario since installing this patch, you must re-install the patch to 
get the changes to function.

Thank you.

1. There are a few new options:

	Graphics Options -- You can now toggle the Terrain Animations on and off.
	Edit Settings Menu (under Cheat / Scenario Parameters) -- Three new options
	  allow you to determine whether the various animations and the static unit
	  icons derived from them are used in your scenario. Note that when these are
	  set, the player cannot change them, not even with the graphics options. You
	  can lock out/override:

	* Terrain Animations: so that no special resources are animated.
	* Unit Animations: so moving units simply slide from place to place.
	* Static Units: so the unit icons are derived directly from units.bmp.

These items lock the settings they affect to whatever they where set as when the scenario
file is saved. In other words if you have the unit animation lockdown selected and your 
graphic options have animations turned on when you save your scenario they the animation 
for units will ALWAYS be on and cannot be modified. The opposite is true as well. For 
example if you have the terrain animations turned off and you set the lockout option then 
save your scenario then terrain animation will ALWAYS be off.

2. We believe we have fixed the problem in the Extended Game in which arriving at Centaurus
   did not result in any Colonist units or the ability to research Ultrastring Theory.

3. For events files, the Debug file (report.txt) now includes the amount of stack space
   left  for your use. Please note, however, that this total does NOT include the stack
   space needed by DELAYed events. Each DELAY adds 284 bytes to the space used. Overlapping
   DELAYs (those whose counters could be running at the same time) add up, but those that
   do not overlap do not-- i.e. they can re-use the same 284 bytes.

4. We have made a few modifications to the Fantasy and Midgard games:

	* The Thunderbolt unit can now move only 12, not 16 as before.
	* The Kraken is now more powerful, and might be armed. Also, its bribe price is up.
	* Subterranean tribes, when controlled by the AI, are more prolific than ever.
	* The Undersea version of Bedrock has been renamed Mantle Rock. (It was confusing.)
	* The game advice is now more relevant.
	* The Merfolk now receive the Deus Ex Machina wonder as a reward for successfully
	  completing the Ancient Dragon quest (as they were always meant to).
	

6. Units with spying abilities can no longer steal advances that a civilization is not
   allowed to possess.

7. The carrying capacity of ships is now noted in the Civilopedia entry for the unit.

8. You might notice that the Barbarians' non-transport ships are now more aggressive.

9. Event given abilities for building transport sites and for researching previously
   forbidden advances are now saved properly.

10. The last unused advanced unit bit flag in rules.txt has been assigned a role. When
    that '0' is set to '1', that unit (but no others) ignores all animation and reverts
    to the icon in units.bmp.

11. The issue with units starting on ocean tiles when playing a multi-map game using 
    premade maps has been adressed.

Plus we made a lot of minor fixes that most folks will never even notice, such as removing
the "Holds" numbers for submarine and carrier type units, since those numbers were ignored
by the program anyway.


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