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Shabbaman
13-10-2010, 09:39
Just found this (http://forums.2kgames.com/forums/showthread.php?t=94438) on the official forum:

You guys have been asking for an update about what we're working on to improve the game, and today I am happy to give it to you.

This is the list of updates to the game that the developers have been working on the past couple weeks. This isn't necessarily the complete patch notes for the next patch, but it's what I have so far.

Keep in mind that these are just the first batch of changes that will go in to the first major patch. We're planning more improvements (such as the much-asked-for Hotseat and Pitboss) that will be coming in a later patch.


UI
Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.
Aircraft banner corrections – now when you rebase an aircraft, the number will move with it.
Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.
Selecting a great general will no longer cause yield icons to appear.
Added option to disable auto-unit cycling.
Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the “open” side, and not be able to scroll the map in that direction.
Misc additional fixes to mouse controls, and other interface issues.
Rounded out financial information in the Economic Overview screen. Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.
Auto-populate save menu with save file name
Allow selection of other cities by hex from within the city screen
Added detailed trade route info to Economic Overview screen

MODDING
Category list now displays correctly

GAMEPLAY
Workers - Added option to force workers to ignore manually made improvements (so they don’t change what you decide was best for a plot).
Workers - Fixed bug where number of turns to complete were incorrect in build action button tool-tip.
Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more.
Economy – Increased city wealth setting to 25%
Economy – Multiple fixes to the way trade-routes are tabulated and recognized.
Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).
Trade – Found and corrected a Trade problem that could cause your Resource inventory to multiply.
City States - Fixed a bug where you could not gift aircraft to city states.
Military - Medic promotion now only provides healing bonus for adjacent units.
Military – Fix for Minuteman movement.
Military – Correct promotions for “archer-like” units (horse archers, chariots).
Military - Embarked units will no longer slow enemy land units
Military - Improved unit cycling logic. Camera will jump around much less.
Balance - Engineers +1 hammer

AI
Military – Better handling of unit need (navy vs land, etc.) .
Military - AI will tend to build ships to deal with blockaded cities more often
Military – Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces
Diplomacy – AI will be more reluctant to offer or accept open border agreements with more powerful opponents.
Diplomacy – Fix for never ending deals (peace, research agreements, etc).
City – City specialization and city focus improvements.
City - Cities that are Avoiding Growth will not grow while that option is selected
Workers – Priority of trading posts reduced, and rebalanced priorities on other improvements
Workers – Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing.

MULTIPLAYER
Exploit – Fix for gifting unit exploit
Chat – Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.
Deals – Additional deal validation put in place to verify deals before they are committed

MISC
Research treaties that end because you declare war will no longer grant the free tech
Save/Load – Fix for corrupted saves being experienced by some players in late-game.
Map - Huge map crash-during-load fix that were reported on some specific systems.
Map – Terrain caching fix that could cause problems for certain video cards (the “glowing red orbs” seen on the map are an indicator of this).
Map – Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations)
Strategic View – Crash fix for units rendering in background.
Strategic View – Fix for selecting units either standing on a city plot, or garrisoned in the city plot.
Eyefinity – Better handling of leader scenes when using Eyefinity displays.
Tutorials – Many tutorial tweaks and adjustments.
Multiple crash fixes.


When the patch is actually released (no ETA right now; I'm working on that!) I'll unstick and close this thread.

Furiey
13-10-2010, 09:48
I'm glad they have have got the puppet states production list there. I got caught out with that one when I steamrollered an AI and got a load more cities in a peace deal getting around 10 cities I puppeted in 1 turn, then had to annex around 8 of them just to be able to end the turn as it kept telling me I cities that needed build orders.

Darkness
13-10-2010, 13:02
It's progress...
They're not there yet, but it's definately progress... :)

Especially the fix for the neverending deals would be welcome. Those are just so annoying. :(

Shabbaman
15-10-2010, 10:08
More patch news:

10/14 UPDATE: More changes have been added to the list! Check them out below!

Also, many people have been asking for an ETA on when this patch will be released. I said I'd do what I can to get some sort of ETA and now I have it for you. However! I am about to do something I don't normally like to do: Give an ETA. Big emphasis on the E. So what I am about to tell you is the current estimation of when it will be available. This patch is not done with testing at the current time, and most everyone in software development has experienced the dreaded last minute showstopper bug that forces a delay. This could happen! So, with all of that in mind:
The patch will be available as early as next week.


UI
Added new tab to the Economic Overview Screen: "Resources & Happiness." (new 10/14)
Added option to activate the mp score list in single player (for “always up” score similar to Civ IV.) (new 10/14)
The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action. (new 10/14)

MODDING
“Installed” panel now displays ALL versions of a mod but prevents the user from enabling multiple versions. (new 10/14)

AI
City - Make sure Puppets don't construct buildings that require Resources. (new 10/14)
City - Add a Puppet city strategy that turns off training buildings and emphasizes gold. (new 10/14)

MISC
Taller than wide map crash fix. (new 10/14)

Shabbaman
22-10-2010, 18:39
Here it is then:

Updates to Sid Meier's Civilization® V have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

UI

* Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.
* Aircraft banner corrections - now when you rebase an aircraft, the number will move with it.
* Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.
* Selecting a great general will no longer cause yield icons to appear.
* Added option to disable auto-unit cycling.
* Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the "open" side, and not be able to scroll the map in that direction.
* Misc additional fixes to mouse controls, and other interface issues.
* Rounded out financial information in the Economic Overview screen.
Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.
* Auto-populate save menu with save file name
* Allow selection of other cities by hex from within the city screen
* Added detailed trade route info to Economic Overview screen
* Added new tab to the Economic Overview Screen: "Resources & Happiness."
* Added option to activate the mp score list in single player (for "always up" score similar to Civ IV.)
* The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action.
* If there are less than 5 buildings still needed to construct a National Wonder, the production popup tool-tip now lists which cities lack them.
* Added Yield & Culture tool-tip info to the production popup.
* Tweak information on the Global Politics tab in the Diplomacy Overview screen.


MODDING

* Category list now displays correctly
* "Installed" panel now displays ALL versions of a mod but prevents the user from enabling multiple versions.

GAMEPLAY

* Workers - Added option to force workers to ignore manually made improvements (so they don't change what you decide was best for a plot).
* Workers - Fixed bug where number of turns to complete were incorrect in build action button tool-tip.
* Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more.
* Economy - Increased city wealth setting to 25%
* Economy - Multiple fixes to the way trade-routes are tabulated and recognized.
* Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).
* Trade - Found and corrected a Trade problem that could cause your Resource inventory to multiply.
* City States - Fixed a bug where you could not gift aircraft to city states.
* Military - Medic promotion now only provides healing bonus for adjacent units.
* Military - Fix for Minuteman movement.
* Military - Correct promotions for "archer-like" units (horse archers, chariots).
* Military - Embarked units will no longer slow enemy land units
* Military - Improved unit cycling logic. Camera will jump around much less.
* Balance - Engineers +1 hammer
* Balance - Disbanding units now provides only 10% of their production cost in gold.
* Request - Enable "one more turn" button if you lose, but are still alive.


AI

* Military - Better handling of unit need (navy vs land, etc.).
* Military - AI will tend to build ships to deal with blockaded cities more often
* Military - Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces
* Diplomacy - AI will be more reluctant to offer or accept open border agreements with more powerful opponents.
* Diplomacy - Fix for never ending deals (peace, research agreements, etc).
* City - City specialization and city focus improvements.
* City - Cities that are Avoiding Growth will not grow while that option is selected
* Workers - Priority of trading posts reduced, and rebalanced priorities on other improvements
* Workers - Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing.
* City - Make sure Puppets don't construct buildings that require Resources.
* City - Add a Puppet city strategy that turns off training buildings and emphasizes gold.
* Military - Defensive tactical AI update. When you are at war and threatening an enemy city, the AI will better utilize the garrison, as well as the surrounding terrain in defense of the target city.


MULTIPLAYER

* Exploit - Fix for gifting unit exploit
* Chat - Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.
* Deals - Additional deal validation put in place to verify deals before they are committed


MISC

* Research treaties that end because you declare war will no longer grant the free tech
* Save/Load - Fix for corrupted saves being experienced by some players in late-game.
* Map - Huge map crash-during-load fix that were reported on some specific systems.
* Map - Terrain caching fix that could cause problems for certain video cards (the "glowing red orbs" seen on the map are an indicator of this).
* Map - Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations)
* Strategic View - Crash fix for units rendering in background.
* Strategic View - Fix for selecting units either standing on a city plot, or garrisoned in the city plot.
* Eyefinity - Better handling of leader scenes when using Eyefinity displays.
* Tutorials - Many tutorial tweaks and adjustments.
* Multiple crash fixes.
* Taller than wide map crash fix.

grahamiam
22-10-2010, 19:07
Just in time, as I'm planning on starting a new game tonight :)

Beorn
23-10-2010, 01:46
More stable, but it still crashes on diplo :(

Beam
23-10-2010, 08:30
Perhaps I'll give it a real try then this weekend. Haven't played after installing.

Furiey
23-10-2010, 13:56
I had my first crash with it after the patch. It would not load the game I was playing previously, crashed every time. Starting a new game does not seem to cause a problem though, so maybe it was just that save.

Beam
23-10-2010, 23:08
I had my first crash with it after the patch. It would not load the game I was playing previously, crashed every time. Starting a new game does not seem to cause a problem though, so maybe it was just that save.

Had exactly the same problem. Wasn't a massive loss fortunately those first 20 turns of a game. :)

Furiey
24-10-2010, 00:41
It's a known problem with the Deluxe edition. Old saves are not compatible with the new patch. They're doing a hotfix to solve the issue, should be Monday now.

Shabbaman
24-10-2010, 08:59
Meh, doesn't sound very deluxe to me.

Furiey
24-10-2010, 13:48
No, £10 extra for Babylon soon to be for sale for $5.

Beorn
29-10-2010, 22:21
New Nvidia drivers that (allegedly) optimize CiV, FFXIV, FNV and a few others: http://www.nvidia.com/Download/index.aspx?lang=en-us

akots
30-10-2010, 03:43
Uh, I just installed 260.89 and now, 260.99 comes. It is quite frequent and somewhat annoying. Civ is still slow and graphics not improving much.

Shabbaman
30-10-2010, 10:27
Is it so bad that they update frequently? If you're bothered by it, you can stop Steam from automatically updating. Not sure that works as advertised though.

Furiey
30-10-2010, 11:22
There has been another Civ patch after the Mongols patch, don't know if this is the save fix or not - not had time to try it yet.

Shabbaman
30-10-2010, 15:55
Old deluxe saves work: I finished an old game yesterday.

akots
31-10-2010, 07:11
Uh, I just installed 260.89 and now, 260.99 comes. It is quite frequent and somewhat annoying. Civ is still slow and graphics not improving much.

Actually, I was wrong. There is a huge improvement. I can now run the game on DX10 on laptop (Nvidia 310M). Previously, even though the card supports DX10, Civ always crashed (had to play in DX9) and now, out of a sudden, it works in window and full screen as well. If I play in window, it is painfully slow but I can switch to full screen in-game and its gets considerably better. Cannot switch back to windowed though because Civ crashes. If I try to exit in full screen, it also crashes. If I try to start it in full screen, it does not start but crashes. So, to play more or less normally, I have to start in window, switch in-game to full screen, crash either way upon exit and then manually edit the ini file to start in windowed mode every time. What a pain in the ass it is. Also, laptop overheats massively and the fan goes crazy and whistles like a broken hairdryer non-stop after about 5 minutes of play.

Beorn
31-10-2010, 09:36
Ouch! So that's an improvement ... how?

Darkness
31-10-2010, 11:40
Ouch! So that's an improvement ... how?

'cause it runs now? Sort of, anyway... ;)

akots
31-10-2010, 18:12
Ouch! So that's an improvement ... how?

It is better than yourself. It runs and does not crash in-game. I can also go to and fro 2D view unhindered now. Previously it crashed upon exiting. And I can see reflections on water which is awesome.

Furiey
19-11-2010, 22:55
The info about the next patch has been updated on the 2k forums (noted as Added 11/18). Several additions to that previously announced including reducing the maritime city state bonuses:

Update 11/10/2010: The first batch of changes are now available! Here they are:

AI
•Worker AI improvements.
•Update to tactical AI pillaging code. Additionally, always check to make sure it’s not trying to pillage in an enemy dominance zone.
•AI victory emphasis improvements (more efficient end-game when focusing on Science and Diplo victories).
•AI should colonize other continents regularly.
•AI will emphasize production of an Ocean going explorer unit when the time comes.
•Adjust Napoleon to make him more likely to go for culture.
•More aggressive second wave expansion (mostly off shore) after initial empire building and consolidation has occurred.
•Optimization when finding routes (pathfinder improvement).
•Multiple tweaks and bug fixes.
•AI will now build ranged and mobile units more in line with the flavor settings.
•Multiple defensive AI tweaks.
•Never use ranged units to provide flanking bonuses. (Added 11/18)
•Improve AI use of protected bombard attacks (melee in front, ranged in the rear). (Added 11/18)
•Worker priority adjustments (prioritize pillaged tiles, etc.). (Added 11/18)
•Further pathfinder optimization. (Added 11/18)

GAMEPLAY
•Cities heal more quickly.
•Only allow one upgrade per unit from a goody hut.
•Science building track adjustments (cost, specialist slots, GP Points, etc). (Added 11/18)
•Amount of damage caused during naval combat increased. (Added 11/18)
•Melee horse units combat value lowered, and now receive a penalty when attacking cities. (Added 11/18)
•Lowered bonuses received from Maritime city-states. (Added 11/18)
•Removed maintenance from defensive buildings. (Added 11/18)
•Multiple unit upgrade track adjustments. Most (but not all) units now have a full upgrade path from start to finish. (Added 11/18)
•Open terrain penalty lowered. (Added 11/18)
•Policies must be selected the turn they are earned. (Added 11/18)
•Promotions must be selected the turn they are earned. If it’s as a result of combat, then the beginning of the next turn. (Added 11/18)

UI
•Tweaked the single-player score list to hide the civs of unmet ai players.
•Added game option to disable automated workers from removing features. (Added 11/18)

DIPLO
•AI's attitude towards you is now visible in the diplo screen and diplo drop-down.
•Added info tooltip for an AI leader's mood. Lists things that are making an AI player happy/upset.
•New diplo system: Declaration of Friendship (public declaration with diplomatic repercussions).
•New diplo system: Denounce (public declaration with diplomatic repercussions).
•New custom leader responses (Serious Expansion Warning, Aggressive Military, Luxury Exchange, Borders Exchange, Gift Request).

MODDING
•Parent category counts now include counts of child categories.
•Selecting/deselecting a category now automatically selects/deselects it's children and its parent.
•Tweaked category name truncation to better fit names.
•Hide categories w/ no children and a count of 0.
•Added support for fallback languages (if mod is not translated, fall-back to English so text keys are not showing).

MISC
•Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game.

Shabbaman
19-11-2010, 23:00
Using policies and promotions on the turn you get them, that's bad. It'd make you just as bad as the AI. Changes to unit placement seems ok. Let's see how that works out.

Furiey
19-11-2010, 23:04
Yes, I'm really not sure what has made them change that. I would have thought that there were far more pressing issues, unless unused promotions and policies were causing other problems with the game.

ProPain
20-11-2010, 01:44
•Melee horse units combat value lowered, and now receive a penalty when attacking cities. (Added 11/18)

Probably a good thing cause I think horse units were way better than iron based units. Especially horsemen with their incredible movement. Nerfing horse city attack, don't think that will matter much but not too big a deal either.

•Lowered bonuses received from Maritime city-states. (Added 11/18)
A necessity I think.Although in mu deity game I managed fine with just 1 mar CS. So it remains to be seen how 2 nerfed Mar CS will compare to 1 current maritime CS.

•Removed maintenance from defensive buildings. (Added 11/18)
useless change

•Multiple unit upgrade track adjustments. Most (but not all) units now have a full upgrade path from start to finish. (Added 11/18)
probably a useless change as well, didn't really miss an upgrade. If this means cavalry will get an upgrade that will probably sort of diminish the horse unit nerf as their life get extended. Imho in civ III/IV the early power and mobility of horse units was counterweighted by cav being the end of the upgrade line where swords would become mech inf in the end.

•Open terrain penalty lowered. (Added 11/18)
Probably a good thing

•Policies must be selected the turn they are earned. (Added 11/18)
•Promotions must be selected the turn they are earned. If it’s as a result of combat, then the beginning of the next turn. (Added 11/18
:eek: Bad, bad, bad, especially the promotions. I'm guessing they want to prevent people saving up heals. Civ IV already showed that being able to save up a promotion is a fine mechanic. What isn't fine is that Firaxis added in the insta-heal option, which is just too powerfull. Now they're trying to 'fix' this by forcing you to choose. If they want to nerf this make the insta-heal an option for the next turn only. So if you decide not to heal, you can still save up the 'normal'upgrade.

Not being able to save up policies is in fact a pretty lame idea. It will make the post renaissance trees much less usefull. not quite sure what problem they're thinking to fix here.

grahamiam
20-11-2010, 04:02
I see the policy and promotion changes as ways of forcing the player to make a decision "now" rather than allowing him to punt till later when the "right" decision is more clear. It'll prevent policy point hording and also make decisions on early cultural buildings more nuanced as you don't want to end up with a bunch of early policies that don't help or, worse, hinder at the end.

My guess on the defensive building cost removal is that it probably effects AI decision making, thus we are likely to see stronger cities that'll be harder to take with a handfull of weakened horsemen [dunno]

akots
20-11-2010, 04:16
They are trying to easy-fix and rebelance the obviously unbalanced things. It does all make sense. And with a strong beta-testing team (about 400,000 ppl strong) and CFC to hear the main feedback, they might be able to further tweak the game to some sort of balance. Still does not change my opinion on Trip.

Robi D
20-11-2010, 07:05
Imho in civ III/IV the early power and mobility of horse units was counterweighted by cav being the end of the upgrade line where swords would become mech inf in the end.

Can't remember in civ 3, but civ 4 cav get upgraded to gunships:)

socralynnek
20-11-2010, 10:28
I think, it was the other qay round. Cavs being end of line in Civ4 and Cav-> Gunship in Civ3.

ProPain
20-11-2010, 12:58
Thinking of it the policy hoarding is a problem because policy costs scale with cities. So you have lots of cities, hoard culture, sell/gift cities, policy costs decrease, take policies, reconquer your old cities. Rinse and repeat.

Obviously the cult point hoarding isn't the problem, being able to so easily sell cities is. Again something that was severely limited in Civ IV after previous Civ III experience (sell city, declare war, retake city)

Seems they forgot a lot over the years.

grahamiam
20-11-2010, 16:33
Seems they forgot a lot over the years.
I remember the test team for Civ4 was quite large, lots of great players from all the big sites. I wonder if they burned out those guys (or promoted them to unrelated positions) and had to replace most of them, going with a group that only knew Civ4 as it was in it's final state, and none of the sins of the previous versions...

Darkness
22-11-2010, 11:09
[B]•Policies must be selected the turn they are earned. (Added 11/18)


When is this patch coming out? I can still just right-click op the "Adopt policy" button to hoard policies for later use...

Or hasn't my steam downloaded the patch yet?

ProPain
22-11-2010, 11:44
As long as you don't plat with Steam in offline mode you'll get all patches automatically whether you like it or not :)

As far as I know the patch isn't out yet, there just making announcements what will be in the patch for now.

Furiey
04-12-2010, 12:12
Another update on the patch:

AI

* Worker AI improvements.
* Update to tactical AI pillaging code. Additionally, always check to make sure it’s not trying to pillage in an enemy dominance zone.
* AI victory emphasis improvements (more efficient end-game when focusing on Science and Diplo victories).
* AI should colonize other continents regularly.
* AI will emphasize production of an Ocean going explorer unit when the time comes.
* Adjust Napoleon to make him more likely to go for culture.
* More aggressive second wave expansion (mostly off shore) after initial empire building and consolidation has occurred.
* Optimization when finding routes (pathfinder improvement).
* Multiple tweaks and bug fixes.
* AI will now build ranged and mobile units more in line with the flavor settings.
* Multiple defensive AI tweaks.
* Never use ranged units to provide flanking bonuses. (Added 11/18)
* Improve AI use of protected bombard attacks (melee in front, ranged in the rear). (Added 11/18)
* Worker priority adjustments (prioritize pillaged tiles, etc.). (Added 11/18)
* Further pathfinder optimization. (Added 11/18)
* AI will be more aggressive about pursuing Diplo victory if they are wealthy. (Added 12/3)
* AI more effective with building, moving, and using aircraft and anti-aircraft more effectively. (Added 12/3)
* AI more likely to effectively use siege units in a city attack. (Added 12/3)
* Better nuke targeting by AI. (Added 12/3)
* Tactical AI Tuning: Reduce chance of AI civs making "suicide" attacks. (Added 12/3)
* Multiple tweaks and bug fixes. (Added 12/3)


GAMEPLAY

* Cities heal more quickly.
* Only allow one upgrade per unit from a goody hut.
* Science building track adjustments (cost, specialist slots, GP Points, etc). (Added 11/18)
* Amount of damage caused during naval combat increased. (Added 11/18)
* Melee horse units combat value lowered, and now receive a penalty when attacking cities. (Added 11/18)
* Lowered bonuses received from Maritime city-states. (Added 11/18)
* Removed maintenance from defensive buildings. (Added 11/18)
* Multiple unit upgrade track adjustments. Most (but not all) units now have a full upgrade path from start to finish. (Added 11/18)
* Open terrain penalty lowered. (Added 11/18)
* Policies must be selected the turn they are earned. (Added 11/18)
* Promotions must be selected the turn they are earned. If it’s as a result of combat, then the beginning of the next turn. (Added 11/18)
* Increased city strength ramp-up based on technology. (Added 12/3)
* Catapults and Trebuchets now weaker against units but stronger VS cities, and reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities. (Added 12/3)
* Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). (Added 12/3)
* Reduced effects of Forbidden Palace and Meritocracy (Happiness per city). (Added 12/3)
* Reduced points from Wonders & Cities, increased points for population. (Added 12/3)
* Reduced culture needed for first plot acquisition. (Added 12/3)
* New Building: Circus Maximus (National Wonder for happiness track). (Added 12/3)
* New Building: National Treasury (National Wonder for economic track). (Added 12/3)
* Unhappiness beyond a certain point breeds rebels within your empire, based on the number of cities a player has. (Added 12/3)
* Reduced amount of food needed for cities to grow at larger sizes. (Added 12/3)
* Tradition branch balance (Landed Elite and Monarchy improvements). (Added 12/3)
* Liberty branch balance (Settler training bonus now only applies to capital). (Added 12/3)
* Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this). (Added 12/3)
* 3 new additional Natural Wonders added to gameplay, with accompanying “rarity” code. (Added 12/3)
* Multiple Tech Tree tweaks to address “slingshot” tech exploits. (Added 12/3)
* Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty. (Added 12/3)
* Reduced and balanced combat bonuses. (Added 12/3)


UI

* Tweaked the single-player score list to hide the civs of unmet ai players.
* Added game option to disable automated workers from removing features. (Added 11/18)
* Additional updates to the Global Politics screen. (Added 12/3)
* Added game option to disable turn-blocking promotions and policy choices. (Added 12/3)


DIPLO

* AI's attitude towards you is now visible in the diplo screen and diplo drop-down.
* Added info tooltip for an AI leader's mood. Lists things that are making an AI player happy/upset.
* New diplo system: Declaration of Friendship (public declaration with diplomatic repercussions).
* New diplo system: Denounce (public declaration with diplomatic repercussions).
* New custom leader responses (Serious Expansion Warning, Aggressive Military, Luxury Exchange, Borders Exchange, Gift Request).
* Additional AI attitude tool-tips for cases that were not already covered. (Added 12/3)


MODDING

* Parent category counts now include counts of child categories.
* Selecting/deselecting a category now automatically selects/deselects it's children and its parent.
* Tweaked category name truncation to better fit names.
* Hide categories w/ no children and a count of 0.
* Added support for fallback languages (if mod is not translated, fall-back to English so text keys are not showing).
* Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units. (Added 12/3)
* Added GameEvents system for overriding Gameplay DLL specific functionality. (Added 12/3)
* Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks". (Added 12/3)
* Multiple SDK Updates (details to come with full patch notes). (Added 12/3)


MISC

* Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game.


Still no release date. Looks like it's getting to be a pretty serious patch.

grahamiam
04-12-2010, 16:06
* Unhappiness beyond a certain point breeds rebels within your empire, based on the number of cities a player has. (Added 12/3)

Wasn't there something like this in Civ2? Or was it that rebels spawned when you took an enemy city?

Furiey
04-12-2010, 20:34
I only found Civ with Civ 3 so don't know about 2, it does sound familiar though.

I think I may have to try and get that Deity win before this patch comes out.

Darkness
04-12-2010, 20:56
Wasn't there something like this in Civ2? Or was it that rebels spawned when you took an enemy city?

IIRC in Civ2 your empire got split up if you lost your capital. You still controlled about half of it but the other half was a new AI nation of "rebels"...

Shabbaman
04-12-2010, 21:02
Wasn't there something like this in Civ2? Or was it that rebels spawned when you took an enemy city?

In civ2 partisans spawned next to a conquered city, but only after fascism was discovered iirc.

ProPain
05-12-2010, 09:51
These rebels my sound like a good idea to add extra punishment to the unhappy state, but with the AI warring ability I fear these rebels will be free-exp cannon fodder.

We'll have to see but if they turn out to be easily countered and exp yielding it sounds more like a bonus for being unhappy.

Furiey
10-12-2010, 01:42
They've announced the next DLC - Inca, Spain and scenario for 16 Dec. Patch should be released just beforehand.

Beam
10-12-2010, 10:13
It better be good. Is the DLC for free?

Furiey
10-12-2010, 10:15
€5

Beam
10-12-2010, 10:39
€5

[rant]

Darkness
10-12-2010, 11:52
€5

The patch should arrive before the new DLC, so I guess I'll see how much the game improves with the patch before making any decision on spending money for a minor add-on on the base game...

Shabbaman
10-12-2010, 17:11
I haven't even played with all civs yet, and unless we'd get the dutch I don't see a reason to buy new civs. But I'd like the patch to motivate me to continue my deity game.

akots
10-12-2010, 17:24
I'm afraid you won't be able to continue after patching and would have to start a new game. They'll be changing a whole lot so saves most likely will not be compatible.

ProPain
10-12-2010, 17:45
Alienate your customers 101 by Firaxis

grahamiam
10-12-2010, 18:47
I'll wait for the Summer (or other) Steam bundled sale, no need to jump on this now as I haven't played or played against all the included civs anyways.

However, this does not bother me as much as it apparently bugs others (Beam) I'm looking at this as a trickle-expansion method, rather than a large, one-shot release expansion. I mean, if these civs are ready for prime time (I know, I know), why not release them now for a nominal charge rather than waiting till all 8 or 10 new ones are done? 5 x 8 = 40, about the price of an expansion, so it's ok to me. Warlords had 6 new civs and 10 leaders and was sold for about $40, iirc. BtS was bigger, with 10 and 16, but it had the original 6 and 10, so was really 4 and 6 + a bunch of scenarios + fucking spying.

Releasing maps for a fee is horseshit, but a scenario (as long as it was balanced (right?)) + 2 civs seems ok to me.

Socrates
10-12-2010, 19:26
Releasing maps for a fee is horseshit, but a scenario (as long as it was balanced (right?)) + 2 civs seems ok to me.
Not me. I mean, fans can do this and far better for free ! What's the point ?

And I even dislike the expansion pack method more and more now. It's so little effort on their part compared to the effort to set up the core game, while it's almost the same price as the vanilla game. Again, why ?

No more fanboy. My 2 cents.

barbu1977
10-12-2010, 21:05
However, this does not bother me as much as it apparently bugs others (Beam) I'm looking at this as a trickle-expansion method, rather than a large, one-shot release expansion. I mean, if these civs are ready for prime time (I know, I know), why not release them now for a nominal charge rather than waiting till all 8 or 10 new ones are done? 5 x 8 = 40, about the price of an expansion, so it's ok to me. Warlords had 6 new civs and 10 leaders and was sold for about $40, iirc. BtS was bigger, with 10 and 16, but it had the original 6 and 10, so was really 4 and 6 + a bunch of scenarios + fucking spying.



I agree if you compare to Warlords. But at some point they will need go get a real expansion that corrects balancing issues (New tech, New Units). Like was conquest and BtS). I realy wish they will stay out of DLC for those.

Furiey
10-12-2010, 23:20
Full patch notes:

Hey guys,

I just posted the full list of changes for next week's patch over on the 2K Forums (http://forums.2kgames.com/showthread.php?99880-December-Patch-Full-Change-List)

Here it is:

Apologies for these patch notes not listing which changes are new since the last update; this is a rewritten list with all of the changes, and also provides more details about a lot of the items that you guys have been asking about.


[AI]

[TACTICAL AI]
Proper evaluation of which enemy units can reach my units next turn.
Sorting enemy targets (within a class) by damage.
Combine bombardment fire from cities with other ranged fire where possible.
Never target a city for a ranged attack when they are already at (or going to be at) 1 health.
Have the tactical AI be more aggressive about fortifying units that aren't moving anyways.
Make all forms of guarding improvements the lowest priority tactical AI moves.
Don't mark tiles adjacent to enemy at sea as good for flank attacks -- there is no flanking at sea.
Update to tactical AI pillaging code - now prioritize enemy land resources and trade routes (never regular mines or farms). Always uses the check to make sure AI is not trying to pillage in an enemy dominance zone. Barbarians will still target everything.
Never use ranged units to provide flank bonuses.
Reduce chance of AI civs making "suicide" attacks.
Changes to better protect the capital or any city with an enemy within 5 tiles.

[VICTORY]
AI will be more aggressive about pursuing Diplo victory (bribing City States) if they are wealthy.
AI will be more aggressive about building Spaceship parts when going for Science victory.

[CIVS]
Tweak a few leader settings to be more likely to use their traits.
Adjust Napoleon to make more likely to go for culture.

[COMBAT/UNITS]
AI will not use Horse as defenders on hills as much.
AI will often build more defensive troops.
AI will more aggressively hunt barbs in the early game.
Slightly more naval units.
AI will now build ranged and mobile units more in line with the flavor settings for the team - in general, this means more mobile units.
AI now builds, deploys, and uses air units more effectively.
Allow AI to build more units if above Prince.
AI will be more likely to build and bring siege units in a city attack.
Better nuke targeting by AI.
Won't build AA if no air threat.
Allow AI or automated human explorers to move to edge of sight range and then explore again.

[EXPLORATION/EXPANSION]
AI will emphasize getting an Ocean going explorer unit when the time comes.
AI slightly more likely to settle off home continent.
AI should colonize other continents regularly.
AI second wave expansion more aggressive.
Improve the AI's chances of setting up protected bombard attacks.
Settlers: should handle watery maps better.
AI will grab goody huts on other land masses.
AI will grab empty barb camps more often.

[WORKERS/CITY AI]
Large Cities should be more willing to build happiness and gold buildings.
Workers prioritize repair builds higher than other builds.
AI will be more likely to build a wall on any city that was an original capital.
Builder tasking now calculates yields appropriately during golden ages and weighs tiles according to how much stuff they provide overall as well as their maximum yield of a certain type.
More likely to build up economy early.
Multiple worker AI improvements.

[MISC]
Factor GS into flavors more.
Disband obsolete units even if not losing money.
Upgrade units a bit more.
Tweak flavors of policies a bit.
Have AI factor Grand Strategy into picking policies.
AI will factor grand strategy into tech choices a bit more.
AI don't send a barb expedition if defenses are critical.
AI less likely to pick a city on an inland sea for serious naval production.
Additional pathfinder optimization.

[GAMEPLAY]

[CITY/BUILDINGS]
Added "National Treasury" national wonder, which requires Markets in all cities. Provides +8 Gold per turn to the city in which it's built.
Added “Circus Maximus” national wonder, which requires Colosseums in all cities.. Provides 5 Happiness.
Library now has no specialist slots.
Wat now has two specialist slots.
Public school now has 1 Science per pop, +1 free Great Scientist point, +1 Culture for 3 gold maintenance.
Observatory now has 1 specialist slot.
Research Lab has two specialist slots.
Public school now provides 1 beaker per pop for 3 gold maintenance.
Watermill now provides +2 good and +1 production for 2 gold maintenance.
Paper Maker now has no specialist slots.
Circus now has +2 happiness and no maintenance.
Theatre now has +5 happiness.
Stadium now has +5 happiness.
Reduced production cost and maintenance for the Courthouse.
Courthouse can now be purchased in a city (although it is expensive).
Removed maintenance from city defense buildings (Walls, Castle, Military Base).
City defense buildings now help cities heal.
Increased city strength ramp-up based on technology.
Reduced effects of Forbidden Palace and Meritocracy (Happiness per city).
Reduced amount of food needed for cities to grow at larger sizes.
Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this).
Ironworks now gives 10 hammers instead of a % bonus.
National College now gives +5 science in addition to the % bonus.
Hermitage gives 5 culture in addition to its previous bonus.
Raze/Unraze exploit fixed.
Cities being razed are unhappy about it (only during the razing process).
Cities heal more quickly.

[UNITS/PROMOTIONS]
Cavalry can now go obsolete with Combustion.
Stealth bombers cannot use carriers.
Only allow one upgrade per unit from a goody hut.
Add second embarkation promotion ("Defensive Embarkation").
Amount of damage done during naval combat increased.
All melee horse units get penalty attacking cities.
Increased city attack penalty for mounted and armor units to 50% (from 40%).
Lancers (and Lancer UUs) upgrade to helicopter.
Lowered combat value of Horseman and Companion Cavalry.
Promotions must be picked the turn they're earned.
Can no longer promote a unit that has fought during the turn (instead, the promotion comes up the beginning of the following turn).
Catapults and Trebuchets now weaker against units but stronger VS cities.
Reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities.
Reduced some combat bonuses: flanking (15 to 10), Great Generals (25 to 20), Discipline (15 to 10), Military Tradition (2x to 1.5x).
Remove requirement for aluminum on Mobile SAM.
Lower open terrain penalty to 10% .
Marsh is now 3 moves to enter (Chariots do not move quickly through it anymore).
Cavalry now upgrade to tanks.

[CITY STATES]
Reduced bonuses from Maritime city-states - Friends: +2 food in capital, +0 food in other cities - Allies: +3 food in capital, +1 food in other cities
Only the first 3 units gifted to a city-state will earn Influence now.
Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty.

[HAPPINESS]
If an empire reaches -20 Happiness, it goes into revolt, and rebels start appearing throughout the empire, based on the number of cities.
Amount of Happiness needed to trigger a Golden Age reduced.
Amount of Happiness needed to trigger a Golden Age now increases as the number of cities in the empire goes up.

[POLICIES]
Landed Elite (Tradition Branch) now reduces culture cost of border growth by 2/3.
Monarchy (Tradition Branch) now provides +1 Gold per 2 pop in the Capital..
Liberty now provides a Settler training bonus to only the capital, and not every city.
Tradition now provides +50% growth in the capital.
Theocracy now reduces Unhappiness by 25% .
Reformation now gives a 10-turn GA.
Adopting Rationalism now gives a 4-turn GA.

[TECH TREE]
Add link between Military Science and Dynamite.
Add link between Civil Service and Education.
Add link between Economics and Scientific Theory.
Add link between Chivalry and Acoustics.
Research overflow now works correctly (extra beakers after completing a tech will rollover to the next tech).

[GENERAL]
Fixed bug where clicking on a city plot wouldn't select the garrison.
Natural wonders now award culture (if worked) and happiness (if in border) if that trait is assigned to a wonder in XML.
Players must now always adopt Policies immediately, and cannot defer picking until later.
Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). Razing cities will not raise your policy cost ceiling.
Reduced culture needed for first plot acquisition from 20 to 15.
3 new Natural Wonders and rarity code for both base game and New World scenario.
Reduced points from Wonders (40 to 25) & Cities (10 to 8), increased points for pop by 1 (3 to 4).

Furiey
10-12-2010, 23:22
Continued:

[DIPLOMACY]

AI's attitude towards you is now visible in the diplo screen and diplo drop-down.
Added info tooltip for an AI leader's mood. Lists things that are making an AI player happy/upset.
New diplo system: Declaration of Friendship (public declaration with diplomatic repercussions).
New diplo system: Denounce (public declaration with diplomatic repercussions).
New custom leader responses (Serious Expansion Warning, Aggressive Military, Luxury Exchange, Borders Exchange, Gift Request, etc.).
Not agreeing to a friend's request now results in a relations hit.
Third party AIs can now respond when a player makes a DoF or denounces someone. What they say is based on the situation - e.g. if you make friends with someone they don't like, they'll scold you.
AI leaders will now sometimes ask their friends to denounce one of their enemies as a show of support, and refusing to denounce someone when an AI asks can now make them very upset.
AI is now capable of denouncing friends (aka, backstabbing) and added backstabbing info to diplo overview screen.

[UI]

Add XP bar for air units, do not allow XP for air units attacking a city that is already down to its last hit-point.
Change ActivePlayer's name to "You" in single player in score list.
Added game option to disable automated workers from removing features.
Fixed bug where Happiness from garrisoned units wasn't being listed in Happiness info tooltip.
Load Map function will now display correct size and type of saved map.
New “Angry Genghis” loading screen (replaces the “fluffy-bunny Genghis” loading screen).
Added setup options to allow players to defer choosing Policies and Promotions right away.
Show the river penalty when attacking city across river (the penalty was there but was not being shown in the preview).
Global politics screen updated to reflect new diplo system.
Can no longer Force End Turn (shift-enter) through blocking notifications. CAN now use it to skip over units which need orders.
Multiple tweaks and bug fixes.


[MISC]

Fix small bugs with adding long roads around existing features.
Fixed bombard arrow across world wrap.

[MODDING]

Parent category counts now include counts of child categories.
Selecting/deselecting a category now automatically selects/deselects it's children and its parent.
Tweaked category name truncation to better fit names.
Hide categories w/ no children and a count of 0.
Added support for fallback languages (if mod is not translated, fall-back to English so text keys are not showing).
The pager for the installed mods tab of the mods browser is now displayed in the correct location.
Long values for properties such as "Special Thanks" will no longer extend past the edge browser frame.
Categories refresh much faster now in the mods browser.
Multiple additional tweaks and fixes to the mod browser.
Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units.
Added GameEvents system for overriding Gameplay DLL specific functionality.
Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks".
Multiple SDK updates (new version to go live shortly).

[SERIALIZATION/SAVES]

Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game. This heightened the risk of late-game our of memory crashes significantly.

grahamiam
11-12-2010, 04:05
But at some point they will need go get a real expansion that corrects balancing issues (New tech, New Units). Like was conquest and BtS). I realy wish they will stay out of DLC for those.

Yep, which is why I'll avoid the micro-expansions as I suspect the "real" expansion will have the micros + additional stuff.

And I even dislike the expansion pack method more and more now. It's so little effort on their part compared to the effort to set up the core game, while it's almost the same price as the vanilla game. Again, why ?Money? It pays for the bug-fix work, which is usually pretty significant for a Firaxis product :)

akots
11-12-2010, 05:24
No fixes for bugged multiplayer, no PB, no PBEM, not even a hotseat. Otherwise, it should be better.

grahamiam
11-12-2010, 06:39
No fixes for bugged multiplayer, no PB, no PBEM, not even a hotseat. Otherwise, it should be better.Defined as FUBAR and it's definitely killing my interest.

With the time away from civ, I've helped by 7 and 10 yr old improve in chess. Our Chinese language school has a chess club, and they've joined. 7 yr old now wants to play me everyday.

10 yr old was getting killed every week till Thanksgiving. Since then, he's earned 2 forfeits and 1 draw, all against players that were beating him previously. He then showed me a paper on Wednesday, 8 or 9 messy diagrams, but he was very proud of them. I asked what the heck he was showing me, and he said that him and 2 friend in school were plotting opening moves. 3 to 7 moves on each diagrams. Openings for 5th graders! I beamed :)

If you have a good chess book recommendation for younger players, I'd be much obliged.

Shabbaman
11-12-2010, 12:34
I'm afraid you won't be able to continue after patching and would have to start a new game. They'll be changing a whole lot so saves most likely will not be compatible.

Doesn't matter really, I've retried the map 6 times and it's impossible to get around Babylon's initial aggression.

Socrates
11-12-2010, 13:41
Money? It pays for the bug-fix work, which is usually pretty significant for a Firaxis product :)
We don't sign a support contract when we're buying the game. Heck, even Microsoft doesn't sell Service Packs for Windows, which are major updates !

No fixes for bugged multiplayer, no PB, no PBEM, not even a hotseat. Otherwise, it should be better.
You do all realize that the very existence of CDZ is for playing multiplayer on a franchise named Civilization ?

akots
11-12-2010, 18:34
... If you have a good chess book recommendation for younger players, I'd be much obliged.

Well, good book has to written by a good player and this is the most important. I am regularly going to Borders being unemployed at the moment and have some time to spare and notice an array of books like "We teach you to win every game" or "Best strategies on hammering on your opponent" or "How to win a club tournament" written by some very mediocre players which even I have a chance to beat. Indeed, I met a few of these mostly US players (masters with ratings around 2200) on FICS and they are usually quite lame.

So, I would try to get some decent book for the kid, not very thick or difficult but written well and which will EXPLAIN things, not just tell what to do and when.

A brief list might include:
1. Capablanca "Chess Fundamentals". I read it when I were 13 or 14 so might be a bit steep to a 10-yo but it is very well written.
2. Lasker "Manual of Chess". A little bit too thick but Lasker likes to EXPLAIN and he makes the reader understand. It is a big book but reads easily and is very self-explanatory. IIRC, I read it when I were 11 or 12 and thoroughly enjoyed it.
3. Nimzovich "My System". It is for a more mature reader but parts of it can be started early. It explains the magic behind putting pieces on the right squares and is basically not an entertainment but a thorough strategy guide.

Fisher and Karpov wrote a number of short books for beginners aka "Bobby Fisher Teaches Chess" and similar stuff. It is very simple but can be short and entertaining endeavor.

Oh, a good thing is that you can download most of these books without paying too much from torrents or if you still want a hard copy, they are sold online at substantial discounts.

Beorn
11-12-2010, 19:28
You do all realize that the very existence of CDZ is for playing multiplayer on a franchise named Civilization ?That's sooo 2004.

Furiey
11-12-2010, 23:44
Well the imminent patch encouraged me to keep trying:

http://i167.photobucket.com/albums/u155/Furiey/CDZ/Deity.jpg

grahamiam
12-12-2010, 05:32
2. Lasker "Manual of Chess". A little bit too thick but Lasker likes to EXPLAIN and he makes the reader understand. It is a big book but reads easily and is very self-explanatory. IIRC, I read it when I were 11 or 12 and thoroughly enjoyed it. Bought, thanks!

Congrats Furiey :)

Furiey
15-12-2010, 20:19
Patch is downloading for me on Steam now, 173.2MB.

Furiey
15-12-2010, 22:32
And not a good start. It seems to be slower IBT and has just hung on me while IBT on a small map. First time it has done it like that, the only other times were when they made Babylon saves incompatible with a patch and late game on a huge map. I seem to be making lots more money than usual.
Good point is you can use old saves.

ProPain
15-12-2010, 23:22
I'll wait for firaxis to patch the patch then :D

And congrats with the deity win Furiey!

Shabbaman
16-12-2010, 09:04
I'm about to order some upgrades for my system, cba with ibt waiting times after that I guess. What are you making money from?

Darkness
16-12-2010, 09:44
And not a good start. It seems to be slower IBT and has just hung on me while IBT on a small map. First time it has done it like that, the only other times were when they made Babylon saves incompatible with a patch and late game on a huge map. I seem to be making lots more money than usual.
Good point is you can use old saves.

So, I really should be happy that I couldn't get into Steam yesterday evening?

I seem to have forgotten both my password and the answer to my secret question... [blush2]

ProPain
16-12-2010, 12:05
So, I really should be happy that I couldn't get into Steam yesterday evening?

I seem to have forgotten both my password and the answer to my secret question... [blush2]

So now it's the supersecret question :)

Furiey
16-12-2010, 12:35
I'm not sure where the money's come from I'll have to look and see what's different from what I expect.

Darkness
16-12-2010, 13:35
So now it's the supersecret question :)

That'd be nice, but the support team on steam hasn't answered me yet, so no supersecret question to be answered so far...

Furiey
16-12-2010, 19:54
And the double Civ pack is out too.

Darkness
17-12-2010, 11:02
That'd be nice, but the support team on steam hasn't answered me yet, so no supersecret question to be answered so far...

No need for supersecret questions. Response within 24 hours. Good service from steam helping some stupid moron who messed this up himself... [blush2]

Furiey
17-12-2010, 13:02
I've played through a new game started with the same settings as the one started before the patch without any trouble this time, so maybe my hang was because it was a pre-patch game.

ProPain
17-12-2010, 13:55
And the double Civ pack is out too.

What is that?

Darkness
17-12-2010, 14:30
What is that?

New DLC: Incas and Spain + a New World scenario for 7 euo's or something.

Furiey
17-12-2010, 15:38
Yes, free if you bought from D2D.

ProPain
17-12-2010, 16:56
couldn't buy from D2D from the Netherlands. Would be nice if Steam DigDelux purchasers got it for free as well, would finally add some value to that Deluxe package.

For now I won't be buying it. Maybe when I pick up Civ V again in the future.

Beam
17-12-2010, 17:02
Started to play the new patch last night and did not have any issues. It is a peaceful OCC prince game however and it is not finished yet. Keep you posted.

Darkness
20-12-2010, 09:12
A couple of quick observations about the game after the patch:

- No more horseman rushing. Which is probably a good thing, because winning on deity was ridiculously easy. With the combat penalty horseman now get attacking cities, you need at least some other supporting units to help taking the cities. Which move way slower than horseman, so the quick horseman rush on higher levels is effectively gone.

- Those natural wonders are not good for MP. Now all natural wonders have some unique benefit if you have the tile in your borders and/or if you work 'em. Not a good thing for a balanced MP start...

- Mongols suck. Maybe an overreaction, but I really don't need a knight-replacing UU (Keshik) to be a ranged unit. Especially with horseman nerfed, a quick powerful unit like a knight can conquer quite a bit using melee attacks. Ranged attacks are nice, but they don't conquer anything directly. :(

Furiey
22-12-2010, 10:32
Looks like a few issues wuth the patch are being corrected:

This was over at the Firaxis forums...

12/22 Hotfix

Hey guys,

Tomorrow (12/22) we will be releasing a hotfix to address a few issues with the most recent major patch. Here are the changes:


[STABILITY]

* Fix for various rare crash bugs


[MODDING]

* Re-enabled LUA library unused in the core game. It was removed because we didn’t think modders were using it, and apparently many, many are using it.


[GAMEPLAY]

* Fixed bug where as Siam, food from Maritime City States didn't provide the expected result.
* Make a few more negative promotions not pass through on upgrades
* Made the Mandekalu mounted unit have the same negative vs city as the other mounted units
* Increased the chance that the AI will improve sea plots

Furiey
19-01-2011, 23:07
Yet another hotfix, the only descriptiion is fixed numerous crashes. (1.167 or something)

Darkness
20-01-2011, 09:55
Yet another hotfix, the only descriptiion is fixed numerous crashes. (1.167 or something)

I wonder how many of those useless hotfixes (for me anyway, as I have yet to have the game crash) we're going to get before they turn the log file back on again. That one has me annoyed most of all. I mean, how hard can it be to turn something on again that they turned off with the december 16th patch...? :(

Furiey
20-01-2011, 11:53
Yes, that was the first thing I checked to see if the log file was updated again. Sadly not. Maybe they just don't want us to see that the game still can't recognise that we've built a lancer.

Furiey
02-02-2011, 23:01
Found the description of what the hotfix fixed...

1.0.1.167
Released 1/20/2011
[CRASHES]

Dead interceptor crash fix (occurred frequently in late-game, usually on the AI turn)
Movement limit crash fix (occurred when any high-movement unit, a gunship in this case, made use of the railroad bonus and moved beyond the engine visualization limits)
Crash fix for diplo AI. When the player witnesses an AI leader buy a minor ally, and aggressively purchased them back, the game would eventually crash when the AI leader would correctly try to complain to you about it.
The following crashes were all discovered via the Steam Crash Reporting system that Civilization V utilizes:

Crash - pCitizens->GetCityPlotFromIndex(iPlotLoop); is returning NULL in the CvPlayer::DoRevolt loop.
Crash - Occasionally strange values are sent to the movement cursor code. Wrap and clamp the values before they get to the pathfinder.
Crash - Fix to divide by zero crash with AI buying plots.
Crash - In RouteValid, the CvTacticalAnalysisMap cell thinks a plot is claimed, but the plot itself has no owner.
Crash - Era out of bounds during a reload.
Crash - During a resync, a crash happens when GameplayUnitCreated calls CvPlot::GetActiveFogOfWarMode apparently because the game's ActiveTeam is NO_TEAM (-1).

[GAMEPLAY]

Fix to Golden Age length (for Reformation policy with both the Persian trait and Chichen Itze)
Corrected duration of golden ages generated from Taj Mahal and when a Persian player has Chichen Itza (Before the multiple 50% additions were "compounded" rather than added together into a 100% bonus.)

[UI]

Fix to blank science victory details screen

Shabbaman
03-02-2011, 08:42
I've never build a gunship.

Darkness
03-02-2011, 09:16
Still no fixes for the lancer and the log file.... :(

Beam
03-02-2011, 11:47
Still no reason to start playing again imvho.

Furiey
03-02-2011, 11:54
This was the mid Jan fix that they've finally released what they fixed. Rumours are starting from the next one but 2k still saying just rumours. There has been mention of a free add-on for pitboss and multiplayer but I don't know how official that is or if it is just wishful thinking.

akots
03-02-2011, 17:37
Multiplayer is still completely broken.

Kingreno
09-02-2011, 11:40
Still no reason to start playing again imvho.

Could not agree more. I've recently started playing civ III again and I have to conclude that after a few hours it was a LOT more fun then civ V.

ProPain
10-02-2011, 11:20
That avvie brings me back to my highschool days KR

Darkness
17-02-2011, 10:15
Apparently there's a new Civ5 patch coming out later this month (http://forums.2kgames.com/showthread.php?104604-February-Patch-Notes)

Which, in itself, is probably good news, but unfortunately I didn't see any fix for the game log mentioned in the list... :(

Furiey
17-02-2011, 12:02
There are now 10 new achievements as well, probably ready for some new DLC. Hopefully the log will get fixed, but I'm not holding my breath.

Shabbaman
17-02-2011, 12:48
That's a lot of tweaking in progress. Unfortunately no tweaks to the tile preference during combat this time.

akots
17-02-2011, 18:20
I'm not sure what is the point in all this minor tweaking. Make the game more difficult? Make players build improvements which are not needed? And what is this with 3 tiles distance between the cities? It does not make any sense with very slow growth of the cities both in culture and especially in number of citizens. TBH, these changes will only worsen the gameplay, not being aimed at improving it. Anyhow, since I'm not playing Civ5, there is no point in complaining.

Still there is no PB, no hotseat, no PBEM, no major multiplayer fixes.

akots
17-02-2011, 18:24
Oh, and after a most recent Civ5 update and NVidia driver update, I cannot start DX10-11 mode of the game any longer and have to go back to DX9. Performance somehow also got worse and I cannot switch to full screen for some reason since the game crashes at that. They fix one thing, break another thing, I'm sort of giving up.

Kingreno
17-02-2011, 18:43
I must agree with Akots. The most annoying thing in the few hours I invested was that it was taking way too long till settlers could be built. Now these increase in cost 25% and I cannot build cities closeby. bleh.

Furiey
25-02-2011, 01:38
It doesn't look like we'll get the achievents log file back with this patch, from the 2kforum:

"It was disabled because it was never intended to be enabled in the release version. It was originally only supposed to be for debugging. However, several people have expressed interest in having it turned back on, and so we'll look in to getting that turned back on in the future. Probably not in this patch though, sorry."

Darkness
25-02-2011, 09:40
That's disappointing. :(
It's not like we're asking for a major fix here. We're just asking them to activate something that they've disabled with the previous patch...

Now it's really annoying, 'cause you have no idea where you are on the cumulative achievements... I still need to get the "build 1000 temples", "chop 1000 forests", buy 1000 tiles", and "win 100 games, get 100 great generals and have an army of 100 units".

Now I know I had an army of 104 units, before the last patch, but I have absolutely no clue where I am on the others... :(

Furiey
25-02-2011, 10:22
I've just played a game as Elizabeth, spent the whole time continuously sinking boats, but have no idea how many still to go to get 357. And as for 1000 whatever I really don't know. Just frustrating. At least I got all the different Wonders built, so I'm not wondering what is that one I'm missing.

Darkness
25-02-2011, 10:47
I've just played a game as Elizabeth, spent the whole time continuously sinking boats, but have no idea how many still to go to get 357.

Better prepare yourself then, 'cause you're in for a long quest... I just got that one a couple of days ago.
I played a 4-5 (small/standard sized) games as Elizabeth using "Raging barbarians" to get extra ships and building way too many ships to sink the barbarian boats (I am not entirely sure, but before the log was switched off I got the idea that ships sunk by city bombardment didn't count towards the 357)...

Beam
25-02-2011, 14:05
It doesn't look like we'll get the achievents log file back with this patch, from the 2kforum:

"It was disabled because it was never intended to be enabled in the release version. It was originally only supposed to be for debugging. However, several people have expressed interest in having it turned back on, and so we'll look in to getting that turned back on in the future. Probably not in this patch though, sorry."

[estwing]

Rik Meleet
25-02-2011, 15:35
I haven't bought civ 5 and I still have no rekindled desire to buy it.

ProPain
26-02-2011, 10:09
@Rik: Keep it that way for now :) Just reinstall civ III or just spend a staggering 5 euro on Civ III complete on Steam if you lost your disks :)

Rik Meleet
26-02-2011, 22:10
@Rik: Keep it that way for now :) Just reinstall civ III or just spend a staggering 5 euro on Civ III complete on Steam if you lost your disks :)I already have installed C3C back in December and played a GIGA map, 31 civs and after 100's of hours I quit. Tired but satisfied.

No time for any Civ nowadays though - the little man needs me.

Furiey
28-02-2011, 19:43
Still no patch, but there is some new DLC coming on Friday:

From PC Gamer: (http://www.pcgamer.com/2011/02/28/civilization-5-polynesia-pack-and-free-maps-out-this-week/) 2K Games have announced that they will be releasing new Civilization 5 DLC this Thursday. The Polynesia pack will add the Polynesian civilisation and new research trees that can be used to unlock new cultural wonders like the Moai stone heads of Easter Island, and military units like the Maori Warriors. There will also be a new scenario called Paradise Found in which you must take charge of one of four tribes and fight for supremacy in Polynesia.

A map pack will also be released for free alongside the new DLC, adding the Skirmish, Ring and Ancient Lake maps to everyone’s game. The new maps will arrive automatically through a Steam update.

Furiey
28-02-2011, 22:29
The new achievements are now named in Steam ready for the DLC:

Ngata Chance
Head and Shoulders Above the Rest
Bora! Bora! Bora!
Book 'em Danno
Heads Up!
This isn't Kansas
Law of the Splintered Paddle
Surviving the Marquesas
Do you have a little Captain in you?
Searching for the Precious

Darkness
01-03-2011, 10:08
Still no patch



On the 2K forums a Firaxis employee has confirmed the "February patch" will be released today, March 1... :rolleyes: ;)


Some of the DLC's actually seem quite interesting to me (the new civs (Spain, Inca, Polynesia) and the scenario's), but those cradle of civilization map packs seem like a waste of money to me.
I wonder if they will, at some point (in the probably distant future, if ever), combine all the DLC's in one big pack and make a nice price out of it. It seems to me that these DLC prices are a bit high for such limited content and the costs will add up quickly. Right now the DLC's already total over 20 euro's (nearly the price of a complete Civ4 expansion pack when they first came out) and then all you get is 4 civs, 2 scenario's and 4 new pre-made maps...

I wonder if that's worth 20 euro's? But then again, how many hours will I spend on those 20 euro's? After all, Civ5 seemed pretty damn expensive to me (50 euro's), but Steam showed me last night that I've already logged over 500 hours "playing" Civ5 :eek: (I think the "clock" keeps running if the game is open, even when you're doing other stuff on the computer). Still, that would be less than 1 euro for every 10 hours... Pretty good value, I guess, if only they would fix a couple of the bigger issues in the game....

Furiey
01-03-2011, 10:54
I suppose it is still a patch that was made in February!

I got the Spain/Inca DLC as part of the D2D deal but not played it yet although Spain has shown up in a game. I will probably wait for any more for a steam sale and will not bother with the map packs.

Furiey
01-03-2011, 21:47
It's out!

143.9 MB

Socrates
01-03-2011, 22:13
that would be less than 1 euro for every 10 hours

You mean, that they pay you for playing ? ;)

Beam
04-03-2011, 18:26
It's out!

143.9 MB

Is the new patch any good, could it make us return to play Civ 5 again?

Furiey
04-03-2011, 20:54
I certainly makes for a quick start with the policy that gives you 50% Settler reduction and a free settler!

akots
04-03-2011, 22:28
I tried a game with the patch yesterday as Darius on a small pangea map (6AI) on emperor and quit after an hour in complete frustration, did not even save. I scouted more than half the map by turn 90 (600BC) and did not see any iron. AIs and city states did not have iron either. However, there were insane amount of cows and sheep basically everywhere. My starting location had room for 2 cities and not a single tile more. They somewhat enhanced production but severely decreased gold yield. Thus, I had 2 cities, 3 warriors and a worker and my maintenance was exceeding the income. So, despite having all these hammers, I had noting to build but wonders because could not afford any building maintenance. Also, all AIs were cheesy friendly for some reason almost from the very start and I got Steel on turn 90 via agreements and blocking tech paths which is quite ridiculoius. IMO, the game was not tested and the balance is completely absent. IMO, it was more balanced in the unpatched initial version of the game if one does not count the exploits. So, as it is now, it is essentially unplayable to my taste. DX10 also stopped working again and DX9 is barely holding up. Fan noise is insane and temperature of graphics card is climbing. There is also memory leak unfixed despite all claims. Game took over 1Gb (it is a lot of memory, not sure even 1% of that is actually needed) of memory but after quitting to main menu and reloading an autosave around turn 60, it were less than 500Mb.

Darkness
04-03-2011, 22:58
I tried a game with the patch yesterday as Darius on a small pangea map (6AI) on emperor and quit after an hour in complete frustration, did not even save. I scouted more than half the map by turn 90 (600BC) and did not see any iron. AIs and city states did not have iron either.

Bad luck, IMHO.

I just started a new game yesterday. Small pangaea too, 5 AI, as Nebuchanezzar. No iron in range of my cities (plenty of space for 5-6 cities). Bought iron from a city state and butchered Persia, who had another 3 iron sources. Needless to say I cruised the rest of the way...

But there do seem to be insane amounts of cattle and sheep. Maybe someone at Firaxis has a livestock obsession or something? ;)

Furiey
05-03-2011, 00:16
I've not had a problem with iron, there do seem to be a lot of cows and sheep, also a lot of barbarians.

Kingreno
05-03-2011, 18:46
Sounds like no big changes to me. For those who agree to that, please do visit the SP-challenges forum in the Civ III section and play KoE 2. :D

Darkness
07-03-2011, 15:27
I bought a couple of DLC's this weekend...

I skipped the map pack, but I bought "Babylon", "Spain and Inca" and "Polynesia".
I liked Babylon (bowman are nice, and the free great scientist at writing certainly helped) as a civ to play, though, IMHO 3,49 euro's is a quite a lot for just one civ.
Polynesia is a great civ to play. It's unique trait (embarkement and sailing over ocean from the start of the game) are quite powerful if employed correctly (depending on the map of course) and the Moai improvement seriously changes the game for a cultural win. Nice addition, IMHO. I've not yet played the scenario through...

I've also not yet played Spain or Inca's or the scenario in that DLC...

11,97 euro's for 4 civs and 2 scenario's is a bit on the high side (no new game features), but it almost seems like a sort of "half-expansion pack"... :)

Furiey
07-03-2011, 15:44
I think the price of Babylon is set to reflect that it is what people primarily bought the deluxe version for. To those that paid an extra £10, it's currently cheap. I got the Spain pack with my D2D purchase, shan't bother with the maps, may at some point get the polynesia one.
Resource distribution does seem a bit hit and miss, my most recent game I had only one source of Aluminium despite owning 3/4 of the map. I had Iron coming out of my ears though.

Robi D
11-03-2011, 13:57
But there do seem to be insane amounts of cattle and sheep. Maybe someone at Firaxis has a livestock obsession or something? ;)

Maybe they hired a New Zealander :D

grahamiam
11-03-2011, 19:55
Maybe they hired a New Zealander :D

More likely thier programmer is from Thurmont, Maryland. People from there like sheep a lot ;)

Furiey
14-04-2011, 00:32
2kGreg has just posted info in the 2k forum about the next patch:

Upcoming Patch Notes

Hey guys! I have a massive list of changes for you that will be going in to our next patch. And because it was such a hit last time, here’s another introduction by Dennis, the producer of Civilization V at Firaxis.

The patch notes below are the first part of a large two-part update. We wanted to focus this part of the update on stability and bugs, and as you’ll see in the notes below, we’re progressing nicely. There is also continued work going into the AI, the modding framework, and WorldBuilder, and we expect to have this in your hands shortly.

The second part we have begun working on will be released in the coming months, and will include our next balance pass (for those areas of the game that were not included in the March 1 update), as well as continued work on AI, diplomacy, and a much-requested addition to the game that we’ll be discussing in more detail very soon.

You guys have all been instrumental in helping us to continue to make Civilization V better with each update, and there’s more to come!
AI
•Economic AI: Tweaks to improve the number of workers built.
•Diplo AI: Correct minor error in calculation by AI to decide if it wants to join a coop war.
•City Strategy AI: Fix flavor broadcast to cities just after they are founded. Player level adjustments since start of game weren't being copied over to the new city.
•Operational AI: If AI sees that WarState is Calm (i.e. no one has troops near enemy lands), still consider launching an attack if overall military strengths are at least even.
•Operational AI: Enhancements to more sensibly pick city from which to launch a naval invasion.
•Operational AI: Slightly relax requirements for naval invasion to be on target (to get them onshore and attacking sooner).
•Operational/Tactical AI: Fix to movement/deployment for naval invasion forces.
•Operational/Tactical AI: Improved weighting and selection of muster and target cities for city attack operations.
•Tactical AI: Early game AI tweak to allow occasional sneak attack.
•Tactical AI: Improvements in civilian and embarked units targeting.
•Tactical AI: Units with defensive embarkation had a combat strength when embarked and were being considered for tactical moves (like making ranged attacks) that they weren't actually eligible for.
•Tactical AI: Improved the logic of how units are chosen for tactical moves so embarked units can now drop into place on land as flanking units, bombard units, etc.
•Tactical AI: Changes to more effectively use Great Generals offensively.
•Tactical AI: Citadels now project danger.
•Tactical AI: Units defending citadels are high priority targets; AI will prioritize trying to take these spaces.
•Tactical AI: AI will now pillage undefended citadels.
•Tactical AI: Be wary when approaching an enemy city; don't close on it if enemy clearly has superiority.

Furiey
14-04-2011, 00:33
GRAPHICS
•Fixed an issue that was not allowing the Americas building set to display properly.
•If a 3D leaderhead scene cannot be created, fallback to 2D.

GAMEPLAY
•Units: Stealth Bombers can now get promotions.
•Units: Add “Fortify until Healed” option for aircraft. Before, they only healed when inactive, which could cause confusion for the player.
•Units: Prevent units with the "No Melee" promotion from capturing cities (archers, catapults, etc.).
•Units: Air units must be in a city to upgrade, and no sneaky "I'm on a carrier in the city" either.
•Units: Fixed a problem that was allowing units to upgrade in territories that were not their own.
•Terrain Improvements: Allow Moai to be built over top of resources.
•Terrain Improvements: Correct an issue that resulted in double resources if you founded a city on top of an improved resource plot.
•Yields: Fix a load order problem where the lake bonus is not applied to a farm after loading an existing save.
•City Management: When selling a building, ensure that all citizens are properly removed.
•City Management: When assigning a specialist to a building, make sure we don't accidentally assign more citizens than we have available.
•City Management: Fix for an issue that was causing workers to go missing when population went down.
•City Management: After the citizen is removed from working, adjust the unassigned worker count before subtracting from the total population. There were rare situations that could cause the worker to disappear.
•Culture: Keep the current culture level of the city after it is captured. The culture production will go to 0, but the culture level must remain the same or else a large city will be able to acquire tiles at the same rate as a smaller city.

UI
•Pre-Game: The tooltips for unique items in the Loading screen no longer show up until AFTER loading has finished, preventing potential “stuck” UI.
•Pre-Game: Prevented escape key from being used to corrupt starting parameters while starting a tutorial game.
•Pre-Game: Multi-player maps added to Single-player as well.
•Pre-Game: Fixed a rounding issue in the options menu so that values are always integer based for the tooltip delay.
•Pre-Game: Using ":" in a save filename is no longer considered valid since Windows does not allow this. Players could potentially use this character in a save name without knowing that the file was not created when they exited the dialog.
•Notifications: Fix notifications that arise after a city is liberated so they show the name properly.
•Notifications: Extra DOF expiration notifications removed.
•Notifications: Notifications for denouncement or friendship are only displayed if the active player has met one of the teams.
•Tool-tips: Tooltips for worker/workboat build recommendations now build dynamically by looking at tile yields for these improvements: camp, pasture, farm, mine, trading post, fishing boats, custom house and manufactory.
•Tool-tip: Plot Mouse Over text for Natural Wonders will now display the culture yield as if it was in your borders and being worked, similar to how other yields are displayed.
•Mod Browser: Mod Browser panels now reset their scroll value when a new mod is selected.
•New Addition: Resource Panel integrated into upper-left Info Panel UI.
•New Addition: Specialist slots in buildings are now shown in the info tooltip for both the tech tree, production popup, and Civilopedia.
•Combat Preview: "Bonus VS Cities" is now renamed to "Penalty VS Cities" when it's < 0.
•Combat Preview: Fix bonus display issue when bombarding an enemy unit (if enemy had bonuses that required “friendly” territory, it would show up in the preview even though they were obviously in enemy territory).
•Combat Preview: Show Oligarchy Garrisoned Unit bonus for city ranged attacks.
•City Screen: City Growth meter within the City screen now displays the correct amount.
•City Screen: Fix the display of the current research progress UI, which made research estimates appear to be incorrect.
•In-Game: Fix the display of the movement cost for units that can embark.
•In-Game: Fixed a rounding issue in the military overview (actually, a lack of rounding issue).
•In-Game: Properly hide the Aircraft selection UI if hidden from view (fog of war, etc.).
•In-Game: City State's "Quest" icon is now hidden if that City State is at war with your team.
•In Game: City banner now displays different tooltip for puppet cities that are not owned by the player.
•In Game: Top Panel now differentiates between unhappiness from regular population and unhappiness from specialists.
•In-Game: Selecting a unit in the military overview will now select that unit, selecting it twice will now move the camera to it.
•Victory: Fix UI display of Diplomatic Victory votes (it was displaying votes from dead Civs/City States).
•Victory: UN Voting and Results screens now have better support for team games.
•Multiplayer: Human players no longer show an approachability type since that was meant for AI.
•Multiplayer: Multiplayer diplomacy w/ teams no longer has overlapping text.
•Diplomacy: There's now a confirmation dialog when you publicly denounce a civ.
•Diplomacy: Player cannot publicly denounce a civ multiple times in the same turn.
•Unit Panel: Fixed an erroneous display of a needed upgrade resource if the needed resource quantity was 0 and you are running a deficit on that resource (negative return value).
•Production: In UI for national wonders that have a prereq building, don't list each individual city that needs the building if the prereq doesn't have to be in EVERY city in the empire. Instead just continue to show the count.
•Production: City connected by railroad production bonus now correctly displays across all UI.

DIPLO
•Don't allow research agreements if one party has finished the tech tree.
•Correct opinion code so we can get outcomes of friendly or allied.
•Fix the AI's deal adjustment so that it doesn't accidentally treat your luxury items as strategic items. This essentially prevented the AI from ever countering the deal with a request for a strategic resource from the other player. It just re-submitted the counter offer, requesting more luxury items, which the player could not see. If accepted, the player would realize too late that all their luxury resources were gone.

[WORLD BUILDER]
•Map Resize: Added controls for adding and removing rows of hexes from the top, build, left, or right of a map.
•Added default “map size” drop-down so that players can set the default number of Civs that they want to play on a map.
•Fix permanent war setting in the WB so that it reflects properly in the game.

MODDING
•Support for disabling the Happiness system.
•Support for disabling the Science/Research system.
•Support for disabling Social Policy acquisition.
•Support for disabling the Tutorial system.
•Properly initialize citizens and trade routes when loading for a scenario with a preexisting empire.
•Correct a problem with the awarding of contacts with minor civs in games created from WB scenarios.
•Add "CityCanConstruct" Lua hook.
•Exposed LoadString to Lua scripts.

ACHIEVEMENTS
•Fixed issue for Lancer that was stopping the Model of a Modern Major-General achievement from firing.
•Fixed issue with building type comparison that was keeping the Tomb Raider achievement from firing.
•Fixed issue that was keeping the Barbary Coast achievement from firing.
•Fixed issue with the Flying Fortress achievement that would cause it to fire when the action was performed by an AI player.
•Fixed issue with the God is Great achievement that would cause it to fire when the action was performed by an AI player.

SCENARIOS
•Mongol: Disable all victory conditions except domination.
•Disable tutorial across all Scenarios.

CRASH
•Additional nil checking to prevent possible Lua crashes due to invalid data in the HoF database.
•Tighten up decal culling to reduce the number of decals rendered per cell (Scroll crash).
•Fix to "Moai on the edge of the map" crash.
•Prevent CvDiplomacyAI::DoUpdateEstimateOtherPlayerMilitary Threats from doing a divide by 0 (caused by a city having more damage that hit points).
•Added in additional protections against using invalid player IDs that were causing crashes in community provided saves.
•Fix bad cast of PlayerType to TeamType (and resulting crash).
•Fix random map selection in multiplayer, which could cause a crash.

akots
14-04-2011, 02:07
Uh-oh, again no MP fixes.

ProPain
14-04-2011, 06:02
I doubt we'll ever see MP fixes. The game's setup will need a lot of changing for balanced MP and I'm guessing they're not willing to put in that effort

Shabbaman
14-04-2011, 09:34
I don't know. If you play without citystates I think MP is fine. If it would be technically possible... This caught my eye:

•Tactical AI: Citadels now project danger.
•Tactical AI: Units defending citadels are high priority targets; AI will prioritize trying to take these spaces.


So this basically means that you can lure the AI by building citadels. That could make for an interesting kill zone... But then again, you need a great general for a citadel, right?

I have to say that this "operational and tactical AI" sounds promising. Well, it's rubbish, we know that, but apparently it's behaviour can be (easily?) tweaked. If the AI pulls of naval invasions after this, then yes, I'd call that promising. Perhaps one day even 1 upt properly works ;)

Speaking of which, I wish ranged units like artillery had an "escortable" tag so you could put an non-ranged unit on the same tile.

Darkness
14-04-2011, 11:16
I doubt we'll ever see MP fixes. The game's setup will need a lot of changing for balanced MP and I'm guessing they're not willing to put in that effort

Unfortunately I am beginning to agree with this statement. I had hoped they would improve MP, but this is the second big patch without MP fixes so the only logical conclusion would be that MP is just not a priority for Firaxis. Which is unfortunate, 'cause to us MP is the biggest attraction to a civ game. The AI is easily fooled, but another human player is a real challenge...

Beam
14-04-2011, 12:17
It means a couple more months of Other other games imvho.

barbu1977
14-04-2011, 14:43
as you’ll see in the notes below, we’re progressing nicely.

They realy admit they put out a game that was not complete. Of course we all knew it, but having someone from Firaxis admit it, that is refreshing.

Furiey
14-04-2011, 21:15
As another sweetener, Civ 5 and all the DLC is 40% off in the Steam sale today.

Furiey
15-04-2011, 10:24
More info from bigden, Firaxis Producer:

Question from dexters on 2k forum:
Do we know if the singular entry RE: economic AI and building workers include fixing City States sometimes never repairing pillaged tiles and the land around AI capitals often being unimproved?

Answer from bigden:
It's not on the current list that Greg posted, but yes, these are both taken care of. We will update the current list once everything is set and verified.

Furiey
19-04-2011, 14:27
A few extra fixes have been added for the patch:

AI
•Diplo AI: Make sure the diplomacy AI doesn't declare war on someone they are already at war with. Prevents confusing pop ups. (Added 4/18)
•Operational AI: AI will now correctly abort operations against a player that were started during a war (like gathering a new attack), but could execute after a peace treaty was declared. This corrects the occasional “AI declared war during a peace treaty” issue. (Added 4/18)
•Operational AI: Fix muster radius for gathering a naval invasion. Invasions won't get stuck trying to gather and will get moving to target sooner now. (Added 4/18)
•Operational AI: Don't allow nuke attacks on tiles that will break a peace treaty. (Added 4/18)
•Homeland AI: Make sure that flavor settings don't prevent workers from building improvements. This would cause some AI players to have large amounts of unimproved space in later parts of the game. (Added 4/18)
•Homeland AI: Fixed a problem that was causing workers to ignore pillaged non-resource and bonus resource tiles. (Added 4/18)


GRAPHICS
•Update to river color, texture, and shader. (Added 4/18)

GAMEPLAY
•Exploit: Removed ability to gain additional free settlers/workers by gaming the policy system. (Added 4/18)
•Units: City States in games started in the industrial/modern era now correctly produce workers as needed. (Added 4/18)

UI
•Civilopedia: Multiple updates to Civilopedia functionality and accuracy. (Added 4/18)
•Pre-Game: Civillization Name in Load Menu is now truncated if it's too large. (Added 4/18)


CRASH
•Additional crash protections (Added 4/18)

Robi D
20-04-2011, 05:23
I doubt we'll ever see MP fixes. The game's setup will need a lot of changing for balanced MP and I'm guessing they're not willing to put in that effort

Well they still have to get the SP game working :)
Maybe then we'll see something for MP, however given the amount of time that has passed it would not shock me that they leave it for the expansion which will eventually come out, probably just in time for christmas;)

Furiey
29-04-2011, 00:18
Patch is out, 99.8MB.

Darkness
28-06-2011, 10:04
For those who still play the game regularly: There is a new Civ 5 patch out...


Patch details (http://forums.civfanatics.com/showthread.php?t=427485)

Beam
28-06-2011, 10:23
Looks like a massive patch to me, might consider to give it a try again.

ProPain
28-06-2011, 10:33
Just realised I never even bothered to reinstall Civ after my HD gave in a few months ago.....

akots
28-06-2011, 21:46
This patch might add something resembling PBEM. Not sure if it would work but it is supposed that you can start and play a MP game alone without all players connected and save in the middle of a turn. Which basically sounds like PBEM to me. Although the feature is not implemented specifically.

Shabbaman
30-06-2011, 14:17
IBT saving, yay.

Shabbaman
02-07-2013, 10:05
I found the patch notes for the upcoming patch (today/tomorrow):

MULTIPLAYER
New Mode - Sequential - Similar to the way Single Player works, each player takes turns making their moves.
New Mode - Hybrid - turns are simultaneous as they've worked in the past, but when wars are declared, any players involved in the wars switch to sequential until the war is resolved. All other uninvolved players still play simultaneous.
New Mode - Pitboss - Your game can now run in a server mode, which allows players to connect, take their turn, disconnect, and come back later. Email notifications and steam notifications are built into the system. Once the system has received a healthy amount of feedback from the community, we will also include a stand-alone Pitboss server that does not require a steam account to run.
Added an "Observer" mode to watch a multiplayer game.
Added ability to play custom maps in multiplayer. Host and all players must place custom maps in the main games "maps" directory to be usable.
Added ability to kick a player in-game.
Added ability to save a game configuration from the Staging room, so players can keep various "favorite" game settings ready to go.
Reworked hot-join code to make hot-join much more reliable.
Reworked host migration to be more reliable.
Reworked lobby, added multiple improvements to the way games are setup, and added flexibility when loading a save, and all players are no longer available to play. Also added slot-type pull-downs so host can define the slot-type (like Open, Human Required, AI, and Closed).
Game will now auto-start when all humans have readied up.
Added hours/seconds label to turn timer edit box.
Tracked down and squashed many more causes of out-of-syncs and connection issues, as well as other general bugs.
Additional polish, notifications for kicks, disconnects, reconnects, host changes, multiple UI and tooltip additions and improvements, etc.


GAMEPLAY
Fixed an issue that caused workers building improvements to constantly "wake up" when hostile units were not close by.
Hun Battering Ram promotions which allows only city attacks are now lost upon upgrade.
Fix an issue where the plot under a city would not be worked after trading/gifting it.
Crabs should no longer spawn in lakes.
Many additional subtle updates to tool-tips, and information exposed to players.


IN-GAME ART/SOUNDS
New Forest and Jungle art for all terrain types.
New Road and Railroad art.
Touched up color on various terrain pieces, as well as some of the texture transitions.
Fix Rock of Gibralter national wonder so that it's surrounding terrain displays properly (there may still be rare cases where this can still occur).
Reduced texture sized on many models in-game (buildings, improvements, some leaders, etc.).
Added missing "Selection" sound entries for some base game units.


AI
Military: More aggressive AI city attacks.
Military: Refine larger unit formations, and adjust the AI to use these against City-States if appropriate.
Military: Make Great Generals more aware of danger nearby.
Military: The AI will now prioritize capturing original capitals and cities that were originally theirs.


UI
UI will now change based on the DLL that is active (base game, Gods and Kings, or Brave New World).
New Declare War Pop-up that includes an overview of all connected events (like trades that will be cancelled, City-State allies, etc.)
New Single-Player leaderboards for main game, scenarios, DLC, and mods. To add leaderboards to a mod, add the "SupportsLeaderboards" property to its mod properties.
Added a pop-up that tells the user that the game data is changing when DLC/Scenarios are activated/deactivated.
Maintenance-free units are now properly tracked in the Economic Overview.
Planes and Nukes are now considered Military Units in the Unit overview.
Fixed issues with the city Garrison ring not displaying correctly.
Natural Wonders that create Happiness will now display the yield properly in the plot tool-tip.
Fix some issues that would cause the terrain yield icons to be incorrect, or sometimes missing.
Religion: Fixed a bug where unknown civs would be revealed (via Icon) in the Religion Overview.
Add in a player option called "Quick Selection Advance" which will have the auto-unit-selection advance to the next unit without waiting for the animation to complete.
When the active player's turn starts, make sure all their city range strike icons are correct.
Multiple general fixes and improvements to touch-screen functionality.
Replay graphs are now much more accurate.
Planes and Nukes are now considered military units in the overview.
Fixed a bug in which units were not properly sorted by name in the military overview.
Correct some issues that would cause unit icons to disappear.
Multiple subtle UI improvements throughout the game.


MODS AND STEAM WORKSHOP
Fixed an issue that would cause some mods to download over and over from Steam Workshop.
Changed the way the mod database is built so that the mod library is managed correctly.
Fixed an issue with World Builder which could cause it not to launch properly on some users computers.

Yes, you're reading that correctly: pitboss. Only 10 years in the making, but it's finally there.

yciX2meIkXI

barbu1977
02-07-2013, 16:12
Hybrid mode is a sweet idea.

Beam
02-07-2013, 20:07
I really hope Pitboss brings what it promises. I am up for a new game but my Civ skills are rusty as hell.

Matrix
03-07-2013, 00:38
I guess that would be the right time for me to re-discover Civ V. Especially hybrid mode is mighty sweet! :)

Though it'll probably still allow a double move on the first turn. (I.e. you move your troops in a nice position at the end of a turn, then attack at the start of the next turn.)

Beam
03-07-2013, 00:43
He Maarten, how's life and wtf are you doing in limbo lol?

Shabbaman
03-07-2013, 14:23
Apparently the patch breaks hotseat saves.

Matrix
03-07-2013, 14:53
Beam, I live in Finland now. :D And all is well; working for the same Dutch company at which I started little less than a year ago. I was kinda hoping we could've had a get-together in the Netherlands while I was there again, but such never came to be, unfortunately. What've you been up to lately?

Beam
03-07-2013, 20:36
Going well here. Live in Breda, work in Breda and I go there by bike every day unless the weather is bad. No more traffic jams and long hours for me. :)

Socrates
03-07-2013, 21:11
Going well here. Live in Breda, work in Breda and I go there by bike every day unless the weather is bad. No more traffic jams and long hours for me. :)

Same here, but in Paris. And also usually no bike in the morning, as I'm rather late waking up and I would get no bike slot at work... :rolleyes:

Matrix
04-07-2013, 00:22
Working at home meself. :D
At whatever time suits me. :D

Beam
04-07-2013, 17:53
It seems to be there but no clue how to set up a pitboss game.

http://www.civduelzone.com/forum/attachment.php?attachmentid=536&stc=1&d=1372953166

EDIT: Useful info from the Civ forums @ 2kgames. It seems that if you want to both host and play you need to buy Civ copies on two different Steam accounts. [rant]

http://forums.2kgames.com/showthread.php?247536-Notes-on-Pitboss

Darkness
04-07-2013, 21:24
EDIT: Useful info from the Civ forums @ 2kgames. It seems that if you want to both host and play you need to buy Civ copies on two different Steam accounts. [rant]


That's some serious crappy policy.... :(

akots
05-07-2013, 04:39
OK, so it is unplayable and there is not going to be any constructive feedback just because of that.

I've tried a couple of MP games recently with Russian guys on CFR. We had all retail Civ V but were playing outside of Steam with some VPN client. It does work much better. I'll see what can be found about that option for PB.

Also, I'm rusty and completely ignorant about Civ V and it is not a very exciting game anyhow. I don't like the single city games and in MP, this strategy apparently is extremely effective and popular even on larger maps. The game seems to be somewhat broken in this regard to the extreme. As the city numbers dwindle down gradually from version to version, in some peculiar attempt to fight with ICS by the developer, it does culminate in a strange game of Civ V where for best results in MP, you have to have only a single city. There are alternative tactics though but not as superior.

Shabbaman
05-07-2013, 07:58
With CS around there's not much need for expansion to get the required resources. You can't play MP with CS, but CS are the defining factor of this version. Thus, you can only play Civ5 SP.

Socrates
05-07-2013, 18:30
With CS around there's not much need for expansion to get the required resources. You can't play MP with CS, but CS are the defining factor of this version. Thus, you can only play Civ5 SP.

Just passing by to question the logic here (cause I could not care less about Civ5).
If you cannot play MP with CS, then there must be one or several other superior strategies for playing MP, right? So why wouldn't you be able to play Civ5 MP?? :confused:

Shabbaman
05-07-2013, 19:33
You can play MP with CS, but you shouldn't: it's a random game-swinging effect designed for SP. But without CS, there's not much that sets civ5 apart from, well, other boring games.

"Can't" as in "you could, but you'll have just as much fun anally fisting yourself" [punch]

Beam
05-07-2013, 23:13
You can play MP with CS, but you shouldn't: it's a random game-swinging effect designed for SP. But without CS, there's not much that sets civ5 apart from, well, other boring games.

"Can't" as in "you could, but you'll have just as much fun anally fisting yourself" [punch]

I really don't wanna know how u came to this conclusion lol.

Socrates
05-07-2013, 23:32
Thanks for the anal part, this is now very clear (kinda). :rolleyes:

Shabbaman
08-07-2013, 09:04
What sets this site apart from other sites are our thorough anal yses.

Matrix
08-07-2013, 09:33
What sets this site apart from other sites are our thorough anal yses.
The Monday morning word joke. [uglyham]