Discussion:
New patch for CIV 5
(too old to reply)
r***@lava.net
2010-10-27 04:22:13 UTC
Permalink
Among the huge list of fixes and changes is the much requested ability
to disable "auto-unit cycling," which lets players command their units
in the order they see fit, rather than being prompted by the computer
to issue orders in seemingly random order. Other changes, like
allowing players to sell a city's obsolete buildings later in the game
in order to reduce maintenance costs are subtle, but quite welcome.
As always, the patch will automatically be applied for Steam users the
next time they launch the service.

The complete (and dizzying) list of changes is as follows:

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.
Paul Hyett
2010-10-27 06:49:03 UTC
Permalink
Post by r***@lava.net
Among the huge list of fixes and changes is the much requested ability
to disable "auto-unit cycling," which lets players command their units
in the order they see fit, rather than being prompted by the computer
to issue orders in seemingly random order. Other changes, like
allowing players to sell a city's obsolete buildings later in the game
in order to reduce maintenance costs are subtle, but quite welcome.
As always, the patch will automatically be applied for Steam users the
next time they launch the service.
Wow!

When will software companies learn *not* to use paying customers as
unwilling beta-testers?
--
Paul 'Charts Fan' Hyett
James Kuyper
2010-10-27 10:24:16 UTC
Permalink
Post by Paul Hyett
Post by r***@lava.net
Among the huge list of fixes and changes is the much requested ability
to disable "auto-unit cycling," which lets players command their units
in the order they see fit, rather than being prompted by the computer
to issue orders in seemingly random order. Other changes, like
allowing players to sell a city's obsolete buildings later in the game
in order to reduce maintenance costs are subtle, but quite welcome.
As always, the patch will automatically be applied for Steam users the
next time they launch the service.
Wow!
When will software companies learn *not* to use paying customers as
unwilling beta-testers?
When paying customers refuse to buy (or insist on refunds for) beta
software.
pyotr filipivich
2010-10-27 19:24:53 UTC
Permalink
Post by James Kuyper
Post by Paul Hyett
Post by r***@lava.net
Among the huge list of fixes and changes is the much requested ability
to disable "auto-unit cycling," which lets players command their units
in the order they see fit, rather than being prompted by the computer
to issue orders in seemingly random order. Other changes, like
allowing players to sell a city's obsolete buildings later in the game
in order to reduce maintenance costs are subtle, but quite welcome.
As always, the patch will automatically be applied for Steam users the
next time they launch the service.
Wow!
When will software companies learn *not* to use paying customers as
unwilling beta-testers?
When paying customers refuse to buy (or insist on refunds for) beta
software.
Back in "The old days" the rule of thumb with Microsoft was to not
buy the even numbered release, and wait until version 3 at least (if
possible).

Something similar goes for Games. Wait till after at least the
first patch is released. Or better, wait for the patches to be
incorporated in the build you buy.
--
pyotr filipivich
Just when you think you see the light at the end of the tunnel,
you find out it's a 900lb gorilla with a flashlight!!
Andre
2010-10-28 23:12:38 UTC
Permalink
Post by James Kuyper
Post by Paul Hyett
Post by r***@lava.net
Among the huge list of fixes and changes is the much requested ability
to disable "auto-unit cycling," which lets players command their units
in the order they see fit, rather than being prompted by the computer
to issue orders in seemingly random order. Other changes, like
allowing players to sell a city's obsolete buildings later in the game
in order to reduce maintenance costs are subtle, but quite welcome.
As always, the patch will automatically be applied for Steam users the
next time they launch the service.
Wow!
When will software companies learn *not* to use paying customers as
unwilling beta-testers?
When paying customers refuse to buy (or insist on refunds for) beta
software.
        Back in "The old days" the rule of thumb with Microsoft was to not
buy the even numbered release, and wait until version 3 at least (if
possible).
        Something similar goes for Games.  Wait till after at least the
first patch is released.  Or better, wait for the patches to be
incorporated in the build you buy.
--
pyotr filipivich
Just when you think you see the light at the end of the tunnel,
you find out it's a 900lb gorilla with a flashlight!!
I guess it's better to wait a few months or a year before purchasing
this game. That way all fixes will be included. What a piece of crap.
John King
2010-10-29 12:56:53 UTC
Permalink
Post by Andre
I guess it's better to wait a few months or a year before
purchasing this game. That way all fixes will be included. What a
piece of crap.
You mean like Civ IV which had its last patch over a year and a half
after the game was released. :)

John
Andre
2010-10-29 18:21:42 UTC
Permalink
On Oct 29, 8:56 am, John King
Post by John King
Post by Andre
I guess it's better to wait a few months or a year before
purchasing this game. That way all fixes will be included. What a
piece of crap.
You mean like Civ IV which had its last patch over a year and a half
after the game was released. :)
John
No, it just sounds like it will run real bad with my Intel Core (TM)
2 Duo CPU T9300
2.50 GHZ Memory 4 GB.
pyotr filipivich
2010-10-29 20:40:55 UTC
Permalink
Post by John King
Post by Andre
I guess it's better to wait a few months or a year before
purchasing this game. That way all fixes will be included. What a
piece of crap.
You mean like Civ IV which had its last patch over a year and a half
after the game was released. :)
Civ 3 had a couple you still had to install, last I loaded it.
Post by John King
John
--
pyotr filipivich
Just when you think you see the light at the end of the tunnel,
you find out it's a 900lb gorilla with a flashlight!!
k***@helsinki.fi.invalid
2010-10-29 13:29:57 UTC
Permalink
Post by Andre
I guess it's better to wait a few months or a year before purchasing
this game. That way all fixes will be included. What a piece of crap.
It might be that the patch helps, don't know yet).
I have played for 8 hours before the patch. My feeling is: many
smallish details are better than in Civ 4, particularly like "putting
preassure" on someone without eclaring war. This all all the makings of a
great game to be.
However, at least I need to look into how much to downsize the
graphics (slowish on a 3.16G dual, 4MB, forgot graphics card). And yes,
the graphics is great, but after seeing it a few times it feels just
cluttery. I want to play, not whatch the screen! (I have a television
for the latter).

btw: do you really have to expand your culture by actively purchasing
land (Yes, I assume it's in tha manual...)? If so it is a great
disadvantage for a builder (like me). On the plusside better control,
but a huge disadvantage is that if one "forgets" a city its development
stalls?
--
Kaj
albert hall
2010-10-29 16:09:01 UTC
Permalink
On Fri, 29 Oct 2010 13:29:57 +0000 (UTC),
***@helsinki.fi.invalid wrote:

...
Post by k***@helsinki.fi.invalid
btw: do you really have to expand your culture by actively purchasing
land (Yes, I assume it's in tha manual...)? If so it is a great
disadvantage for a builder (like me). On the plusside better control,
but a huge disadvantage is that if one "forgets" a city its development
stalls?
Cultural borders expand naturally as you generate culture points from
buildings, wonders etc. It expands by one hex at a time -- but you don't
get to choose which one. The AI prioritizes luxuries and strategic
resources to expand into if available. You can purchase additional tiles
if your expansion is too slow or you need to grab a particular tile
quickly, so the system is quite well-suited to targeted development.
r***@lava.net
2010-10-29 22:38:50 UTC
Permalink
On Fri, 29 Oct 2010 17:09:01 +0100, albert hall
Post by albert hall
On Fri, 29 Oct 2010 13:29:57 +0000 (UTC),
...
Post by k***@helsinki.fi.invalid
btw: do you really have to expand your culture by actively purchasing
land (Yes, I assume it's in tha manual...)? If so it is a great
disadvantage for a builder (like me). On the plusside better control,
but a huge disadvantage is that if one "forgets" a city its development
stalls?
Cultural borders expand naturally as you generate culture points from
buildings, wonders etc. It expands by one hex at a time -- but you don't
get to choose which one. The AI prioritizes luxuries and strategic
resources to expand into if available. You can purchase additional tiles
if your expansion is too slow or you need to grab a particular tile
quickly, so the system is quite well-suited to targeted development.
"You can purchase additional tiles
if your expansion is too slow or you need to grab a particular tile
quickly, so the system is quite well-suited to targeted development."



I haven't quite figured out the last part. I doesn't let me buy my
targeted tile. It will give some choices but frequently ( not always)
they won't be ones I really want. What am I doing wrong? - redvet
albert hall
2010-10-30 20:55:26 UTC
Permalink
Post by r***@lava.net
"You can purchase additional tiles
if your expansion is too slow or you need to grab a particular tile
quickly, so the system is quite well-suited to targeted development."
I haven't quite figured out the last part. I doesn't let me buy my
targeted tile. It will give some choices but frequently ( not always)
they won't be ones I really want. What am I doing wrong? - redvet
You can only buy tiles that adjoin your existing borders and are within
a three-tile radius of one of your cities (i.e. within the max cultural
border limit). If the tile you want is two hexes away (but within three
tiles of a city), you have to connect to it by buying one of the
intervening tiles first. The downside is that the price seems to go up
the more tiles you buy.
r***@lava.net
2010-10-31 00:14:43 UTC
Permalink
On Sat, 30 Oct 2010 21:55:26 +0100, albert hall
Post by albert hall
Post by r***@lava.net
"You can purchase additional tiles
if your expansion is too slow or you need to grab a particular tile
quickly, so the system is quite well-suited to targeted development."
I haven't quite figured out the last part. I doesn't let me buy my
targeted tile. It will give some choices but frequently ( not always)
they won't be ones I really want. What am I doing wrong? - redvet
You can only buy tiles that adjoin your existing borders and are within
a three-tile radius of one of your cities (i.e. within the max cultural
border limit). If the tile you want is two hexes away (but within three
tiles of a city), you have to connect to it by buying one of the
intervening tiles first. The downside is that the price seems to go up
the more tiles you buy.
Thanks. - redvet

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