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Thread: December Patch - Full Change List

  1. #1
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    Post December Patch - Full Change List

    Greetings Civ Forumers!

    This morning I have a very exciting bit of info to give to you: The final complete list of changes going in to the next patch. I decided to create a fresh thread for this so it'll be easier for people to see the discussion of this version of the changes.

    This patch is expected to release ahead of the DLC next week, so that means on or before December 16th.

    Oh, and 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.

    Without further ado:


    [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).


    [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.

  2. #2
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    Thank you!

    - Nhtf

  3. #3
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    Old thread changes posted for reference, will work on formatting later.

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

    Update 12/9/2010: Finally, the speculation can end! Today I have the patch release ETA. As you may have heard, we just announced that new DLC will be available to purchase on December 16. I can now confirm to you that the patch will be released before the DLC. The exact release date is still a tad flexible; it could be a couple days before the DLC, it could be an hour before the DLC. But hey, that's why they call it an Estimated Time of Arrival!

    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.

  4. #4
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    Stealth bombers cannot use carriers.

    Bummer.

    -.-

  5. #5
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    •Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this).

    Request for clarification: so the total building-related happiness in a city can't exceed its pop, or the happiness from each building can't exceed its pop?

    (Pop 3 city with colosseum and circus ... how much happiness?)

    Are we converting happiness from a commodity ("you have so many unhappiness points compared to so many happiness points") to a count of happy or unhappy citizens with this change? Does it apply to other sources of happiness or just to buildings? Or is happiness now a mixed bag of commodity and state of citizens?

    Thanks,

    dV

    Edit: Hmm ... if each citizen adds unhappiness, and no building can add more happiness than the number of citizens in the city, then if building total happiness is restricted to city pop, then all of a city's happiness produced by buildings will be consumed by the unhappiness of its citizens. So in that case, buildings cannot help with unhappiness outsided of their own city.

    So that would unglobalize happiness, while keeping the unhappiness globalized? Are we sure this is a good idea?

    And what about courthouse happiness effects? Are these changed?

    dV

    Yet another edit: Courthouse actually removes unhappiness rather than adds happiness, right? So maybe the "happiness" buildings are being changed from adding happiness globally to removing unhappiness locally?

    dV
    Last edited by da_Vinci; 12-10-2010 at 12:33 PM.

  6. #6
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    Yippie-Ya-Yippie-Kay... Go ahead & Die the Harder ways!

    * Lancers (and Lancer UUs) upgrade to helicopter.
    * Cavalry now upgrade to tanks.

    And, fill out this scientific secret formula...

    * Research overflow now works correctly (extra beakers after completing a tech will rollover to the next tech).
    Last edited by Zyxpsilon; 12-10-2010 at 12:16 PM. Reason: Adding 3 major reasons

  7. #7
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    This is clearly a major change and whatever the testing there is always a risk of "undesigned game features" - can you say if 16th Dec DLC is dependant on this patch. Clearly there won't be a reversion path just another fix if there are issues. My concern is patch or DLC have problems that impact on each other.

  8. #8
    hooo. this is comprehensive. thanks!

  9. #9
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    WOW! Thanks 2KGreg, this will do quite nicely

  10. #10
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    UGHGHHGGHGH Tanks!!! Thank you! And I especially like the added touch that Lancers upgrade to helicopters!

    Also, this has REALLY changed the way happiness and golden ages work! You're really gonna have to fight for natural Golden Ages now...
    • Universities: do they get 2 specialist slots too, or just Wats?
    • Floating Gardens: what changes have been made to them, since Water Mills have been so heavily reworked?
    • Mandekalu Cavalry: are they completely reworked, since it was originally designed as a city-killer, and it now has a penalty against cities 20% higher than its unique bonus against cities?
    • Songhai's UA: is this being reworked, as if all units can defend while embarked, it cheapens the 2nd half of their abilities, or is it considered fair as is?
    • China's UA: How big a bonus do China's GG's give now? 40%?
    Last edited by zephyrtr; 12-10-2010 at 03:43 PM.

  11. #11
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    Quote Originally Posted by 2K Greg View Post
    [CITY/BUILDINGS]
    • Public school now has 1 Science per pop, +1 free Great Scientist point, +1 Culture for 3 gold maintenance.
    • Public school now provides 1 beaker per pop for 3 gold maintenance.
    What will be the effect of Public school? 1 beaker per pop or 1 beaker per pop, +1 GS point +1 culture point?

  12. #12
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    Damn. Still can't save settings. Crap.

  13. #13
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    Will the manual and Civilopedia be updated?

  14. #14
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    This patch is what will make this game way better. Its gonna be fun to have a good game to play again.

  15. #15
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    Do Air units now display combat odds?

  16. #16
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    Thank you for this! I think many of us are hoping that the AI will really improve, and it's encouraging to see that you guys have obviously been listening.

  17. #17
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    AI improvements are important, but .... I'd like something more for my victory, than just a simple pop-up.

  18. #18
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    Thank you very much!

  19. #19
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    Sweet!

    That will keep us busy for a while .

    Keep on going. Really nice work you've done there.

  20. #20
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    Thank you for all thr hard work on this magnificent patch

  21. #21
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    •New “Angry Genghis” loading screen (replaces the “fluffy-bunny Genghis” loading screen).
    Omg... yes!! Thanks!

    You guys really do listen. His loading screen always cracked me up with that cute, happy, little face. lol...

  22. #22

    Smile

    Quote Originally Posted by Easy Money View Post
    Do Air units now display combat odds?
    This is a very good question.

    Extremely excited though with these patch notes...

  23. #23
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    Thank you for the explanations.

    I like some of the features but there are lots i don't understand, i guess we will have to try the patch and see how it goes.

  24. #24
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    Just a query in case it's concealed within "SDK improvements", do the dependency etc fields for mods work under the new versions of game and SDK, or are we still waiting for this?

    Also, will there be documentation (on the wiki, say) for this new GameEvents interface?

  25. #25
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    Please tell me this is free. ( I am sure it is but you never know)

  26. #26
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    Great work, Greg. Just a couple of errors:

    Quote Originally Posted by 2K Greg View Post
    • Public school now has 1 Science per pop, +1 free Great Scientist point, +1 Culture for 3 gold maintenance.
    • Public school now provides 1 beaker per pop for 3 gold maintenance.
    Public school listed twice. I assume the first one is correct?


    Quote Originally Posted by 2K Greg View Post
    • Watermill now provides +2 good and +1 production for 2 gold maintenance.
    Should say "food" I assume.


    Quote Originally Posted by 2K Greg View Post
    • 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.
    Should say "out of memory".

    _____

    Also, not an error but:
    Quote Originally Posted by 2K Greg View Post
    • Fixed bug where Happiness from garrisoned units wasn't being listed in Happiness info tooltip.
    Yay, I posted that bug .

  27. #27
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    Good news, thank you.

  28. #28
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    Quote Originally Posted by Fantasy View Post
    AI improvements are important, but .... I'd like something more for my victory, than just a simple pop-up.
    ^^^^ This 1000%.. Great patch though! It's a completely different game now.. I'm curious to see how happiness plays out.

  29. #29
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    So have you started on MP yet?

  30. #30
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    For all of the new things added to Diplomacy, I still wish there was a chart that displayed relationships between nations. With all of the categories of relationships that are possible now (Allies [as in Defense Pact], Friends, Neutral, Enemies, Hostile, At War) and the more personal ones (Pact of Secrecy/Cooperation, Research Agreements), it would be nice to have them all displayed in an easy to understand chart with lines between nations. It would also help to display the City States too, since I've pissed off other nations many times by gaining influence from a City State that they were apparently friends with or protecting.

    However, it's an awesome patch that I really look forward to.

    One more thing, I thought that there was already an option to disable automated workers from changing features... I'm probably just confused.

    edit: Also, I really want to be able to trade technology again!

  31. #31
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    Quote Originally Posted by craig123 View Post
    Great work, Greg. Just a couple of errors:

    Should say "food" I assume.
    It better be food. The only other option is 'gold' but then it wouldn't make sense to have it also cost 2 gold.

    ..

    Overall, it's starting to look like the game that should have been released months ago. Should be worth playing again.
    Though, I'm still waiting for the culture system to be reworked so that it's worth going for a culture victory.

    Of course, now I'll have to rethink the Great Library strategy give the lack of slots on the library.

    I think the anti-ICS fixes will force people to rethink it. I give it a month before something is found to bring it back though.

    I'm also worried about a few of the Civ benefits. Seems some of them will either need a relook or will become much less useful to play as them.

    Now.. get to work on MP fixes!

    oh, and tune up the production abilities so that we're not just relying on gold or massive cities later in the game.

  32. #32
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    [CITY STATES]

    * Only the first 3 units gifted to a city-state will earn Influence now.

    I don't know about this. So basically the diplomatic victory is even more just an economic victory as you limited the only other way to gain influence besides gifting gold?

  33. #33
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    Quote Originally Posted by Bantams View Post
    So have you started on MP yet?
    We haven't finished with this patch yet!

  34. #34
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    Quote Originally Posted by 2K Greg View Post
    Combine bombardment fire from cities with other ranged fire where possible.
    What does this mean?

    Quote Originally Posted by 2K Greg View Post
    Reduce chance of AI civs making "suicide" attacks.
    You mean there's still a chance?

    Quote Originally Posted by 2K Greg View Post
    AI will be more aggressive about pursuing Diplo victory (bribing City States) if they are wealthy.
    This is sorta worrisome especially on large/huge maps considering how wealthy the ai seems to get. Guess we will have to see how it pans out.

    Quote Originally Posted by 2K Greg View Post
    Allow AI to build more units if above Prince.
    Explain, is this a cheat?

    Quote Originally Posted by 2K Greg View Post
    Allow AI or automated human explorers to move to edge of sight range and then explore again.
    What does this mean?

    Quote Originally Posted by 2K Greg View Post
    Factor GS into flavors more.
    What?

    Quote Originally Posted by 2K Greg View Post
    Tweak flavors of policies a bit.
    What?

    Quote Originally Posted by 2K Greg View Post
    Removed maintenance from city defense buildings (Walls, Castle, Military Base).
    City defense buildings now help cities heal
    Really like those changes!

    Quote Originally Posted by 2K Greg View Post
    Raze/Unraze exploit fixed.
    What about trading cities that are burning to the AI?

    Quote Originally Posted by 2K Greg View Post
    Stealth bombers cannot use carriers.
    Understandable, but can we get the range upped for bombers?

    Quote Originally Posted by 2K Greg View Post
    Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty.
    Nice touch.

    Quote Originally Posted by 2K Greg View Post
    Research overflow now works correctly
    Hooray!

    Quote Originally Posted by 2K Greg View Post
    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.
    What about cities lost to military conquest?

  35. #35
    I'll take a stab at these! :P

    Quote Originally Posted by wayninja View Post
    Originally Posted by 2K Greg
    Combine bombardment fire from cities with other ranged fire where possible.
    What does this mean?
    AI cities would rely on city range firing solely, even if naval or other ranged units were nearby. This would imply the AI will now consider multiple ranged attacks on a single target.

    Originally Posted by 2K Greg
    Reduce chance of AI civs making "suicide" attacks.
    You mean there's still a chance?
    Yes. :P

    Originally Posted by 2K Greg
    AI will be more aggressive about pursuing Diplo victory (bribing City States) if they are wealthy.
    This is sorta worrisome especially on large/huge maps considering how wealthy the ai seems to get. Guess we will have to see how it pans out.
    A few of the other AI changes will help reduce their ability to accumulate that wealth though.

    Originally Posted by 2K Greg
    Allow AI to build more units if above Prince.
    Explain, is this a cheat?
    Yes. In Civ 5 (and past civs), to make increasing AI difficulty higher, the game allows the AI to cheat many of the rules the human player has to adhere to. This will be just one example. Prince level, the AI has the same rules as the human player. Above that, the cheats increase.

    Originally Posted by 2K Greg
    Allow AI or automated human explorers to move to edge of sight range and then explore again.
    What does this mean?
    It seems the AI was not properly moving explorers to areas beyond their range...thus never really exploring new territory as intended. (other AI units such as settlers and military units follow different motivations for their movement on the map, so its a different situation) This fix makes sure to move the AI explorer to the edge of his range and then trigger to explore again?

    Originally Posted by 2K Greg
    Factor GS into flavors more.
    What?
    GS=Grand Strategy. This comment was in the same section as the ones which make the AI factor their grand strategy to their policy and tech decisions...and "flavoring" the policies more. So therefore, this means the AI's grand strategy will be more integral to the "flavors" of different policy and tech aquistitions...the grand scheme of the AI civ influencing choices they make, where this wasnt happening before.

    Originally Posted by 2K Greg
    Tweak flavors of policies a bit.
    What?
    Some of the social policies will be slightly tweaked in what they do/allow.

    Originally Posted by 2K Greg
    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.
    What about cities lost to military conquest?
    Culture cost for policies will NEVER go down...so therefore, if you lose a city to another opponent it wont go down.

  36. #36
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    Hooray for this patch!

    Could you release it on the 12th, tomorrow? Then this game would go from being a 7/8 out of 10 to at least 9 out of 10 (we can only tell if we play).

    Please release it soon!

  37. #37
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    Quote Originally Posted by phantomkp View Post
    Yes. In Civ 5 (and past civs), to make increasing AI difficulty higher, the game allows the AI to cheat many of the rules the human player has to adhere to. This will be just one example. Prince level, the AI has the same rules as the human player. Above that, the cheats increase.
    Personally, I believe they still cheat with happiness at Prince. The only time I've ever been able to get more then 15 happiness was on Chieftan, and then the AI was much lower (I had almost 50 happiness, they only had about 5).

    Some of the social policies will be slightly tweaked in what they do/allow.
    They're mentioned in the list, I believe. (unless my eyes are deceiving me)

    Culture cost for policies will NEVER go down...so therefore, if you lose a city to another opponent it wont go down.
    Mmm... I don't agree with that. If you raze things cost shouldn't go down, but if you lose a city it should. Or perhaps it should provide a small penalty to the AI?

  38. #38
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    Thanks for some of the clarifications, but I don't think it covers everything:

    Quote Originally Posted by phantomkp View Post
    AI cities would rely on city range firing solely, even if naval or other ranged units were nearby. This would imply the AI will now consider multiple ranged attacks on a single target.
    I'm still just not sure what this means. Basically it just means that it will use all ranged attacks available to it?

    Quote Originally Posted by phantomkp View Post
    Yes. :P (there's a chance of suicide attacks)
    Um... why? Is there a good reason to leave a chance the AI will suicide???

    Quote Originally Posted by phantomkp View Post
    Yes. In Civ 5 (and past civs), to make increasing AI difficulty higher, the game allows the AI to cheat many of the rules the human player has to adhere to. This will be just one example. Prince level, the AI has the same rules as the human player. Above that, the cheats increase.

    The description says "allow the AI...", I guess I still don't quite get what is 'allowed' now that wasn't before. Now that I've thought about it a bit more, it seems to me that there must of been some sort of 'cap' on how many units the AI would build and that cap has been raised for higher difficulty levels.


    Quote Originally Posted by phantomkp View Post
    It seems the AI was not properly moving explorers to areas beyond their range...(snip) This fix makes sure to move the AI explorer to the edge of his range and then trigger to explore again?
    That makes sense, thanks.


    Quote Originally Posted by phantomkp View Post
    GS=Grand Strategy. This comment was in the same section as the ones which make the AI factor their grand strategy to their policy and tech decisions...and "flavoring" the policies more. So therefore, this means the AI's grand strategy will now flavor many of the other choices they make, where this wasnt happening before.
    I get that GS means Grand Strategy, but I still don't quite see how that relates to 'flavors'. Maybe that's just worded poorly and it should just say "Factor GS into decisions more".


    Quote Originally Posted by phantomkp View Post
    Some of the social policies will be slightly tweaked in what they do/allow.
    Right... what?

    Quote Originally Posted by phantomkp View Post
    Culture cost for policies will NEVER go down...so therefore, if you lose a city to another opponent it wont go down.
    Ok, that's bad. Is that intentional? If so, that kinda stinks.... talk about insult to injury.

  39. #39
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    Quote Originally Posted by wayninja View Post
    Um... why? Is there a good reason to leave a chance the AI will suicide???
    There is indeed a great reason for this, we just can't tell you!

    Probably has something to do with AI thinking it's performing a smart move while it's not... (at least that's my best guess)

    - Nhtf

  40. #40
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    Quote Originally Posted by wayninja View Post
    I'm still just not sure what this means. Basically it just means that it will use all ranged attacks available to it?
    Yup. Before this patch when they had a ranged unit, they used it to attack someone else. The city would hit your pikemen and the crossbowman would hit your trebuchet.

    Um... why? Is there a good reason to leave a chance the AI will suicide???
    You've made their lives miserable. Just allow them to kill themselves.

    The description says "allow the AI...", I guess I still don't quite get what is 'allowed' now that wasn't before. Now that I've thought about it a bit more, it seems to me that there must of been some sort of 'cap' on how many units the AI would build and that cap has been raised for higher difficulty levels.
    I've only ever noticed the cap when I cheated once with Arabia and with Germany when I had so many units. I believe it is when you begin to lose gold. The AI on higher levels always gets cheats, in happiness, unit cap, gold, culture, production, etc.

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