I think this is probably the one big tweak that a lot of people have been waiting for, it's certainly the one I wanted to see. Well done on getting that sorted.
Also, is this a final list just waiting for an ETA, or is it possible more may be added to it before release? Not complaining, just wondering out loud is all.
And another thing:
Is this also valid for empty barb camps?GAMEPLAY
Units: Prevent units with the "No Melee" promotion from capturing cities (archers, catapults, etc.).
Last edited by tfordp; 04-14-2011 at 02:52 AM.
So its official now? MP is RIP
Nice list. No drastic changes, but a long list, with some bugfixing and a slightly better AI.
The introduction of a Resource Panel is the biggest addition, which hopefully won't interfere with the mod I'm using (Attila's mods), or will be integrated with it soon after the patch.
Not capturing cities with siege or archers is a good gameplay change. Maoi change is good too; really frustrating to find an unnecessary resource under a Maoi, but now you can really make long chains or big clusters.
This was a "cool down" patch to shake out any problems that already exist in the game. There were other small fixes in the code as well, regarding the coop-war functionality that was behaving erratically, etc. New, positive modifiers and the like are on the slate for the second part to the update.
Now that is great news. This has been something others and I have been talking about for a while. Hopefully it will include things like sharing military struggles against a common enemy and completing Research Agreements. There has been plenty of times where I have been generous with an AI Leader and felt I was not building up trust.
Oh, and hopefully there will be a large positive modifier for liberating City-States an AI Leader is on good terms with. That, and maybe one for conquering a City-State that an AI Leader is at war with because that City-State is an allied of an enemy Nation State.
Anyway, thanks for the heads up on that part of Diplomacy. I look forward to the update. Especially interested in seeing what changes are made to the World Builder too.
-->Yields: Fix a load order problem where the lake bonus is not applied to a farm after loading an existing save.
Dunno if anyone mentioned before, social policy "merchant navy" also got this bug.
The production+3 bonus is not applied to coastal cities after save loading even the map tile display is correct.
I hope this will be fixed in the next patch too.![]()
A couple more of these and the game might finally be finished.
One big request is the ability to disable land purchasing. This breaks the culture mechanic IMO.
Nice, an empty patchnote
A problem is that, to make modding more powerful, it pretty much has to be made more complicated. It would be possible to build a UI for certain types of common changes (a beta, now sadly on hiatus - at least - of a fan-made tool for tech tree editing, worked fairly well), but the people who write the most powerful, popular mods would need to go beyond what those tools could do, and would probably prefer improvements to the Lua interface. I think it would be best to have both, but if it can only be one, give me the Lua.
Not something strictly needing a patch but: when are we going to get the documentation for GameEvents that was promised? On release of the patch that added GameEvents, a firaxian said they would be documented 'soon', but still nothing. Has there been a production decision not to publicly document them?
Suggestion: order savegames in load game screen by date.
one random thought:
Units: Prevent units with the "No Melee" promotion from capturing cities (archers, catapults, etc.).
- does that finally disable siege units from moving to target on right click (when selecting a city or unit - so attack order right click), if they aren't set up? That's generally the only way now to take a city with one of those units.
I think I'll wait until the next page, there's like four real questions so far, all answered fairly quickly (except the renewed GameEvents documentation question).
This is very awesome. Maybe Part II is going to take a bit because they want to implement my brilliant idea to add Lua functions for making AI believe certain diplo events occured (or make them forget about diplo events)?Probably not, but it would be awesome. (Especially if we can add new diplo events to the XML, so that we can write the Lua ourselves for making the AI recognize it.)
not ungratefull, but i dont think theres anything of real substance in this patch that impacts me, or game style. Though im excited at the features of the second announced patch.
Hi,
I know this is not a request thread but PLEASE implement the missing options from CIV4, we are really missing them
1. Quick Attack.
2. Quick Defense.
This is really depending of the state of the game how this is optimal to be set up. This was once realised in BTS and implemented. Choosing Quick combat at the beginning and never witnessing the might of the Battleships in animation is not an option nor watching barbarian tirenmes shooting for scouts every turn... Really annoying and not much work at all.
Thank you for considering this.
Just one thing: You can't release the patch until Professor MadDjinn wraps up his Arabian Four Corners YouTube video series — NO EXCEPTIONS.
Thanks for the update! ~ Bamm
2kGreg, we have a lot of missing features in diplomacy. Like, there are no friendship bonuses if you've known a Civ for a long time without warring with them, I don't think there are any diplomacy bonuses for having lots of active trade with a civilization, random gifts don't earn you any favor, you currently can't demand things of your friends and have them give you stuff for free (which is something THEY can do to YOU)... having a friendship pact late-game is difficult enough that it should net you that civilization's vote for the diplomacy victory... "Don't settle near me" or "Are those troops near my borders going there for war?" do not expire, which is farking ridiculous if Rome tells you not to settle near them in 4000 BC and you put a city near them in 1,000 AD and you get a diplomacy hit for it...
...there are also some Civilizations that, once they have your friendship, will demand RIDICULOUS 'friendship' demands. Like, Babylon asking for all of my luxury items, my entire gold reserve, and the remainder of my iron. I was pissed, because if I say 'yes' I get crippled, if I say 'no' I get a diplomacy hit. I said 'no' because no diplomacy hit was worth that. I think there needs to be a limit on what AI can demand from friends.
And there should be some kind of gold per turn bonus for connecting your capitol to another city's capitol, and a diplomacy bonus to go with it. There's absolutely no reason to connect roads to your neighbors, except for war; and that's just kind of silly.
Can we expect any of these things, ever?
(And Multiplayer Animation)