Page 2 of 12 FirstFirst 1234 ... LastLast
Results 41 to 80 of 464

Thread: Upcoming Patch Notes

  1. #41
    Join Date
    Jan 2011
    Posts
    884
    Quote Originally Posted by Oosh View Post
    Surely they would be Ixians? Fir-ixians even?
    Even though Sid is busy with the Facebook game, maybe they managed to get a ghola of him to work on Civ V? I'm afraid I don't have the skill to portmanteau Firaxis and Tleilaxu.

  2. #42
    Join Date
    Jul 2010
    Location
    Free State Bavaria
    Posts
    2,086
    Quote Originally Posted by 2K Greg View Post
    I should have an ETA to announce soon. I just want to make sure all the Is are dotted and Ts crossed, so we don't have another "February" patch situation
    I interpret this as meaning 'I would say this month, but won't in case it runs over to May'

    Quote Originally Posted by 2K Greg View Post
    I'll have some details on that mystery addition soon.
    How soon? And to quote PhailRaptor, Valvetime or Blizzardtime?

  3. #43
    Join Date
    Jul 2010
    Location
    Free State Bavaria
    Posts
    2,086
    Quote Originally Posted by bigden View Post
    Basically, there was a problem that we corrected that was keeping the AI approach values below a certain level. Now, a player can achieve a much higher approach value. This is not the value you see when you're in diplomacy, this is the approach that the AI is adopting behind the scenes.

    Some of the benefits? Gaining Friend/Ally, the AI won't really want to engage in coop wars vs. you, will be more likely to continue coop wars with you, considerably less likely to denounce, more likely to adopt a Friendly approach, etc.
    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:

    GAMEPLAY

    Units: Prevent units with the "No Melee" promotion from capturing cities (archers, catapults, etc.).
    Is this also valid for empty barb camps?
    Last edited by tfordp; 04-14-2011 at 02:52 AM.

  4. #44
    Join Date
    Jun 2010
    Posts
    192
    Quote Originally Posted by 2K Greg View Post
    ... and a much-requested addition to the game that we’ll be discussing in more detail very soon.
    If it's not replay, then I have no idea what it could be.

  5. #45
    Join Date
    Sep 2010
    Posts
    461
    So its official now? MP is RIP

  6. #46
    Join Date
    Jan 2011
    Posts
    236
    Quote Originally Posted by tfordp View Post
    How soon? And to quote PhailRaptor, Valvetime or Blizzardtime?
    <3

    10char

  7. #47
    Join Date
    Feb 2010
    Posts
    409
    Quote Originally Posted by AeEsBii View Post
    Even though Sid is busy with the Facebook game, maybe they managed to get a ghola of him to work on Civ V? I'm afraid I don't have the skill to portmanteau Firaxis and Tleilaxu.
    How about: Firaxu?

  8. #48
    Join Date
    Jan 2011
    Posts
    236
    Quote Originally Posted by Oosh View Post
    How about: Firaxu?
    Or we can just go with Phyrexians and be done with it

  9. #49
    Join Date
    Jul 2010
    Posts
    686
    Quote Originally Posted by brxbrx View Post
    coming from you, that's a breath of fresh melange with a swig of water of life.

    good to see you can be an optimist!

    Hopefully the Firaxis Fedaykin will pursue their jihad and rid the galaxy (game) of the nefarious influence of the padishah emperor (poor gameplay)
    boy I'm really pushing those dune references...
    I have been very critic on firaxis about the release game and the first 2 patches but I also acknowledged the good work they did on the last patch and I definetly like what I read about this new patch

    As the Fremen say, God created Firaxis to train the faithful

  10. #50
    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.

  11. #51
    Join Date
    Jul 2007
    Posts
    546
    Quote Originally Posted by dukeisaac View Post
    thanks, its pretty clear now. So to be clear, there wont be any additional info from diplomacy interface nor will there be any additional positive effects to diplomacy, at least in the upcoming patch?
    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.

  12. #52
    Join Date
    Jul 2010
    Location
    The Netherlands
    Posts
    880
    Quote Originally Posted by Sombra View Post
    So its official now? MP is RIP
    Why is that your conclusion? This is the first part of 2 part megapatch. And I'm guessing there will be more patches after that. Why would MP be dead?

  13. #53
    Join Date
    Jul 2007
    Posts
    546
    This does not apply to empty barbarian camps.

    Quote Originally Posted by tfordp View Post
    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?

  14. #54
    Join Date
    Nov 2010
    Posts
    235
    Quote Originally Posted by bigden View Post
    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.

  15. #55
    Join Date
    Apr 2011
    Posts
    1
    -->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.

  16. #56
    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.

  17. #57
    Join Date
    Dec 2010
    Posts
    156
    Nice, an empty patchnote

  18. #58
    Join Date
    Sep 2010
    Posts
    876
    Quote Originally Posted by Mansurji View Post
    Nice, an empty patchnote
    Lol, that's a great illusion for your avatar.

    I must have a perverted mind because I initially noticed the one thing first, then as I looked at it I saw the building with the sun behind it.

  19. #59
    Quote Originally Posted by 2K Greg View Post
    I should have an ETA to announce soon.
    What is the ETA of the ETA?

  20. #60
    Join Date
    Oct 2008
    Posts
    374
    Quote Originally Posted by Edward_TC View Post
    I am very happy that there will be some improvements to the World Builder. The World Builder as it is, is a good start, but it could use some additional features for causal editing. I hope there will be some additional fixes to the World Builder. I would also like to see more features added to the World Editor. I was a fan of the Civilization III World Editor to give a better idea of what I mean.
    agreed, being able to crop a map exactly how we want it is HUGE. Looks like the patch will improve many other things we've all been hoping for as well.

  21. #61
    Join Date
    Oct 2008
    Posts
    374
    Quote Originally Posted by legalize freedom! View Post
    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.
    I'd like to request the ability to disable research agreements as well. I can't imagine the logic of why that isn't optional.

  22. #62
    Join Date
    Sep 2010
    Posts
    303
    Quote Originally Posted by MadDjinn View Post
    My bet: Post-game replay.
    I hope it's that..

  23. #63
    Quote Originally Posted by Shiggs713 View Post
    I'd like to request the ability to disable research agreements as well. I can't imagine the logic of why that isn't optional.


    There is a mod that disables the RA. I use it, and works perfectly. It helps slowing down research a little bit, what the base-game still needs.

  24. #64
    Join Date
    Jun 2010
    Location
    Lancaster, UK
    Posts
    7,107
    Quote Originally Posted by Edward_TC View Post
    I am very happy that there will be some improvements to the World Builder. The World Builder as it is, is a good start, but it could use some additional features for causal editing. I hope there will be some additional fixes to the World Builder. I would also like to see more features added to the World Editor. I was a fan of the Civilization III World Editor to give a better idea of what I mean.
    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.

  25. #65
    Join Date
    Jun 2010
    Location
    Lancaster, UK
    Posts
    7,107
    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?

  26. #66
    Suggestion: order savegames in load game screen by date.

  27. #67
    Join Date
    Mar 2010
    Posts
    28
    Hello!
    Quote Originally Posted by bigden View Post
    New, positive modifiers and the like are on the slate for the second part to the update.
    second part to the update = that part that will come "in months"?

  28. #68
    Join Date
    Sep 2010
    Location
    Naples, Italy
    Posts
    91
    Quote Originally Posted by jpbar81 View Post
    Lol, that's a great illusion for your avatar.

    I must have a perverted mind because I initially noticed the one thing first, then as I looked at it I saw the building with the sun behind it.
    Lol, that seemed to me at first the mushroom cloud of a nuclear bomb after i saw your message i noticed the other 2 meanings

  29. #69
    Join Date
    Aug 2010
    Posts
    337
    Quote Originally Posted by dylan73 View Post
    Hello!


    second part to the update = that part that will come "in months"?
    That's how I added it up.

  30. #70
    Join Date
    Feb 2009
    Posts
    5,352
    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.

  31. #71
    Join Date
    Jan 2011
    Posts
    884
    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.)

  32. #72
    Join Date
    Jun 2010
    Location
    Lancaster, UK
    Posts
    7,107
    Quote Originally Posted by AeEsBii View Post
    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.)
    A Lua interface for diplomatic events would be wonderful; short of source-modding it'd be the only way to significantly mod diplomacy with AIs. Hooks into their decision-making based on diplo would be even better, so that new diplo variables could be added.

  33. #73
    Quote Originally Posted by 2K Greg View Post
    [*]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.
    Thank goodness, this bug happened to me all the time.

  34. #74
    Join Date
    Nov 2010
    Location
    Herts, UK
    Posts
    242
    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.

  35. #75
    Join Date
    Sep 2010
    Posts
    307
    Quote Originally Posted by Hamhawk View Post
    Yet another patch without significant multiplayer improvements.
    Exactly, I scrolled down the list of fixes, saw no "Multiplayer" heading, and thought, these guys are pathetic.

  36. #76
    Join Date
    Dec 2010
    Location
    Tempe, AZ
    Posts
    1,753
    Quote Originally Posted by MadDjinn View Post
    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've lost many a trebuchet to that

  37. #77
    Join Date
    Apr 2011
    Posts
    3
    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.

  38. #78
    Join Date
    Mar 2010
    Location
    Wichita, Kansas
    Posts
    323

    Thumbs up Very welcome news, Greg!

    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

  39. #79
    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)

  40. #80
    Join Date
    Jun 2010
    Location
    Lancaster, UK
    Posts
    7,107
    Quote Originally Posted by Olek View Post
    Exactly, I scrolled down the list of fixes, saw no "Multiplayer" heading, and thought, these guys are pathetic.
    No MP heading, but a couple of small MP changes were in the list

Page 2 of 12 FirstFirst 1234 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •