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Thread: "August" Patch Notes

  1. #81
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    Anounced and released in the same day congrats to greg for not knowing the eta lol

  2. #82
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    Quote Originally Posted by Mega-Dolphin View Post
    There's still the cryptic "minor bug fixes".
    I must admit, this is where the 'courthouse bug' fix could be lurking, but in reality I am really going to struggle without this bug. It's like magic to buy a courthouse and see your happiness go ricocheting from red to green.

  3. #83
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    This is exactly the reason why it should be fixed. Players should not base strategies on bugs. Especially on bugs such as this.

  4. #84
    Some decent stuff in there, but not enough.

    UI improvements: How friggin hard is it to implement the crap we've been asking for ad infinitum in these forums?
    - change settings for game in progress and scenarios (quick combat especially)
    - make resource/luxury trades less painful

    AI/Diplomacy: please find a way to make them less schizoid. It's impossible to not be a warmonger, ever

    Promotions: still no fix for ranged->melee promotions. Vanilla rifleman are superior to my uber crossbow

    There's more. Most of the above fixes are currently part of Civ4. Just copy/paste them in. You own the property, you can steal the good ideas.

  5. #85
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    Thanks Greg, have to agree the balances to the Wonders was a much needed addition.

  6. #86
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    Quote Originally Posted by JamesCivFan View Post
    This is exactly the reason why it should be fixed. Players should not base strategies on bugs. Especially on bugs such as this.
    Ever played Total Annihilation? Half of the legitimate competitive strategies/tactics are based on game bugs and exploits. Those bugs existed for so long that their abuse has become legitimate and considered part of high-level competitive play.

  7. #87
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    Quote Originally Posted by nasuellia View Post
    - Still no multiplayer animations.
    - Still no multiplayer mods.
    - Still no improvements on turns compute time.

    The horror....
    Dude, my turn times are lightning fast. Consider upgrading your rig if you are impatient.

  8. #88
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    Quote Originally Posted by kaybeebiscuits View Post
    "Eye" haven't "bean" playing this game "four" a long time, "butt" I have recently returned "two" check on the updates so far. "Eat" "seams" that Civilization "Vee" has changed "er" lot ever since "eye" last played "eat".
    My brain started to hurt after reading that.

  9. #89
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    Well wasnt the biggest patch, but sure was a quick release one! thx 2k. Hope its a good one!

  10. #90
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    I have to say, this was an early one. Pleasant surprise.

    Since the bug thread hasn't been posted yet, I'll alert everyone that is suffering from the endless "Please Wait" problem that it is due to the game not alerting the player of a panicked worker before calculating AI turns. To solve that problem, find the worker that is idle due to nearby enemies/barbarians and assign it a task. The game will then continue to the next turn.

    A hotfix next week for this and any other immediate issues would be very nice.

  11. #91
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    yes . . .I've been getting the problem with the game not advancing due to workers.

    I thought I was going a little bit crazy

  12. #92
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    cntrl+f great wall: no results
    All of my rage.

  13. #93
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    Sounds good. I would have liked to have seen a significant increase on Mod upload size limits for the mod browser though. I have to host my ww2 mod completely on CFC now, because of the tiny size limit.

  14. #94
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    Quote Originally Posted by Mega-Dolphin View Post
    I have to say, this was an early one. Pleasant surprise.

    Since the bug thread hasn't been posted yet, I'll alert everyone that is suffering from the endless "Please Wait" problem that it is due to the game not alerting the player of a panicked worker before calculating AI turns. To solve that problem, find the worker that is idle due to nearby enemies/barbarians and assign it a task. The game will then continue to the next turn.

    A hotfix next week for this and any other immediate issues would be very nice.
    It's not just workers that cause this. In the current game I am playing you have to hunt around the map for the unit (not necessarily a worker) that needs its move or action completed. In my latest case a swordsman came across a barb hut on an auto-move and I had to hunt around and find it when the game said 'please wait', and I have to complete it's move even though it had orders.

  15. #95
    Quote Originally Posted by Reduced_Silver View Post
    It's not just workers that cause this. In the current game I am playing you have to hunt around the map for the unit (not necessarily a worker) that needs its move or action completed. In my latest case a swordsman came across a barb hut on an auto-move and I had to hunt around and find it when the game said 'please wait', and I have to complete it's move even though it had orders.
    The panicked worker doesn't show up in the unit list or by pressing "." or ","?

  16. #96
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    Quote Originally Posted by manguy View Post
    The panicked worker doesn't show up in the unit list or by pressing "." or ","?
    Like I said, I don't believe it's just worker panic that causes this. In fact, I am sure about it now, as my game progresses; it's any unit, that for some reason requires a manual completion of its turn, for reasons I don't really know yet. It's not just barbs that are causing this. Several times this has happened, there have been no barbs around. This is going to become quite frustrating in the later game with lots more units.

  17. #97
    Quote Originally Posted by sectoid View Post
    Dude, my turn times are lightning fast. Consider upgrading your rig if you are impatient.
    Dude, your turn times are lightning fast playing in multiplayer with huge maps and all AIs on mid-late game with the auto-save feature set on "every turn" (as it was necessary before this patch)? You are simply a liar man.

    The entire forum is mad about the crappy turn compute times.

    And my rig is a freaking good mid-high range gaming machine constantly updated. I also tried it on several friends' PC (one of which is a 4.0GHz Sandy Bridge with 8Gigs of RAM) and that was nearly identical.

    So... Go "advising" hardware upgrades some place else.

    The algorythms this game uses to simulate AI moves are just crappy.

  18. #98
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    Quote Originally Posted by nasuellia View Post
    Dude, your turn times are lightning fast playing in multiplayer with huge maps and all AIs on mid-late game with the auto-save feature set on "every turn" (as it was necessary before this patch)? You are simply a liar man.

    The entire forum is mad about the crappy turn compute times.

    And my rig is a freaking good mid-high range gaming machine constantly updated. I also tried it on several friends' PC (one of which is a 4.0GHz Sandy Bridge with 8Gigs of RAM) and that was nearly identical.

    So... Go "advising" hardware upgrades some place else.

    The algorythms this game uses to simulate AI moves are just crappy.
    My end turn times with 14 civs in the end game took maybe 15 seconds, and I don't even have a super-advanced processor. The algorithms are probably fine.

  19. #99
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    2K Greg, could you update the official patch notes thread with this patch and the .348 hotfix notes?

  20. #100
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    Quote Originally Posted by 2K Greg View Post
    [UI]
    • Unhappiness is now broken
    We knew that already

  21. #101
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    Quote Originally Posted by nasuellia View Post
    Dude, your turn times are lightning fast playing in multiplayer with huge maps and all AIs on mid-late game with the auto-save feature set on "every turn" (as it was necessary before this patch)? You are simply a liar man.

    The entire forum is mad about the crappy turn compute times.

    And my rig is a freaking good mid-high range gaming machine constantly updated. I also tried it on several friends' PC (one of which is a 4.0GHz Sandy Bridge with 8Gigs of RAM) and that was nearly identical.

    So... Go "advising" hardware upgrades some place else.

    The algorythms this game uses to simulate AI moves are just crappy.
    I don't know about 'lightning fast', but my turns are faster. I also had a Windows auto update. This may have been the reason. Which ever brought the improvement, it is going fater.

  22. #102
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    Pre patch, you could end your turn by hitting the button, and any remaining moves would come up first, if there were any. Such as units reaching their destination on a multi turn move and the like. When you ended your turn in this manner, if the remaining moves were such that you'd want to move another unit that you hadn't previously moved that turn, you could do so if you desired. Now, you can't. You can't even select them. And once you do finish the remaining moves for other units after hitting End Turn, it no longer asks you to hit End Turn again, it simply auto ends.

    This is different than previous behavior. I don't understand why it was changed, and I don't know if it only affects old saves or not (that's what I'm currently playing). I do not have auto end turn checked, so that is not the problem. This patch introduced this behavior, and if possible I would prefer it be restored to previous behavior.

  23. #103
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    I'm afraid to get the new patch now <.< .... >.> Dx

  24. #104
    Quote Originally Posted by builder680 View Post
    Pre patch, you could end your turn by hitting the button, and any remaining moves would come up first, if there were any. Such as units reaching their destination on a multi turn move and the like. When you ended your turn in this manner, if the remaining moves were such that you'd want to move another unit that you hadn't previously moved that turn, you could do so if you desired. Now, you can't. You can't even select them. And once you do finish the remaining moves for other units after hitting End Turn, it no longer asks you to hit End Turn again, it simply auto ends.

    This is different than previous behavior. I don't understand why it was changed, and I don't know if it only affects old saves or not (that's what I'm currently playing). I do not have auto end turn checked, so that is not the problem. This patch introduced this behavior, and if possible I would prefer it be restored to previous behavior.
    I agree, let's have the old end turn back!

  25. #105
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    enjoying all of the changes made in recent patches and this little gem was a nice surprise, i was just thinking that seaports and the tradition tree were a bit weak and lo and behold a new patch fixing these issues is announced and released on the same day! turn loading times seem to be better than ever and i don't exactly have a world beating rig. diplomacy is definitely getting better no matter what some people say, but there's still plenty of room for improvement - i've seen siam sending wave after wave of troops over the ocean with no protection while my navy just sat there and picked them off one by one. no more denouncement chains and blips on my record dissapearing over time, i can finally have some friends and the world doesn't seem so lonely bring on the next patch, until then, game on

  26. #106
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    Im wondering with that end turn error..... Is anyone even testing the patches before they get released or are we still the paying beta testers?

  27. #107
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    Also, not sure if related to patch or if this is old... the "Supply" promotion (heal outside friendly waters) for ships seems to be also adding +1 movement, though it doesn't show up as a promotion. "Supply" shows up as a promotion, the "+1" movement doesn't. Yet when I've promoted my ships (2 Battleships and 1 Destroyer so far) with "Supply," they've also been able to move an extra space.

  28. #108
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    Are there any plans to ever turn on animation in multiplayer?

  29. #109
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    Quote Originally Posted by nasuellia View Post
    Dude, your turn times are lightning fast playing in multiplayer with huge maps and all AIs on mid-late game with the auto-save feature set on "every turn" (as it was necessary before this patch)? You are simply a liar man.
    To be fair, no multiplayer was mentioned in your turn time rant. Calling me a liar? My turn times are fast. That's the truth.

    I have not checked how unoptimised the code is, but Im sure you can tell me?
    Yeah I know previous civ games managed the AI turns faster with less harware, but those games did not have 1upt which to my understanding results in more calculations. Dont get me wrong, I'd be happy too if they optimised the code more to get shorter turn times. So please don't act like I have insulted you somehow.

    Im not going to get more into this, but you should consider changing your attitude a little. I don't appreciate your "tone".

  30. #110
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    Has anyone worked out what Seoul changed to? And what's Korea's capital?

  31. #111
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    Quote Originally Posted by Black Gate of Mordor View Post
    Has anyone worked out what Seoul changed to? And what's Korea's capital?
    Seoul City State became Kathmandu, Korea's capital is Seoul.

  32. #112
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    Quote Originally Posted by Goosse View Post
    I don't know about 'lightning fast', but my turns are faster. I also had a Windows auto update. This may have been the reason. Which ever brought the improvement, it is going fater.
    On Ocz Vertex3 it is lighting fast..

  33. #113
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    Quote Originally Posted by rhettrongun View Post
    Sounds good. I would have liked to have seen a significant increase on Mod upload size limits for the mod browser though. I have to host my ww2 mod completely on CFC now, because of the tiny size limit.
    I believe that's being looked into, but they're having trouble reproducing it. If you've got a mod file that's verified as still failing to upload after all current updates, pass it on to FXSSSeckman (there's info in the modding forum).

  34. #114
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    Quote Originally Posted by chmilz View Post
    Some decent stuff in there, but not enough.

    UI improvements: How friggin hard is it to implement the crap we've been asking for ad infinitum in these forums?
    - change settings for game in progress and scenarios (quick combat especially)
    - make resource/luxury trades less painful

    AI/Diplomacy: please find a way to make them less schizoid. It's impossible to not be a warmonger, ever

    Promotions: still no fix for ranged->melee promotions. Vanilla rifleman are superior to my uber crossbow

    There's more. Most of the above fixes are currently part of Civ4. Just copy/paste them in. You own the property, you can steal the good ideas.
    They're separate codebases. They can't just copy/paste relevant code.

  35. #115
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    This patch is definately a step in the right direction. Internet MP is now playable for me. Prior to this patch my game would crash or there would be a disconnect every 10-15 minutes. Yesterday I played a game with my friend online for several hours via my Phones wifi-hotspot feature, not even real broadband, and we had no such issues. Turn times were even faster than usual, I was very impressed

    Im still hoping they will eventually add in AI leader screens, unit animations, and some sort of fix to the player vs player war time click fest. However, I can now play this game with my brothers and my friends and for that I am very happy.

    You may be nearly a year late, but thanks all the same 2K. 2KGreg if you see this please pass on to the developers that they did a great job with this one and we are looking forward to some more MP love in future patches. Thanks!

  36. #116
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    Quote Originally Posted by Zyffer View Post
    This patch is definately a step in the right direction. Internet MP is now playable for me. Prior to this patch my game would crash or there would be a disconnect every 10-15 minutes. Yesterday I played a game with my friend online for several hours via my Phones wifi-hotspot feature, not even real broadband, and we had no such issues. Turn times were even faster than usual, I was very impressed

    Im still hoping they will eventually add in AI leader screens, unit animations, and some sort of fix to the player vs player war time click fest. However, I can now play this game with my brothers and my friends and for that I am very happy.

    You may be nearly a year late, but thanks all the same 2K. 2KGreg if you see this please pass on to the developers that they did a great job with this one and we are looking forward to some more MP love in future patches. Thanks!
    Aye, been a definite improvement for me too. Turn times at around turn 1200 were around 10 seconds now. All I'd really wish is that they'd remove the limitation of civs in multiplayer (and added diplomacy but that one's obvious). Why is that there anyway, because the game wouldn't work with that many human players? Or because of City-States?

    Me and my brother would like to have more AIs in the game, since the game can get a bit slow-paced especially if a few of them are wiped out early on. Marathon games with every nation in the world were great fun in 4.

  37. #117
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    Quote Originally Posted by istry555 View Post
    Seoul City State became Kathmandu, Korea's capital is Seoul.
    Kathmandu? That's AWESOME! But I guess that means the Great Nepalese Empire is not in the works...

  38. #118
    •Killing Barbarians inside a City State's borders with a ranged unit now correctly rewards the player with influence.

    Finally!

  39. #119
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    The ability to "un end" a turn might finally make online play worthwhile! Did Firaxis ever add an option to enable unit animations for multiplayer? or is that still ongoing issue? I haven't played online multiplayer for months...

  40. #120
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    So this patch hasn't actually hit yet? That's weird. I was playing a hotseat game last night and some of these changes seem to have already been applied to that game. I'm confused...

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