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1.52 Undocumented Patch Changes

Have they given the AI more cheating knowledge? Played first game with the patch and Alexander declares war shortly after I refuse tribute. I had one city on the border undefended but with an archer on the way, I dispatched 2 additional units from my capital. He sends 1 axeman which gets there after the archer but before the reinforcements and takes the city, which I retake the next turn. Then he plops down 2 units from a galley on the opposite coast which is just enough to take that city again 1 turn before I can get reinforcements there. Just coincidence or are others seeing cheating?
 
I saw an interesting AI behaviour earlier today, my warrior scout came across a GH, but Gandi had a warrior already next to it, "bugger missed it" I thought but next turn its still there, so I took it, and out popped an enraged warrior. So the AI obviously had forewarning of what it would pop.
PS dont say I just got to it first, the AI warrior moved first.
 
Suspiria said:
If you have health bars turned on you now dont know the outcome of battles until one unit is killed. Whereas before the health bar showed who won before the battle animation was even over.
All this does is delay the time you know who won by 2-3 seconds, it's really annoying. Purposefully adding delays in the game is counter-intuitive...they took out the delay between ordering a unit action and response, but then added a delay in combat results :undecide:

They also added another delay in quick-saving...it's no longer "quick". Now it takes just about as long as a normal save with CTRL + S, click OK, rather than SHIFT + F5, click OK.
 
It might just be a streak of bad luck, but copper seems to be a much rarer resource than it used to be.
 
They fixed one annoying minor bug with fullscreen support and multiple monitors. It used to be I'd play fullscreen on my primary monitor, but when I tried to scroll by dragging the mouse to the right edge of the screen it'd just zoom off to my secondary monitor. Now Civ 4 "captures" the mouse so I can't scroll off screen. Nice little change. It's a bit cheesy how they implemented it (you can watch the mouse cursor "escape" by 10-50 pixels before being dragged back) but it gets the job done.
 
Thalassicus said:
All this does is delay the time you know who won by 2-3 seconds, it's really annoying. Purposefully adding delays in the game is counter-intuitive...they took out the delay between ordering a unit action and response, but then added a delay in combat results

I haven't tried the patch yet, but can't you still just turn off combat animation if you don't want a delay? I'm glad they changed this, I think it was really lame to know the result of the battle before it played out. The way it should be is for the health bars to update hit by hit, that would be more exciting (maybe it does that now?).

They also added another delay in quick-saving...it's no longer "quick". Now it takes just about as long as a normal save with CTRL + S, click OK, rather than SHIFT + F5, click OK.

Very poor change, I liked the quick save as it was.
 
ZubieMaster said:
... to know the result of the battle before it played out. The way it should be is for the health bars to update hit by hit, that would be more exciting (maybe it does that now?).
I agree, I know why they did it - it's exciting not knowing who's going to win or lose until the last guy falls to the ground. I also would like the option to be able to glance at the health bars so I know who wins right away, though, to use the time as the animation plays out to think about other things, like what ramifications that victory might have on my strategy.

A checkbox "Display health bars in combat" would be ideal.

I do use "quick combat - offense" for this reason: it resolves the battle quickly and saves me time when attacking with a dozen units.

"Quick combat - defense" needs to be changed, though, so it at least centers on that location and waits half a second so you know where the combat occured. When I had this enabled I'd often have automated scouts mysteriously die to animals and it took a while to figure out where they had been. It would also add a slight pause between each enemy attack, so you don't end up with 10 units suddenly killed without knowing what exactly happened.
 
That's "Display health bars". They disappear now in combat, though, which is why a "Display health bars in combat" box would also be great (if you want that option, as described above) :)
 
I have noticed one thing with forests and workers. Looks like they no longer assume (with the blue circle) that forested areas should be turned into farms & cottages when your workers are active. Before the patch, every time I turned around it was suggesting that I clearcut everything.
 
FYI, there is a now a check box under Options to have automated workers leave Forests alone now.
 
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