14th of June Patchnotes

When are the advisors supposed to change? I just got to the Medieval era and they look the same...

Also, has anyone noticed any changes to the 'scared worker' feature? It seems to me that workers now don't panic and stop working until the barbarian/enemy soldier is within a couple of tiles. I haven't road-tested this so I'm not 100% sure, but if they have changed it, that's pretty cool.
 
When are the advisors supposed to change? I just got to the Medieval era and they look the same...

Also, has anyone noticed any changes to the 'scared worker' feature? It seems to me that workers now don't panic and stop working until the barbarian/enemy soldier is within a couple of tiles. I haven't road-tested this so I'm not 100% sure, but if they have changed it, that's pretty cool.

Unfortunely, I haven't seen the advisors at the Medieval era, but on my game they were ''medieval'' at the Renaissance and Industrial era.

About the scared worker... I think it still works in the same way as before in my game (they ask for orders when the enemy is like 5 titles away).
 
I am a little bid mad at firaxis promissing that they wouldn't change the requirements for gods and king but now I had to drop the quality of the game down or else it would take forever to play between turns
 
I am a little bid mad at firaxis promissing that they wouldn't change the requirements for gods and king but now I had to drop the quality of the game down or else it would take forever to play between turns

Turn off EnableGameCoreThreading in your config file.
 
Has anyone else noticed a lack of luxury resources on their maps. Ever since I installed the patch I have been struggling to find luxury resources, and in my last game as france the nearest unique luxury resource was in Suliemans capital, which was surrounded by mountains. Besides that theree was nothing only one other luxury resource outside of my cap, a silver tile (A luxury that I already had acsess to) all the way on the other side of a huge bay
 
Has anyone else noticed a lack of luxury resources on their maps. Ever since I installed the patch I have been struggling to find luxury resources, and in my last game as france the nearest unique luxury resource was in Suliemans capital, which was surrounded by mountains. Besides that theree was nothing only one other luxury resource outside of my cap, a silver tile (A luxury that I already had acsess to) all the way on the other side of a huge bay

that's usually the sign of mass strategic resources in your area.
 
If anyone from Firaxis is reading this thread, there are two issues with the unit auto-cycling that I would like to see addressed:

1) I hit the Next Turn button, THEN get a Unit Needs Orders notification, THEN have to hit the Next Turn button again after dealing with the unit(s).

2) When there are multiple units that need orders, they should be prioritized by proximity to each other so that the game doesn't jump back and fourth across the map. This is especially bad on a huge map where I am conducting military operations in multiple locations and have packs of workers in multiple locations.
 
First time poster here looong time lurker and I must admit I was pretty skeptic after installing this update but was pleasantly surprised, despite a couple of tiny issues, which don't require much discussion they've already been mentioned. I am loving the TP graphics though. There must've been some hidden enhancements to the AI because in my 2nd test game on Prince I'm actually having a bit of trouble because I'm having many wars where the AIs are coming after me as soon as the PT wears off and I haven't had chances to rebuild my military at all. I guess when you're neighbors are France, Rome, Monty and Askia, things tend to get messy.
 
Has anyone else noticed a lack of luxury resources on their maps. Ever since I installed the patch I have been struggling to find luxury resources, and in my last game as france the nearest unique luxury resource was in Suliemans capital, which was surrounded by mountains. Besides that theree was nothing only one other luxury resource outside of my cap, a silver tile (A luxury that I already had acsess to) all the way on the other side of a huge bay

I started with Marble, Silk and Cotton all within working distance. I think you just got unlucky.
 
Unfortunely, I haven't seen the advisors at the Medieval era, but on my game they were ''medieval'' at the Renaissance and Industrial era.

About the scared worker... I think it still works in the same way as before in my game (they ask for orders when the enemy is like 5 titles away).

Yeah, on playing some more I think you're right. Grr. I wish they would at least make it possible to turn that off.

I'm in the Renaissance and the advisors have just changed. Looks quite nifty.

I heart the new Trading Posts too. SO much prettier!
 
If anyone from Firaxis is reading this thread, there are two issues with the unit auto-cycling that I would like to see addressed:

1) I hit the Next Turn button, THEN get a Unit Needs Orders notification, THEN have to hit the Next Turn button again after dealing with the unit(s).

2) When there are multiple units that need orders, they should be prioritized by proximity to each other so that the game doesn't jump back and fourth across the map. This is especially bad on a huge map where I am conducting military operations in multiple locations and have packs of workers in multiple locations.

#1: That appears to have been reintroduced when they fixed the earlier bug of when a worker had been interrupted by a nearby barb of after you hit end turn and gave an action to it the turn counter advanced without waiting for you to hit end turn.

#2: That issue has been there in every version of Civ V. Come to think of it's its a common issue in previous games in the civ franchise.
 
#2 I agree, it is also bad for your game, because for me my PC tends to unload some areas of the map, so when I jump back and forth between units, my game needs to load the map tile by tile again.
 
I feel bad for those who are having issues with the patch. I didn't have to change the threading file, and the game runs better than ever for me, especially during my turn. I am running a Pentium Dual-Core 3ghz with 4 Gigs RAM by the way.

There use to be some lag in the city view when changing citizens but that has been remedied. And like I already mentioned, being able to queue ranged attacks is wonderful. I also haven't run into the problem where a unit would run in place (graphical glitch). Courthouse bug fixed (FINALLY) and new trading posts!

Firaxis has atleast one satisfied customer! Bring on G+K!
 
Is there any way to set the game to show the information screens when the unit meets it destination? The information screen snaps up as soon as I click on the square for the unit to move to and the animation takes place after when the screen is up and one doesn't see the animation of the unit moving.
 
ARe you sure that helps I am not going to change something If it will screw up my game...

Whats the reason behind it What does enablegamecorethreading?

This seems to work for lower systems even dual cores because the sync between the two cores may not be perfect with the way the patch was programmed and seems to be tripping over its so called feet when trying to coordinate between the cores.

try setting it to 0 and run the game. Should see a change. I know mine worked better even though my system is a dual core.
 
Just a note when I set quick movmement in the general option screen at the beginning before going into setup game it doesn't carry over into the setup game options but when I set quick combat and than go into the setup game options both quick combat and quick movement is selected.

Is anyone else having this issue? This is a very small bug just don't use the new options in the patch.
 
Speaking from a programmer perspective again, multicore support is a big achievement for the civ programmers. It'll unavoidably slow down systems with fewer cores, but it has the potential for huge speed improvement on higher end systems. This is a technological achievement. Single threaded programming is easy. Multithreaded is tough. Your PC is too slow? Welcome to PC gaming. Enjoy your stay.

It's also ballsy move. Big risk taking on the part of the developers. So was the Steam Workshop switch. This is the sort of life you want to see if you like the game. It means you have a team of guys actively working the code. They just should have made it an option, like other performance options (Also hard!).
 
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