14th of June Patchnotes

Finally!
When i first played Civ 5 I could not believe the retardation of the programmers. This is BASIC LEVEL design...

In a perfect world maybe. The business end of the software industry (i.e. managers, investors, NOT the programmers) are happy to release "on time" at the expense of insignificant "BASIC" features and (sadly) complete testing. Some of you folks might lay off the programmers a bit. As a software developer (not for this game nor company), I can say I've cringed as I did my final check-ins at the behest of the businuess types.
 
In a perfect world maybe. The business end of the software industry (i.e. managers, investors, NOT the programmers) are happy to release "on time" at the expense of insignificant "BASIC" features and (sadly) complete testing. Some of you folks might lay off the programmers a bit. As a software developer (not for this game nor company), I can say I've cringed as I did my final check-ins at the behest of the businuess types.

Marketing. There were times when I could have cheerfully strangled the whole department.
 
Okay, I performed a small experiment with a stop watch.

This is on a computer that "Let It Run" says should be fast for Civ V.

I started a vanilla game at King level got to about 20 turns and saved the game. I avoided conflict so graphics didn't slow anything down.

I then restated the game with settings of corethreading 0. After 6 turns the average lag time between turns was averaging slightly under 9 seconds.

I tried resetting with corethreading 1. The average lag time was about 9 seconds. There was no discernable difference.

I then downloaded the latest graphics drivers (this machine is about 10 days old and I updated drivers on set up). The average time is about 5 seconds.

Pretty big difference.

This is very early in the game so I time it again further into the game.
 
Here is the important part. When a unit takes damage, the icon (big round icon of the unit as well as damage indicator) above that unit disappears. The icon doesn't come back until the unit is fully healed, and THEN moves.
:(

I am having the same issue. I've resynced my cache to no avail.

Anyone know how to solve this?
 
Okay, I performed a small experiment with a stop watch.

This is on a computer that "Let It Run" says should be fast for Civ V.

I started a vanilla game at King level got to about 20 turns and saved the game. I avoided conflict so graphics didn't slow anything down.

I then restated the game with settings of corethreading 0. After 6 turns the average lag time between turns was averaging slightly under 9 seconds.

I tried resetting with corethreading 1. The average lag time was about 9 seconds. There was no discernable difference.

I then downloaded the latest graphics drivers (this machine is about 10 days old and I updated drivers on set up). The average time is about 5 seconds.

Pretty big difference.

This is very early in the game so I time it again further into the game.

Just a bit further, I started a game on my old laptop and did not load the update. On a slower computer the average lag time for a game of exact settings and after the same amount of moves was approx. 4.5 seconds. So on a slower computer the old game was slightly faster.
 
Thanks for the confirmation on that Cicerosaurus. That little bit of extra slowness could be totally justified by an AI that is considering more and playing a bit better. When it comes to AI, we rely totally on the modding community to step in and get to work really optimizing the code. That takes 1000's of volunteer hours. Unfortunately that little bit of extra time per turn will start to add up as the game goes on especially for older computers.

What about the rest of the bugs in the patch !?!? Where are the detailed patch notes?!?! Why didn't the programmers record the changes they were making as they were making them?!?!? That sort of discipline is standard practice I used to think.

Cheers
 
I for one would be interested if you could conduct the same experiment with GnK if you decide to get it. In theory, it could slow down the game a little bit once again, because now the AI has to calculate the religion and espionage layers. However it won't be much and it will be interesting to see and I hope to god that the older dual core laptops of 2009-10 vintage can still play GnK on standard maps.
Cheers
 
Thanks for the confirmation on that Cicerosaurus. That little bit of extra slowness could be totally justified by an AI that is considering more and playing a bit better. When it comes to AI, we rely totally on the modding community to step in and get to work really optimizing the code. That takes 1000's of volunteer hours. Unfortunately that little bit of extra time per turn will start to add up as the game goes on especially for older computers.

What about the rest of the bugs in the patch !?!? Where are the detailed patch notes?!?! Why didn't the programmers record the changes they were making as they were making them?!?!? That sort of discipline is standard practice I used to think.

Cheers

I worked in software dev in another industry. We were required to thoroughly comment our code. We used the comments as the basis for the notes on each version or patch. I know because I was usually "volunteered" to write up the notes for our end users. Although I've been retired for a couple of years I doubt that commenting and notes have been dropped as best practices.
 
What about the rest of the bugs in the patch !?!? Where are the detailed patch notes?!?! Why didn't the programmers record the changes they were making as they were making them?!?!? That sort of discipline is standard practice I used to think.

It is still standard practice. Publishing them in full to the customer rarely (almost never) is, except in the open source world, where you can pull the commit list anyway. Customers get a shortened, sanitized version.
 
We've been given them in the past, and hopefully we'll get some sort of list soon... I for one, tend to go through those lists carefully, considering the implications of each and every change...
 
The_Quasar said:
We've been given them in the past, and hopefully we'll get some sort of list soon... I for one, tend to go through those lists carefully, considering the implications of each and every change...

You mean more detailed than the list in the OP? I'm new to the game, so that's an honest question. I'd love to peruse some detailed info on the threading. But my feelings won't be hurt if I can't.
 
Just as a final update, I am well over 300 turns now and the "lag" is 30 seconds plus on every turn. (It is a bit difficult to time as someone is always begging for a luxury or glad that you have made friends with someone).
 
You mean more detailed than the list in the OP? I'm new to the game, so that's an honest question. I'd love to peruse some detailed info on the threading. But my feelings won't be hurt if I can't.

This is the sort of thing I mean (that was from a previous patch)... very helpful.
 
I'd like to hear from any AMD CPU users who are, or are not, experiencing these issues. I'm running an AMD 1060t and I've had no problems post-patch.

NOTE: This post is in no way intended to start an AMD vs Intel debate. I just noticed a complete lack of problem reports from AMD users and I'm wondering why that might be so and what light it might shed on the problems.

I'm running an AMD Phenom II X4 840T quad-core processor, and I have had no problems post-patch. I just finished a game pre-patch yesterday and started a new one with the patch today. About 50 turns into the game the time between turns is about 7 or 8 seconds. I think the time between turns has increased a little, but not enough to bother me.

One little quirk that I noticed is that when you have to "finish" a unit's turn (meaning you take your turn, click "next turn," but have to finish the turn for a unit because it only spent 1 of it's movement points) it doesn't automatically go to that unit. I click next turn, the button changes to say "a unit needs orders" (or whatever it says), but it doesn't automatically select or focus on that unit. I think it did select/focus on the unit before the patch, though I could be wrong.
 
I'm running an AMD Phenom II X4 840T quad-core processor, and I have had no problems post-patch. I just finished a game pre-patch yesterday and started a new one with the patch today. About 50 turns into the game the time between turns is about 7 or 8 seconds. I think the time between turns has increased a little, but not enough to bother me.

One little quirk that I noticed is that when you have to "finish" a unit's turn (meaning you take your turn, click "next turn," but have to finish the turn for a unit because it only spent 1 of it's movement points) it doesn't automatically go to that unit. I click next turn, the button changes to say "a unit needs orders" (or whatever it says), but it doesn't automatically select or focus on that unit. I think it did select/focus on the unit before the patch, though I could be wrong.

I'm running an AMD 1060T and my experience with turn times mirrors yours.

Movement and Worker actions seem to have become quirky post-patch. If I order a unit to move, say, five tiles away it will use its MP on that turn and then ask for orders on the next one. I often have to repeatedly order a Worker to build something that I had previously ordered it to build. Both phenomena occur even though there are no Barbs, enemy units or anything else within eight tiles of the Worker or unit.
 
Could you please try something for me, and let me know if it corrects your problem?

1. Open up your config.ini (My Documents/My Games/Sid Meier's Civilization V/)
2. Look for the following line: EnableGameCoreThreading = 1
3. Change it to: EnableGameCoreThreading = 0

Thanks, and let me know.

I have checked the file listed above and cannot find the EnableGameCoreThreading anywhere. Where should it be in the config file? I also have the same problem on a laptop I use.
 
I found the config file but not config,ini file. In the config file there is no line for EnableGameCoreThreading anywhere. Where in the config file should this line be?
 
I found the config file but not config,ini file. In the config file there is no line for EnableGameCoreThreading anywhere. Where in the config file should this line be?

Go to My Documents>My Games>Sid Meir's Civilization 5.
Open config.ini in Notepad.

Use Find to locate this line:
EnableGameCoreThreading = 1

Change it to:
EnableGameCoreThreading = 0

Save file and exit.
 
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