14th of June Patchnotes

The problems I am seeing they HAVE to have seen during their limited testing. My main problem is that they put the End Turn button as the top priority during the turn and I have to go through each and every individual everything in order to make sure that I do not miss something. The build orders and unit orders that used to auto cycle through no longer do that.

I think you are right. There was very little testing on the patch. I think they saw so many problems with G&k that they had to make some quick decisions and quality assurance has suffered for sure.

I have i7 2600k, gtx 580, and 8gb ram. The patch work fine for me, no need to change the corethread thing in ini file.

why does it work on yours and not on so so many other machines.... ?
 
I think the main fault with this patch comes with the fact of Game WOrkshop, it should've waited AFTER god and Kings was released. That would've made sense the most to me, they put are way under too much pressure, and I'm not too surprised that patch is like it is.

The good news is, a Hotfix is coming, because 2k Support has told me that "they are working on a fix", and 2k Greg is going to try to get an ETA on the hotfix on Monday.
 
If the case is that workshop should not have been included than why not make workshop just an option for modders and not for everyone?

Workshop should be something like a dlc and opt for it only if you so wish.. not become part of the program.

Can't wait for Monday to see if the hotfix will actually work... maybe they will take out the workshop part of the updates....
 
I've never said that the workshop was optinial. I was just stating they timed it badly, they should've waited until AFTER the God and Kings was released because they juggle too many stuff.

Not only have they juggled the patch, they also have to juggle god and kings, and now the whole workshop. I think they should've waited with the workshop.
 
Just one point. When the new hotfix comes out do you reset the thread from 0 back to 1 ?

I've never said that the workshop was optinial. I was just stating they timed it badly, they should've waited until AFTER the God and Kings was released because they juggle too many stuff.

Not only have they juggled the patch, they also have to juggle god and kings, and now the whole workshop. I think they should've waited with the workshop.

Is there a need for the workshop if you are just playing the game and not designing?
 
Workshop doesn't let you design anything.. it's a medium for downloading mods.

And quite frankly, I'm in support of it.

The only reason why Workshop is useless is if you are not intrested in anyway in mods (like me)
 
Workshop doesn't let you design anything.. it's a medium for downloading mods.

And quite frankly, I'm in support of it.

The only reason why Workshop is useless is if you are not intrested in anyway in mods (like me)

I don't use mods.. well shouldn't say that I don't like the banner coming across with every turn so I do use that one.. but could do without that one so I don't use them much either.. or would not miss them.

But you are right I do support workshop if that is the only way to use mods for others.
 
Interesting. I will have to try a larger map tonight and see how high RAM usage climbs. I haven't noticed much of a difference in between turn times. Does this still happen with high end quad cores with gobs of RAM and super graphics cards.

I would expect RAM usage to climb throughout the game whether the program has memory leaks or not.

After all, the civilizations are producing more cities, buildings and units, unless the civilizations are dying, unless they are just razing one another's cities, etc. Even puppeted cities tend to produce something.

The reports I have read since Civ V was released seem to indicate problems with high end rigs, along with some low end rigs experiencing very few problems. I don't know the precise explanation for this. My rig is on the low-end: dual-core, 4GB RAM; and I haven't been experiencing most of the problems reported on the forums.

However, I don't expect 1-5 second normal AI turn times. I have read complaints about 9-10 second turn times. Players have different expectations and perceptions. Reports of continual 5 minutes plus turn times would definitely cause me a great deal of frustratiion.

I normally play Huge, 8 Civs.
 
I think the only reason why people aren't happy at the "bigger longer turn times" is because turns are now executed DIFFRENTLY, all Civs no longer move AT THE SAME TIME (ish) instead, each Civ slowly computes and executes their moves, as opposed to moving their unit at the same time.

I think that's primary cause of longer turn times..
 
I would expect RAM usage to climb throughout the game whether the program has memory leaks or not.

After all, the civilizations are producing more cities, buildings and units, unless the civilizations are dying, unless they are just razing one another's cities, etc. Even puppeted cities tend to produce something.

The reports I have read since Civ V was released seem to indicate problems with high end rigs, along with some low end rigs experiencing very few problems. I don't know the precise explanation for this. My rig is on the low-end: dual-core, 4GB RAM; and I haven't been experiencing most of the problems reported on the forums.

However, I don't expect 1-5 second normal AI turn times. I have read complaints about 9-10 second turn times. Players have different expectations and perceptions. Reports of continual 5 minutes plus turn times would definitely cause me a great deal of frustratiion.

I normally play Huge, 8 Civs.

Did you reset your thread from 1 to 0?
 
I started a huge Terra map with 14 AI civs and am in medieval times without a hitch or slowdown. No mods in play. i5 processor.
 
I reloaded Civ 5 after deleting my civ 5 folder. Actually just renamed it first to make sure it the uploaded again worked ok.

The game did work a lot lot lot better. The movement of the units was in sync better. The turn time was slightly slower but quite playable now. I did not have to reset the thread and it worked great.

I did not upload any mods yet with it.

The turn speed is slower than prior to the patch but not bad.

There are some quirky little gliches like a rifleman for advance weapons in a ruins early in the game when usually a pikeman or even a anything advanced but I hadn't even researched gunpowder for like turns and got the rifle man.. so that should be fixed to relate to the technology searched.

Still gliches with the game like quick combat and quick movement not in sync yet when clicked.

liked to know why reloading helped so much?

my laptop is a low end for the game but the reload did the trick for now for sure.
 
There are some quirky little gliches like a rifleman for advance weapons in a ruins early in the game when usually a pikeman or even a anything advanced but I hadn't even researched gunpowder for like turns and got the rifle man.. so that should be fixed to relate to the technology searched.
It's not patch related, but always was like that. Used to be even worse when you could promote a unit through ruins multiple times.
 
I reloaded Civ 5 after deleting my civ 5 folder. Actually just renamed it first to make sure it the uploaded again worked ok.

The game did work a lot lot lot better. The movement of the units was in sync better. The turn time was slightly slower but quite playable now. I did not have to reset the thread and it worked great.

That's wonderful news Specialforces and makes sense thanks for making this report for us people with the lower end laptops. The turn times are a bit slower because the AI is a bit better now which needs more processing time. Multi-threading should not have such a huge overhead on performance and it's good to see that it doesn't. I doubt that GnK will be any worse performance wise, than what we see now with the patch.

Looks like Firaxis stuffed up in a number of areas in the delivery department, and I think that the delivery was comical/tragic. But so far I totally commend the programmers. It is really tricky stuff to overhaul the complete game mechanic and then deliver it as a "patch" :crazyeye:

The memory leak situation is something to keep an eye out on with the dynamic DLL loading system. That could cause big slow downs or crashes. However that should be sorted and usually does get sorted. It must get sorted actually, because even people with the big machines are not going to appreciate a memory leak bug.

Cheers
 
It appears you cannot right click the events away during the processing of the turn by the AI. Now you need to wait until you can move your units to click them away. I always used the waiting time to read and click them away.
 
That's wonderful news Specialforces and makes sense thanks for making this report for us people with the lower end laptops. The turn times are a bit slower because the AI is a bit better now which needs more processing time. Multi-threading should not have such a huge overhead on performance and it's good to see that it doesn't. I doubt that GnK will be any worse performance wise, than what we see now with the patch.

Looks like Firaxis stuffed up in a number of areas in the delivery department, and I think that the delivery was comical/tragic. But so far I totally commend the programmers. It is really tricky stuff to overhaul the complete game mechanic and then deliver it as a "patch" :crazyeye:

The memory leak situation is something to keep an eye out on with the dynamic DLL loading system. That could cause big slow downs or crashes. However that should be sorted and usually does get sorted. It must get sorted actually, because even people with the big machines are not going to appreciate a memory leak bug.

Cheers

I still find the response a bit sluggish in the city management screens. But at least the game is playable.
 
@Specialforces:
Great catch on the reinstall! Props for renaming the original game folder before you did so and more props for having the patience to do the reinstall. There is supposedly a hotfix on the way, but in light of the damage that the "patch" did for some players I'd give even odds that the hotfix will fix the game for some and break it for others. I dug out my Civ5 DVD just in case.
 
@Specialforces:
Great catch on the reinstall! Props for renaming the original game folder before you did so and more props for having the patience to do the reinstall. There is supposedly a hotfix on the way, but in light of the damage that the "patch" did for some players I'd give even odds that the hotfix will fix the game for some and break it for others. I dug out my Civ5 DVD just in case.

yes, definitely a good catch.

Along with Oz's deleting the .wmv files (which, might have also helped SF rather than a full reinstall).

Ofc, it could be that there was an 'extra' something in the files that wasn't used anymore (or a glitch occurred on certain systems) and a clean install removes that problem.
 
I still find the response a bit sluggish in the city management screens. But at least the game is playable.

@specialforces:

What exactly did you do to be able to play with threading enabled?

I have a quad-core processor, but with threading enabled the game is too glitchy to play. If I turn off threading the glitches go away, but the game is slower--10 seconds between turns on standard map at the start of play (I guess because it's only running on one core).

It seems you have eliminated the glitches while also keeping threadingthe enabled. Is this correct? If so, how did you do that?

Thanks for any insight you can provide.
 
@specialforces:

What exactly did you do to be able to play with threading enabled?

I have a quad-core processor, but with threading enabled the game is too glitchy to play. If I turn off threading the glitches go away, but the game is slower--10 seconds between turns on standard map at the start of play (I guess because it's only running on one core).

It seems you have eliminated the glitches while also keeping threadingthe enabled. Is this correct? If so, how did you do that?

Thanks for any insight you can provide.

I didn't change anything with my config file. Left it alone and it seemed to work ok. All my mods and lot of my old files were gone that I had before so a new install seemed to help.

I am no saying it is perfect. The city screens are slow to respond but is playable. There are some game play gliches still with how the game plays but the speed is ok and hope the new fix will work...I think it is to be out today for us to use.

I have a dual core processor on a laptop and the laptop is a low end for the game. I usually play standard games with 6 to 8 civilizations including myself. So I don't tax the system with long games.

The units move more in sync and animation is ok. There is a gliche with the popup screens showing before the unit reaches the ruin or cs.

The technology tree will sometimes lad a bit when you select in advance for technologies. But just selecting one technology one at a time it works ok.

The re-install just seemed to get rid of some files that the computer or the patch didn't need and had some comflicts with.

I haven't tried changing the config file threading because didn't want to make to many changes until the next patch comes out today.
 
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