BNW patch en route

I think they may have played down how much work has been done on AI? Either that or they have made a couple of minor changes which have had a big effect? I can't remember the last time I lost a city but my current post patch game i've just lost two. Never thought i'd be so happy to lose a city. Good work on the patch. Very happy.
 
Yeah, I've started a new game on my usual level and either it's coincidence or they are playing better. While my score doesn't show it yet and I'm not under attack, it feels like I'd have no chance if that happened. I am literally surrounded by a massive Roman Empire and don't have nearly enough troops.
 
The new patch is good :). The game runs faster and smoother and has new multiplayer features. Also there are some new graphics. Have the barbarian camps graphics been fixed for the industrial era yet?

However... I noticed some problems related to in-between turns loading. My game crashed when I got a diplomatic message from Siam and Babylon diplomacy screen froze for a bit after a message i received in-between turns. I also noticed that some of the timing between events was a little odd between turns. Lastly the 'greying out map' issue needs fixing. Large parts of the map don't load properly, particularly on large maps. This issue has been in the game since civ 5's release.

I have yet to test the AI improvements, so I'm not sure how much better the battle AI is yet.

Moderator Action: Merged with the main patch thread.
 
actually it make quite a sense to me. this will happen only if you're at war and turn mode will change to sequentiall. so you and your war opponent will have the same ammount of time to actually play and game will be fair. if it would turn out as you suggest, the first one doing turn would have advantage of having additional time to adjust lesser game functions.

How does it make sense that neither player can accept deals other players who aren't at war offer them, trade with them, open borders, etc. because it isn't "their turn". It slows the entire thing down. Say Human A wants to cross through Player B's Territory. Player B is at war with Player C and Player D, but Player B moves last. Player B can't accept any trade offers (ie open borders) or make any open borders until its his/her turn.

So if player A ends his turn and Player B only gets to start his turn after Player A is finished, trading can effectively be destroyed now in multiplayer.

Civilian units also now that they can't move if its not your turn in hybrid, also have a few bugs. Routeing errors seem to happen - A worker won't be able to always effectively build a road from Point A to Point B because it gets stuck in the blue timer sequence. Effectively it forces you to manually move every civilian unit with the patch
 
-I hate the "new" leaderboard. The flashing during turn processing is fine, but all AIs are now permanently hardly visible in the list - they all appear like a dead Civ used to appear. Annoys me a lot... looks like you've never met someone even though you met em' all -.-

-There seems to be some kind of bug (back), which causes too many notification sounds to play when you enter a new era.

-Statue of Zeus seems to be the only wonder right now (in G&K) that requires a policy (Honor) to be build. Either there should be more wonder with policy/ideology requirements (as bnw should introduce afaik) or Statue of Zeus slipped through = bug =it shouldn't have the Honor requirement in G&K.

-Can't they add some kind of visualization which shows us when a CS can be bullied? Due to bullying being so good I spent 75% of the time used to play to check all the CS if they can be bullied again every single round. Feature request: A little symbol on the diplo board next to every CS that can be bullied.
 
-Can't they add some kind of visualization which shows us when a CS can be bullied? Due to bullying being so good I spent 75% of the time used to play to check all the CS if they can be bullied again every single round. Feature request: A little symbol on the diplo board next to every CS that can be bullied.

It already exists. If the icon is orange, it can be bullied.
 
How does it make sense that neither player can accept deals other players who aren't at war offer them, trade with them, open borders, etc. because it isn't "their turn". It slows the entire thing down. Say Human A wants to cross through Player B's Territory. Player B is at war with Player C and Player D, but Player B moves last. Player B can't accept any trade offers (ie open borders) or make any open borders until its his/her turn.

So if player A ends his turn and Player B only gets to start his turn after Player A is finished, trading can effectively be destroyed now in multiplayer.

Civilian units also now that they can't move if its not your turn in hybrid, also have a few bugs. Routeing errors seem to happen - A worker won't be able to always effectively build a road from Point A to Point B because it gets stuck in the blue timer sequence. Effectively it forces you to manually move every civilian unit with the patch

Let's parse that out into the exploits you want to have occur:

Player A and B are at war, and in sequential turns.

Player C wants OB with Player B, so that he can STEP IN FRONT OF Player As army, thereby preventing Player A from doing anything with their units during their turn.

When it's Player B's time, Player C (who is still in simultaneous turns with both Player A and B) moves his units, which allows Player B to attack Player A without reprisal.

as per civvies - GG's are also 'civilian' and so if you could move a GG/Khan around during Player As turn to have the GG/Khan be supporting units that Player A is attacking at that moment, then you are gaming up the turn sequence.

People complained for a long time that they wanted multiplayer sequential turns, so as to prevent spam click style games, and now you complain that it's there? :crazyeye:
 
How does it make sense that neither player can accept deals other players who aren't at war offer them, trade with them, open borders, etc. because it isn't "their turn". It slows the entire thing down. Say Human A wants to cross through Player B's Territory. Player B is at war with Player C and Player D, but Player B moves last. Player B can't accept any trade offers (ie open borders) or make any open borders until its his/her turn.

So if player A ends his turn and Player B only gets to start his turn after Player A is finished, trading can effectively be destroyed now in multiplayer.

Civilian units also now that they can't move if its not your turn in hybrid, also have a few bugs. Routeing errors seem to happen - A worker won't be able to always effectively build a road from Point A to Point B because it gets stuck in the blue timer sequence. Effectively it forces you to manually move every civilian unit with the patch

i agree with your description of the situation, but in my view this is a good thing. before this patch war was almost just about stupid mass clicking, now it is more fair and playable. negative side of hybrid turn mode is slowness, but i accept it as a great deal and something i wanted since i started with this game.
but hey, if you dont like hybrid, you can always play simultaneous as before.

EDIT: also no about destroying trading in a game. player in war with not-first-position can still accept any trade, just with some delay as he gets to play. he also can initiate some trades on his own and wait for answer. it¨s not like there will be no trading in war.
 
Can someone post pictures of the new terrain/icons if they have time? I pre-ordered on GMG and don't have it yet.
 
It already exists. If the icon is orange, it can be bullied.

Orange means they are afraid. If the cooldown from the last bully has expired then they will be bullyable again. You can however bully non afraid city states, so if you only ever bullied orange ones you've been missing thousands and thousands of gold ;)

Like i said... bullying is so effective, that I NEED to click on every single CS every single round to make sure I do not miss on it being available again. Some little coin icon or whatever next to every CS in the diplomacy quick overview (the thing on the right of the screen)... PLEASE.
 
Orange means they are afraid. If the cooldown from the last bully has expired then they will be bullyable again. You can however bully non afraid city states, so if you only ever bullied orange ones you've been missing thousands and thousands of gold ;)

Like i said... bullying is so effective, that I NEED to click on every single CS every single round to make sure I do not miss on it being available again. Some little coin icon or whatever next to every CS in the diplomacy quick overview (the thing on the right of the screen)... PLEASE.

You don't have to click on them if I remember correctly. Hovering over their name in the diplomacy menu (upper-left corner) gives a pop-up in which it says whether they fear your army or not, right? I might be mistaken though, as I never bully city-states (always playing the good-guy :jesus: )
 
Let's parse that out into the exploits you want to have occur:

Player A and B are at war, and in sequential turns.

Player C wants OB with Player B, so that he can STEP IN FRONT OF Player As army, thereby preventing Player A from doing anything with their units during their turn.

When it's Player B's time, Player C (who is still in simultaneous turns with both Player A and B) moves his units, which allows Player B to attack Player A without reprisal.

as per civvies - GG's are also 'civilian' and so if you could move a GG/Khan around during Player As turn to have the GG/Khan be supporting units that Player A is attacking at that moment, then you are gaming up the turn sequence.

People complained for a long time that they wanted multiplayer sequential turns, so as to prevent spam click style games, and now you complain that it's there? :crazyeye:

Those are some interesting thoughts I didn't consider for sure [Open Borders moveblocking]... but that "open border" movement could still happen regardless whenever the player finally gets to make a trade offer. So I am not sure what your point then in describing it like that.

So lets walk this out... Player C has open Borders with Player B. Player B is at war with Player A. Player C moves his units to block Player A from attacking player B's units when its his turn finally. The problem is then this, player A is not allowed to declare war against Player C until its his turn because trading is now disabled until its your turn in hybrid mode. Player C can therefore move his units to block player A regardless with how its currently structured :mischief:.

In fact without being able to trade/declare war/make peace/anything until its your turn in hybrid mode, player C therefore gains immunity until its the other player's turn. In fact the current system allows for EVEN MORE exploit :( than what you suggest. If player A was allowed to trade/declare war/engage in diplomacy even when it wasn't his turn then he could declare war on Player C to prevent him from blocking Player A's movement.
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About the Civilians that's a good point on the generals. But even still, workers get confused in hybrid mode. It might just be buggy, but workers can't successfully route themselves often times because of current movement restrictions - effectively forcing complete manualization of civilian units. Perhaps this is a bug, but either way it creates problems in Hybrid mode
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As it stands its still broken. Hybrid mode is still a great idea. There are a few things [like trading ability] that could be used to optimize it though
 
Camfrlas,

This is not a private forum. People can talk about whatever they want. Like the AI.

You misunderstood his point. Bakspatel was also talking about MP, but then used the AI to support his point. Camfrias said that the AI was not part of an MP discussion (since it's not in the same game). He just didn't say it the way you might have.
 
It looks like there's an issue with existing hot-seat games because of some other multiplayer changes that were made. Our engineering lead would like to see if this fixes the issue for you with your current hot-seat games. Back-up the current file located within the Civ V folder (mine is located here):

C:\Program Files (x86)\Steam\SteamApps\common\sid meier's civilization v\assets\UI\FrontEnd\LoadScreen.lua

And then unzip and copy in the attached replacement file.

Please let us know if this takes care of the issue for you.

Perfect fix. Thanks
 
Do you really need someone to explain to you why it's better for textures of equal quality to be smaller rather than larger?
 
-Statue of Zeus seems to be the only wonder right now (in G&K) that requires a policy (Honor) to be build. Either there should be more wonder with policy/ideology requirements

Is this a change in the patch? The Statue doesn't need Honor in order to build it - I rarely take Honor but always have the option to build the Statue.

It is the only Wonder that doesn't produce Great Person points of any kind, however. It would be nice if that was fixed.
 
Do you really need someone to explain to you why it's better for textures of equal quality to be smaller rather than larger?

But the fact that they of are equal quality is an assumption, ins't it? If it were, I would think it would say "optimized texture size" or something like that. Or am I missing something?
 
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