BNW patch en route

I never played hot seat, I'm considering doing it, but I'm not at home to try right now. But I did play other types of online multiplayer during which the AI doesn't seem to interact with the human players. I was wondering if it's the same with hot seat.

It certainly wasn't before the patch (just as chatty as it is on Single Player), and there seem to be no indications that that has changed.
 
I never played hot seat, I'm considering doing it, but I'm not at home to try right now. But I did play other types of online multiplayer during which the AI doesn't seem to interact with the human players. I was wondering if it's the same with hot seat.

The AI does contact you, via the standard leader screens. The only part that's changed is dealings with the other human player(s).
 
Is this a pre-patch save, or one started after the release of the patch?

Started yesterday. My pre-patch saves didn't work (the recent games had been with mods).

There seem to be some strange new bugs with diplomacy. A declaration of war now doesn't seem to cancel a DoF if backstabbing is involved (which is happening a lot in this game with my heavy use of defensive pacts), so I've had civs simultaneously described as being friends with and at war with me or other civs, and even get the notification that a DoF has ended and needs renewal while I'm at war with the civ in question.

The non-canceled DOF is not a new bug.

Hmm, it's not one I recall encountering before.

In two king games I've lost one city. First game was incredibly peaceful with a single war in which I was DOW'd by an overstretched Mongolia. Second game the DOW came from Greece, and I blocked their access to the rest of the continent. He brought everything he had and took my city with ease and had me concerned for my capitol. Haven't had that happen to me on King for a long time.

Sorry, I should have noted difficulty - I'm playing on Immortal (decided not to go down a difficulty after all). This is likely to be significant for AI success, since the AI lost a lot of units even with its successful attacks on the Pangaea maps - it might well be less effective on lower difficulties because it has fewer units to play with (although it sounds as though it's working as intended in your case).

Something else I've noticed that I don't recall registering before: AIs will park scouts within firing range of cities or barbarian archers and just leave them fortified - only scouts it seems, nothing else (maybe they have the heal outside friendly territory promotion?) to get shot.
 
AI still has some issues handling difficult terrain, one'd think...but I actually like the way they attempted an assault on my city of Utrecht just yesterday. Sadly, I don't have a save to show pictures of its location anymore, but basically...Utrecht had a two-into-one tile funnel to the southeast on hilly terrain towards London. A few mountains to both the north and the south of the city. On the east an inland sea, on the west marshes. I noticed Elizabeth's troops moving around the "funnel" and figured an attack was incoming...and got surprised by a small part of her army moving around the north mountain to attack from the northwest, sandwiching Utrecht. The attack failed because the city was just in such a perfectly defendable spot, but it was very well executed. I'm really enjoying the new warfare more and more.
 
I just got swept aside by Atilla in the late Industrial Era on Emperor. He played aggressive all game but I had become complacent since the AI had been terrible at planning. This time he brought Artillery to bear to terrifying effect.

Kind of feels good.
 
Sorry, I should have noted difficulty - I'm playing on Immortal (decided not to go down a difficulty after attacks on the Pangaea maps - it might well be less effective on lower difficulties because it has fewer units to play with (although it sounds as though it's working as intended in your case).

Something else I've noticed that I don't recall registering before: AIs will park scouts within firing range of cities or barbarian archers and just leave them fortified - only scouts it seems, nothing else (maybe they have the heal outside friendly territory promotion?) to get shot.

In three games AI is giving me a challenge on King. Troop surges are greater and come with more frequency than in the past. The only thing keeping me from King was a lack of sustained troop level from AI. If this turns out to be a reality and not a 2 game fluke, I'll be quite pleased.

AI's parking scouts within range of barbarian archers I saw a lot of pre-patch. Had not seen that behavior with cities though.
 
In three games AI is giving me a challenge on King. Troop surges are greater and come with more frequency than in the past. The only thing keeping me from King was a lack of sustained troop level from AI. If this turns out to be a reality and not a 2 game fluke, I'll be quite pleased.

AI's parking scouts within range of barbarian archers I saw a lot of pre-patch. Had not seen that behavior with cities though.

The last hurrah of that (insanely long, and now I have to do it again because I still don't have the America victory achievement...) game was a new attack by Elizabeth - it took me by surprise and would have captured Philadelphia, except that she had three Infantry and three ranged units (a battleship and two rocket artillery). That sounds good enough, except that one of the Infantry actually landed to attack Atlanta by itself, and one of the others was too far out while a rocket artillery landed adjacent to the city (the situation should have been reversed). That gave me time to rebase my bombers and move my rocket artillery to destroy the Infantry at Atlanta.

Her next attack, on Washington, was equally weak - just a surviving battleship, a rocket artillery and a couple of mech inf that I chased off in a turn.

Unfortunately, I lost to William's science victory (I played wider than I usually do and didn't ramp up culture production to compensate, so I was late to Rationalism). I was actually most impressed by Hiawatha's relentless push towards culture victory, accumulating city-states and - a first that I've seen - liberating Mongolia which then of course voted for him (I've seen civs occasionally liberate city-states post-G&K, but never a civ before). He always came 2 votes short - it was just such a large map that trying to get enough votes to win, with no players (aside from the resurrected Mongols) and so far as I know only two city-states having been lost during the game that securing a majority was pretty much impossible.
 
I've just noticed that since the patch (and download of the expansion2 folder ;)), I no longer have access to the three scenarios which came with G&K. Not sure what's happened there...I presume I'll need to wait until July 12th to be able to play them again!
 
I've just noticed that since the patch (and download of the expansion2 folder ;)), I no longer have access to the three scenarios which came with G&K. Not sure what's happened there...I presume I'll need to wait until July 12th to be able to play them again!

The same goes for me, and I don't have the BNW files.
 
I just won a game on Emperor with Maria Theresa for the first time, but the corresponding achievement didn't appear on Steam -has anybody experienced this too? The game was from a pre-patch save...
 
I just won a game on Emperor with Maria Theresa for the first time, but the corresponding achievement didn't appear on Steam -has anybody experienced this too? The game was from a pre-patch save...

I've noticed it with Sweden, a week before the patch. Achievements can be buggy sometimes is my experience, so probably nothing to do with the new patch (which made the final stage of Into the Renaissance crazy quick in between turns!)
 
- a first that I've seen - liberating Mongolia which then of course voted for him (I've seen civs occasionally liberate city-states post-G&K, but never a civ before).

It happened to me slightly before the patch.
 
I just won a game on Emperor with Maria Theresa for the first time, but the corresponding achievement didn't appear on Steam -has anybody experienced this too? The game was from a pre-patch save...
Yeah, victory-based achievements seem to be broken.
 
In two king games I've lost one city. First game was incredibly peaceful with a single war in which I was DOW'd by an overstretched Mongolia. Second game the DOW came from Greece, and I blocked their access to the rest of the continent. He brought everything he had and took my city with ease and had me concerned for my capitol. Haven't had that happen to me on King for a long time.

Back on the city attack AI, I've run into another issue - nothing's been done about the AI's city prioritisation. While I understand from the patch notes that the AI now has a different system for selecting target cities, it still fixes on one target and isn't able to adapt, and it takes no account of defensibility. Take my current game:

Spoiler :
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On the couple of occasions he's been on the offensive, Kamehameha has only tried to attack Barcelona, which is basically impossible to seize pre-air power due to the rough terrain and limited area to attack from the sea (and that's before I dropped the Citadel, a new feature in the last few turns). He's landed occasional units (including an oddly aggressive settler - I've seen this a few times recently) next to Cordoba, but only as an attempt to move on Barcelona; however Cordoba itself protects Barcelona from attack. Cordoba is also flatland with an extended shoreline, a much better prospect for Polynesian assault.

Something should be done to let the AI calculate when an attack on a city is not cost-effective (maybe units lost vs. units killed in the city radius? In fact in this entire war I've lost only one unit, and that was during an exploratory attack on Samoa), whereupon it should look for other targets that might meet its objective. Cordoba might not be the city it wants, but if it can take it, it will be in a position to surround and isolate Barcelona at the very least; alternatively it could move directly on Spanish core territory and simply ignore the Barcelona bottleneck.

This lack of adaptability is crippling, particularly when the AI has an objective so strong (as in this case, its apparent need to break out of its corner of the continent) that it refuses to negotiate peace even when losing and even when its former ally (Attila) (a) declared war but, being nowhere near me and having no interest in my territory, never actually got round to attacking, (b) randomly sued for peace by giving me large amounts of money, (c) declared war on Kammy for a brief period.

The only reason Polynesia's still in the game (or at least that Samoa is) is that I haven't yet got round to building a fleet, the best way to take out Samoa. Its isolation works against Polynesia - he won't have allies in a position to attack, and away from Barcelona he's hemmed in by Alex (who also blocks the Huns from my territory). Alex is the weakest AI I've met by some way (and based on tech demographics, probably the weakest in the game), but I do have a DoF with him that makes him a useful buffer.
 
Further thoughts following my latest playthrough:

- One bug fixed was the religion screen issue that let you find out who undiscovered civs are. It's good this is gone, but there is still at least one case where you get these "spoilers": the city-state faith/science/culture quests will always tell you the name of the civ that won, even if you haven't met them. This should be adjusted to read "Unmet Player".

(As an aside, I'd like it if Civ V reverted to the system used in previous Civ games, where the number of civs - and not just the identity - is hidden until you meet them. So ranking popups and Demographics will only rank you compared with civs you've met, the victory progress screen would only show the civs you've met rather than having question marks for the unknown ones and you'd get no notifications - such as CS ally status, pantheon/religion founded, capital lost etc., for civs you haven't encountered).

- AI still needs to be taught how to deal with Citadels. It's got progressively better at avoiding them, but if one is unoccupied but in enemy territory will still prefer to sit in that tile, and above all it won't raze them unless it has another incentive (mainly, pillaging to heal, which it does quite well).

- I don't know if this is a known issue or something I'm somehow doing wrong, but if I try taking a screenshot with F12 (pre- or post-patch), the system will load a random previous game.
 
A small bug I found just in case the devs are still reading this thread:

City sounds disappear in the Atomic era.
 
- I don't know if this is a known issue or something I'm somehow doing wrong, but if I try taking a screenshot with F12 (pre- or post-patch), the system will load a random previous game.

This is caused by steam and is not a Civ5 bug. You should be able to change the screenshot shortcut there. (Okay, it migth be called a CiV "bug" as well, as the game doesn't let you change the shortcuts and has placed quick save/load on F11 anf F12...)
 
Yeah, that's an old (and really dumb) "bug" as the Steam screenshot and the Civ 5 quickload buttons are the same. The first time I wanted to take a screenshot I lost over an hour of progress :(
 
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