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[CIV 5 Issues] - The complete list

Discussion in 'Civ5 - Bug Reports' started by poncratias, Sep 27, 2010.

  1. Zachriel

    Zachriel Kaiser

    Joined:
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    2,294
    Location:
    Jovian System
    NAVAL

    Naval combat units should have zones of control (except subs). That would allow effective convoys of embarked units.

    Ship-to-ship attacks are far too weak. It can take multiple turns to sink an enemy ship. Naval combat should be resolved quickly and decisively. This is also necessary to make effective convoys.

    Embarked units should only deploy from cities with Harbors. It should take shields or gold to embark them, but once they have been outfitted, then they can work as they do now.

    Oar and Sail was also the time when ships could engage in melee combat, boarding and even capturing enemy vessels.

    AI should build more ships.
     
  2. Zachriel

    Zachriel Kaiser

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    Location:
    Jovian System
    HORSE

    Ancient mounted units (horsemen) should be reduced somewhat in strength and movement.

    To compensate, and to encourage combined arms, give mounted units a bonus for attacking a unit already engaged by infantry.

    Mounted units should be especially weak against walled cities.

    AI should build more mounted units.
     
  3. markieness

    markieness Chieftain

    Joined:
    Jan 12, 2003
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    81
    Multiplayer - After ending your turn and waiting for others you cant do anything. You should still be able to move units, modify towns untill everyone has ended turn.
     
  4. jacyp

    jacyp Winter Lover

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    Location:
    Vitória (ES) - Brasil
    Kindda makes sense.

    I agree, is necessary to make effective defense against invasions too. The attacks are so weak that the only way you can prevent a unit from disembark is blockading the hexes with your own units.

    Completely DON'T agree.

    Since the beggining of navigations there's embark and disembark from shores, not only from harbors. Hell, harbors didn't even exist yet and there were already ships and armies embarking them.

    Agree 100%.

    A reported and confirmed bug of the AI that will be adressed in the next patch, me hopes.

    Cheers.
     
  5. jacyp

    jacyp Winter Lover

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    Location:
    Vitória (ES) - Brasil
    I think that it's the opportunities to use their full strengh that has to be reduced. Horses should not fight in full strengh in any terrain but plains, period. Hills? Are you insane? Forests? Bad idea. Swamps? Just think about it for a second and you've got your answer.

    I have no idea why horses fight so well in all terrains: to make a charge uphill was suicide in any era of mankind; to make a charge on swamps and forests is just physically impossible.

    There's already a bonus of 15% for "flanking" that any unit can gain, you just need another unit close to the enemy. The horses are specially good at gaining this bonus because of their high mobility, so I think this is already encouraged.

    Not only "weak" but "prohibitively weak". This is what we need to make defensive buildings like walls something worth the production and time spent. Right now, it's worthless.

    True. Although the Civilizations that benefits most from mounted units already build a good portion of them (Alexander, the Songhai etc).

    Cheers.
     
  6. zub

    zub Chieftain

    Joined:
    May 8, 2010
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    30
    The final scoring and ranking should take difficulty in account.
     
  7. Zachriel

    Zachriel Kaiser

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    Most boatmaking has occurred in villages and other settlements, though certainly not all. By the time of oceanic travel, though, centralization of boatmaking was essential. And there should seemingly be a cost involved for initial deployment for transoceanic travel. It may not be worthwhile as a game mechanic though.
     
  8. juves

    juves Chieftain

    Joined:
    Oct 21, 2010
    Messages:
    4
    Didin't see this on the first post or find it at this thread. But for me at least it always shows different ending score at Hall of Fame and Ranking screens. Why is it this way?
     
  9. MadmanAtW

    MadmanAtW Knight

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    Location:
    San Leandro, CA
    From a game balance perspective, we really don't need anything that makes the already hugely overpowerful Harbor more necessary or stronger. It already gives you a trade route and the railroad bonus at a maintenance cost equal to three hexes of road. Let's not give it even more.

    (To be honest, I think the railroad bonus needs to go overall. Between it being granted (undocumented) by the harbor (considered necessary to balance island empires) and it NOT being granted to the capital, I think we need some other mechanic for arbitrarily increasing hammers in cities other than railroad connections. But that's just me.)
     
  10. DarkTempla

    DarkTempla Chieftain

    Joined:
    Dec 8, 2002
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    39
    Location:
    Germany
    Why is there no mention of fixing maritime city states? I believe it has been sufficiently proven by multiple users (e.g. Sulla) how broken the current mechanic of maritime citiy states makes the game.
    Food becomes kind of irrlevant to your city - Gold is all that matters!!

    There haven been a multiple of good suggestions how to do this already (e.g. Ahirman)
    - % growth bonus (so the food output of each city matters again)
    - total bonus for empire, spread among cities etc.

    DT
     
  11. jacyp

    jacyp Winter Lover

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    This ISN'T an official thread about what's gonna be corrected.

    So there's no mention of anything being fixed here.
     
  12. Jaythekiller

    Jaythekiller Chieftain

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    185
    Location:
    Ajaccio,Corsica,france (Europe)
    Two thing i didn't see in the list:
    Video: When scrolling on huge map,some tiles don't display correctly (they're greyed during a short time)
    Modding : (I can't believe there is no modding section in this thread) Nexus not working as intended
     
  13. Eddogegr3

    Eddogegr3 Chieftain

    Joined:
    Mar 22, 2006
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    116
    With the new patched released, can we cross anything off the list (with a goal of more and more crossed off for every new patch?)
     
  14. kiwitt

    kiwitt Road to War Modder

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    Location:
    Auckland, NZ (GMT+12)
    It may be worth adding next to each issue raised - FIXED with patch x.x.x.x

    I did something similar when I was developing my mod.
     
  15. MarkJohnson

    MarkJohnson Chieftain

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    Since no one is updating this thread, it would be better to close it and start new with a title for patch x.x.x.x

    Unless someone can volunteer to take this thread over.
     
  16. Krieger66

    Krieger66 Lord of all things necro

    Joined:
    Oct 3, 2007
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    618
    I think a production bonus in the capital per city connected to capital by railroad could fix that issue:
    PB=((5*NCC) + (5 - .5*NCC))

    Any number of cities connected over five would lower the bonus, keeping it from getting too huge(I hope, this is just an example).

    City walls:
    would give a bonus of 50% against attacking, units that are not ranged or naval or siege category units. Against gunpowder units this bonus is reduced to 2/5, as it still can provide cover against units and I feel like it shouldn't be totally negated.

    I mean in vietnam, the vietcong would often use stone structures for cover, so why not?
     
  17. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    I'll edit the OP. However it'd be nice if someone could make the changes for me. If you quote the OP, and post the changes here, I can add the changes to the OP.
     
  18. Krieger66

    Krieger66 Lord of all things necro

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    618
    10-22-2010 Patch

    UI

    ■Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.
    ■Aircraft banner corrections - now when you rebase an aircraft, the number will move with it.
    ■Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.
    ■Selecting a great general will no longer cause yield icons to appear.
    ■Added option to disable auto-unit cycling.
    ■Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the "open" side, and not be able to scroll the map in that direction.
    ■Misc additional fixes to mouse controls, and other interface issues.
    ■Rounded out financial information in the Economic Overview screen. Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.
    ■Auto-populate save menu with save file name
    ■Allow selection of other cities by hex from within the city screen
    ■Added detailed trade route info to Economic Overview screen
    ■Added new tab to the Economic Overview Screen: "Resources & Happiness."
    ■Added option to activate the mp score list in single player (for "always up" score similar to Civ IV.)
    ■The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action.
    ■If there are less than 5 buildings still needed to construct a National Wonder, the production popup tool-tip now lists which cities lack them.
    ■Added Yield & Culture tool-tip info to the production popup.
    ■Tweak information on the Global Politics tab in the Diplomacy Overview screen.
    MODDING
    ■Category list now displays correctly
    ■"Installed" panel now displays ALL versions of a mod but prevents the user from enabling multiple versions.
    GAMEPLAY
    ■Workers - Added option to force workers to ignore manually made improvements (so they don't change what you decide was best for a plot).
    ■Workers - Fixed bug where number of turns to complete were incorrect in build action button tool-tip.
    ■Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more.
    ■Economy - Increased city wealth setting to 25%
    ■Economy - Multiple fixes to the way trade-routes are tabulated and recognized.
    ■Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).
    ■Trade - Found and corrected a Trade problem that could cause your Resource inventory to multiply.
    ■City States - Fixed a bug where you could not gift aircraft to city states.
    ■Military - Medic promotion now only provides healing bonus for adjacent units.
    ■Military - Fix for Minuteman movement.
    ■Military - Correct promotions for "archer-like" units (horse archers, chariots).
    ■Military - Embarked units will no longer slow enemy land units
    ■Military - Improved unit cycling logic. Camera will jump around much less.
    ■Balance - Engineers +1 hammer
    ■Balance - Disbanding units now provides only 10% of their production cost in gold.
    ■Request - Enable "one more turn" button if you lose, but are still alive.
    AI
    ■Military - Better handling of unit need (navy vs land, etc.).
    ■Military - AI will tend to build ships to deal with blockaded cities more often
    ■Military - Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces
    ■Diplomacy - AI will be more reluctant to offer or accept open border agreements with more powerful opponents.
    ■Diplomacy - Fix for never ending deals (peace, research agreements, etc).
    ■City - City specialization and city focus improvements.
    ■City - Cities that are Avoiding Growth will not grow while that option is selected
    ■Workers - Priority of trading posts reduced, and rebalanced priorities on other improvements
    ■Workers - Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing.
    ■City - Make sure Puppets don't construct buildings that require Resources.
    ■City - Add a Puppet city strategy that turns off training buildings and emphasizes gold.
    ■Military - Defensive tactical AI update. When you are at war and threatening an enemy city, the AI will better utilize the garrison, as well as the surrounding terrain in defense of the target city.
    MULTIPLAYER
    ■Exploit - Fix for gifting unit exploit
    ■Chat - Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.
    ■Deals - Additional deal validation put in place to verify deals before they are committed
    MISC
    ■Research treaties that end because you declare war will no longer grant the free tech
    ■Save/Load - Fix for corrupted saves being experienced by some players in late-game.
    ■Map - Huge map crash-during-load fix that were reported on some specific systems.
    ■Map - Terrain caching fix that could cause problems for certain video cards (the "glowing red orbs" seen on the map are an indicator of this).
    ■Map - Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations)
    ■Strategic View - Crash fix for units rendering in background.
    ■Strategic View - Fix for selecting units either standing on a city plot, or garrisoned in the city plot.
    ■Eyefinity - Better handling of leader scenes when using Eyefinity displays.
    ■Tutorials - Many tutorial tweaks and adjustments.
    ■Multiple crash fixes.
    ■Taller than wide map crash fix.
     
  19. PieceOfMind

    PieceOfMind Drill IV Defender Retired Moderator

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    Krieger66, if you're posting that in response to my previous post, then that is not what I am looking for. Any of us can find the patch notes. However, editing the OP of this thread by crossing out what has been fixed is a big task. Quoting the the original post and putting the [s][/s] tags around the fixed things should be enough.
     
  20. Krieger66

    Krieger66 Lord of all things necro

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    Do I need special permissions to do that?

    I know you can edit your own post, or a thread you started but I obviously didn't start this one...:dubious:
     

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