Civ V Steam Workshop and beta patch: how to get access

Ok I haven't got the patch yet so how am supposed to get it?
 
It's a beta for the modders out there so they can update their mods in time for the release of G&K. If you really need it instructions are on the 2kforums.
 
Oh, one thing... the game is much slower now... when I select a new policy, it takes like 3 seconds to highlight it and unlock the others, turns take a little more time and it doesn't change units as fast as before (I was moving a worker while a Hwach'a was still selected). I'm gonna check if it is because of my video settings, but I don't think so
 
Others reporting the same thing on 2kforums. I was hoping it was going to become more responsive not less!
 
maybe they've made a debug build for the beta version (those are slower to run...)
 
They have the new art... and it looks really better, no more spaghetti.

Yeah, I just started [another] new game to try this out. The new art is an improvement, for sure. Didn't notice that about the advisors either, that's a welcome change [even if I never use them!]
 
Theres also a "Quick Movement" option under the "Quick Combat" option in game setup. Dont think anyone else mentioned that.
 
Theres also a "Quick Movement" option under the "Quick Combat" option in game setup. Dont think anyone else mentioned that.

Except for posts #'s 11,12, and 13 that is. ;)
Still a very welcome addition though! Lets keep digging and see what else [if anything] we can come up with...

and yes, the game DOES seem slower now, could be in our minds though ...
 
Another change happens when you end your turn and a unit has only spent half of their actions; the turn won't end and it will tell you a unit needs orders. This part hasn't changed, but before this patch the only action you were allowed to take was giving said unit orders. Anything else you attempted to change snapped you back to the orderless unit, and when you gave it orders the turn ended immediately. Now, you are allowed to make any actions you could have before you ended the turn, and giving orders to the unit who stopped the turn from changing no longer ends the turn- you must end the turn manually a second time.

I hope that was clear. I found that change hard to explain. I am incredibly happy with this, since I often found myself being shown the unit that needs orders and realize I forgot something else, but I was unable to do anything other than ordering that one unit.
 
Another change happens when you end your turn and a unit has only spent half of their actions; the turn won't end and it will tell you a unit needs orders. This part hasn't changed, but before this patch the only action you were allowed to take was giving said unit orders. Anything else you attempted to change snapped you back to the orderless unit, and when you gave it orders the turn ended immediately. Now, you are allowed to make any actions you could have before you ended the turn, and giving orders to the unit who stopped the turn from changing no longer ends the turn- you must end the turn manually a second time.

I hope that was clear. I found that change hard to explain. I am incredibly happy with this, since I often found myself being shown the unit that needs orders and realize I forgot something else, but I was unable to do anything other than ordering that one unit.


Really? that's great! I hate when that happens, specially if I want to change a building or something
 
Wow. That's a good change, and a good find. I have found myself wanting to change orders of other units, and now it looks like we will be able to. I wonder if it also works when a worker unit spies an enemy? Will I also be able to move the Swordsman I have behind him?

I love the small changes like this. Lets hope they get the BIG ones right too.
 
I hope the slowness is just due to in-house testing tools built into it for testing.
 
A quote from Xur [2k Forums]:

Tried a quick duel map, and found a little combat upgrade that I'm happy with. You can queue up ranged attackers on a single unit while it is being attacked - this is awesome and fast.

I guess you have to playing with full animation to get the benifit of this, but still very nice!
 
A quote from Xur [2k Forums]:

Tried a quick duel map, and found a little combat upgrade that I'm happy with. You can queue up ranged attackers on a single unit while it is being attacked - this is awesome and fast.

I guess you have to playing with full animation to get the benifit of this, but still very nice!

you have to assume that animations were on, since quick combat means no queuing.
 
I just loaded my current game (as China, Large map, Epic speed, Prince difficulty, on turn 980-something) and noticed that it flipped a lot of the civilizations. Babylon became Denmark, Denmark became Spain, the Inca became Mongolia (only noticed this on the playback after retiring; I'd long since conquered them since they were my former next-door neighbors.) The only DLC civ that didn't get swapped was Korea.

A bit disappointed that they haven't changed the 10 hit point thing, but hey, it's a beta. So far, I'm happy. :)
 
Anyone else noticing the AI building less cities? Done two games now and there has been tons of land open well into the 11th century AD.
 
A quote from Xur [2k Forums]:

Tried a quick duel map, and found a little combat upgrade that I'm happy with. You can queue up ranged attackers on a single unit while it is being attacked - this is awesome and fast.

I guess you have to playing with full animation to get the benifit of this, but still very nice!

I assume this holds for Bombers/Stealth Bombers as well? I wonder if it's the same with melee units.
 
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