Civ4 Patch v1.61, SDK, PitBoss, & Low-res Movies Released!

The question mark is the there to keep the tension on wether you lost or won the battle.

1.9: strength was 'min'
1.52: changed to 'max'
1.61: changed to 'average'
:)
 
So far...So good....to be continued
 
It seems that the shuttering wonder movie problems is still not fixed. It is same as befor for me.
Is there any one who got improvement on this matter with new patch?
Then how about the low-res movie? Does it effective to fix the movie shuttering? Too big to download just to test for now...

EDIT: YES, The wonder movie playing seems to be improved quite considerably. Flush your cache before testing.
Not as smooth as that it might be. But much much improved than before.
I can accept little remaing shuttering like this, it is no so noticable.
Good job, Firaxis...
 
Alternatively, you could use hide movie background option, it increaseses wonder movie playback dramaticly.


P.S.
As for intro movie, it always shuttered for me if SyncInput is at 0. At 1 it worked fine (from 1.00 and later)
 
Quick question: Do savegames with 1.52 still work after the patch?
 
casey1966 said:
Exactly what does this mean....."firepower is now average of curr and max strength"?

Say you had a Modern Armour. The max strength is 40. Say it is 70% damaged, it's current strength will be 12 (70% damaged = 30% of it's max strength = 40 * 30% = 12).

Firepower - how much damage it deals - is calculated based on the strength of the unit. In 1.09, it was based on the current strength (in this case 12). In 1.52, it was based on max strength (in this case 40) and now, in 1.61, it is based on the average of the current strength and max strength, that is, it will be the middle of both extremes (in this case, current strength is 12, max strength is 40; average is 12+40/2 = average strength of 26). This adjusted strength (in this case 26) goes into calculating what amount of damage it will cause. So the strength used to calculate firepower in 1.09 is 12. In 1.52 it would be 40. And in 1.61, it is 26.

What this means is that when a damaged unit fights, it's firepower will be reduced also, but not to the extreme amount that it was in 1.09. In 1.09, weaker units had an advantage with whittling down strong units as the strong unit also had it's firepower reduced. Essentially a Modern Armour with a current strength of 2 was no better than a warrior. In 1.52 it became harder because the damaged stronger unit still "packed a punch". That is, the Modern Armour with a strength of 2 would still pack the punch of a unit with a strength of 40. Now in 1.61, it's the middle of both extremes. Essentially the strength used to calculate firepower drops less than 1.09, but still drops.

Worth noting also: The firepower is calculated at the begining of combat and isn't altered during combat (so when they are fighting, the firepower wont reduce after every failed round of combat).

Hope this clarifies it a bit....and I hope I got my maths right too!

Watiggi
 
Is there a fix for the problem of using a great person to discover a tech and then never getting the tech? This happens to me quite a lot.
 
mdm said:
Is there a fix for the problem of using a great person to discover a tech and then never getting the tech? This happens to me quite a lot.

As the game progresses and the cost of researching techs increases; GP's don't contribute enough to complete research on a tech, only advance it. Could this be what you are encountering? I used to think it was a bug as well until someone pointed this out.
 
Just tried a few games. Good patch. My first impression:

  • Early chopping still helps. Spending two forests to quickly get a settler in a pangnea or terra map to get to some important resources before other civs do is still very useful.
  • But the nerfed chopping does force me to use the workers differently. Building improvements, building mines and farms are critical if you want wonders. I also tend to save some trees for some important wonders or for emergency army building.
  • Early rush becomes difficult. It really kills me for playing leaders like Huayna. Gandhi fastworkers are very much nerfed as well.
  • Financial is still a very good trait. Full price bank is no big deal. Although the Kremlin strategy is no longer as useful.
  • Wonders still give GPP after they become obsolete. It makes industrious trait, which helps wonder building, actually somewhat more useful.
  • The game seems run faster, and take shorter time to load (maybe just subjective feeling). Late game is a bit more enjoyable.
  • For some reasons, the tech trade among AI civs appears even more ridiculous to me. Once they get alphabet within a couple of turns everybody shares all the techs like they are secret lovers.

In general, I like this patch. Good job Firaxis!! :goodjob:
 
@Watiggi: thx for the explanation!

Aussie_Lurker said:
[...] Just one thing, though, I REALLY wish they would swap the abilities of the Pyramids and Parthenon. Think about who BUILT the Parthenon-the GREEKS-a people who experimented with almost every government type imaginable before they ever gained widespread acceptance-wheras I can see the Pyramids being inspirational to a nation by boosting great people points! Costs would need to be altered accordinly though!
yes, good point - i have to agree.

i hope with 1.61 we will have less game crashes :)
 
tried out the patch on a game i'd saved (a mod). some xml errors which disappeared on restart (forbidden palace was one), noticed the grocer/market switch by chance, the ? during battles really surprised me. oh, and the graphics somehow defaulted to quick battles. i must remember to change that. the game seems to zoom along very nicely. i'm back to being trounced at noble- how the hell do they get so many techs so fast? :sad:
 
Complete Kill, where have you BEEN all my life!

Finally! It was always so ridiculous to take the last city and to watch all their units disappear! Awesome option, about time.
 
Need a bit of help:
I'm not exactly sure what to do with the low-res movies files once I've got them down-loaded (I have checked I do need them)
Anyone know where to unzip them to or if they are .exe files?
 
In custom games, not only is the difficulty level remembered, but so are the last options that you chose.
 
zx1111 said:
It seems that the shuttering wonder movie problems is still not fixed. It is same as befor for me.
Is there any one who got improvement on this matter with new patch?
Then how about the low-res movie? Does it effective to fix the movie shuttering? Too big to download just to test for now...

EDIT: YES, The wonder movie playing seems to be improved quite considerably. Flush your cache before testing.
Not as smooth as that it might be. But much much improved than before.
I can accept little remaing shuttering like this, it is no so noticable.
Good job, Firaxis...

I tried flushing my cache, both by holding shift and by deleting the cache directory. I'd rather not do an uninstall/reinstall cycle, but I may try that next. After that, I'll be trying the low-res movies, too...Did you do anything else to improve it?


player1 fanatic said:
Alternatively, you could use hide movie background option, it increaseses wonder movie playback dramaticly.


P.S.
As for intro movie, it always shuttered for me if SyncInput is at 0. At 1 it worked fine (from 1.00 and later)

Hiding background didn't seem to help for me at all (plus, the machine has enough horsepower that it shouldn't be a problem, although, being a developer, I know that there's a huge difference between "shouldn't" and "isn't"). I think I've tried SyncInput before, but I'll give it another shot when I get home tonight.
 
Oh no, i have download the patch and now all the inicial menus are empty, any thoughts....
 
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