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

Well, Kamigawan, that is why I said earlier that the whole civics system needs an overhaul, IMO. Great concept, but needs more work!
Still, I think that it is State Property which should grant free specialists, and Mercantilism which should reduce or eliminate distance maintainance.

Aussie_Lurker.
 
Aussie_Lurker said:
Well, Kamigawan, that is why I said earlier that the whole civics system needs an overhaul, IMO. Great concept, but needs more work!
Still, I think that it is State Property which should grant free specialists, and Mercantilism which should reduce or eliminate distance maintainance.

Aussie_Lurker.

I think State Property should give the production bonus (which it does). As for maintanence, I think it should remain the same considering that in order for the empire to create a good production based empire, you need a lot of cities (more production options). I don't think people should be able to take advantage of the maintanence for any other reason though, which IMO, *is* the problem.

To compensate for this, there should be a mechanism that allows for continued expansion, provided they are willing to put in the effort, time and energy to build the infrastructure. But this should be independant of the civic choices. Some civics may make this process easier or something like that. As it is now, there is a limit to how far you can realistically expand due to distance maintanence getting too high (even after courthouses, Forbidden Palace and the wonder (forgot the name)) and the only option is to use State Property - even though the player isn't intending on using the production bonuses that it is made for.

I'm curious as to why Mercantilism should eliminate distance maintanence though. I would imagine this has been discused in another thread. If it has, could you point me to it?

The way I see it now: Merchantilism is a specialist economy, Free Market is a financial economy and State Property is a production economy. Whatever happens, there needs to be still 3 of those options. I just think the production one is mis-used (as discussed in another thread).

Watiggi
 
mdm said:
Oh really... well a common one that I try to get with a GP is divine right. Is that too expensive for one great person?

Divine Right should be covered by one Great Prophet, I'm not sure if there are variables involved (I don't think so) but I've never had to use any research beyond a GP sacrifice to get DR.
I actually kind of like the fact that, as the game progresses, GP's don't provide full techs...IMO it keeps more to reality that techs take more and more research as they become more and more advanced.
Remember, in Civ IV we can now switch to research a different tech complete it and switch back to the previous tech without loss of beakers if it doesn't take too long.
Believe me, on more than a few occasions I've been delighted to reduce a later game tech's research from 8 turns to 3 turns by burning a GP :D ... but, then you have to weigh the short-term benefit of that against the long-term benefits of adding the GP as a Super Citizen.
 
player1 fanatic said:
Isn't that common sense...

There is no such thing...:lol:
(I wouldn't have realized about patches and mods if someone hadn't told me about it years ago...)
A big Thanks to football751 for the help with the Low-Res info...didn't think the install instructions would be zipped inside the down-load.
 
Will this work with all the mods we have been working on? Or will the modders have to start from scratch?
 
Divine Right usually is a "+1167 towards Divine Right" GP bonus.

I've never seen it be "discovered" in 1-shot by a GP. I think it's one of the first ones that gets you "almost" there.

Also: People complaining that mods don't work with 161 need to quit breathing through their mouths. Any mod is not Firaxis' problem if it fails.

Modders can update their mod for the new patch (Such as Ancient Med Mod, which is already updated!)
 
JBG said:
Will this work with all the mods we have been working on? Or will the modders have to start from scratch?

From what I've seen in the modding forum, it's a pretty quick fix.
 
Aussie_Lurker said:
I will agree with you on this point, cbutcher-State Property should be High Maintainance. Why? Because as the state, you have to pay everybody's wages and maintain all the infrastructure yourself-that aint cheap boys and girls!!!!

BTW, in my civics mod, it IS high maintainance!!!

Aussie_Lurker.

I cannot quite agree with state property being high maintenance. in my humble opinion state property gives the state even MORE income because if you think the following: The state owns things like telephone companies, warehouses, factories, roads, ,mail, rails, rail companies, ships and just about everything else. For example take germany which had state property telephone companies, mail and rail companies and even state monopolized matches, and has in those times been an economic powerhouse. Now Germany has privatized all those sectors and is more bankrupt than ever (which unquestionably is due to globalization and mechanization and not due to not having state companies anymore). State property sure costs much in the first place but it also gives a lot of income because the state has the monopoly on essential services.
 
The game runs faster all-around and I can finally see what the victory movies look like with the low-res patch. The movies were half stutter, half watchable with just the 1.61.
 
I have never used mods that change the basic game exactly for this reason. Mods like Fall From Heaven will usually have all their own folders and assests, that can be quickly updated to the patches, however my "vanilla" civ now works better than ever! I had almost no problems before, but now the game is lightning quick!:goodjob: I did get lazy and use the old combat results thou, now i have to get used to waiting!
 
yeha i solve my pronlem and works perfetrly and fluid:)

About SDK i was expecting something easy direct and intuitive like in civ3 but seems not be the case, waiting some tutorial for beguiners.
 
Just finished my first game post 1.61 patch - The only problem I had before was experiencing slowness on large maps late game, now I don't even notice any slowness at all :D Thanks Firaxis.
 
Has anyone noticed a little bug that appears every now and then. It seems to be related to the new "hide the results" combat design.

When I attack with a unit (that is in a stack, but I don't do a stack attack), the odds during combat and what not are the new '?'. But when I finish and I go to mouse over a another unit or something (I haven't quite pinned it down yet), the mouse over information doesn't show. No mouse over info on any unit will show until I click on and activate a different unit. Then the mouse over info appears again and all is normal. Strange but very annoying bug. Has only happened 2 times so far.

Has anyone else encountered it?

I have also noticed some rather strange behavior with moving stacks. At one point I had only 2 of the 3 infantry units appearing and the unit was at full health. When I sent it into combat, the other 'missing' infantry came wandering up and joined in on the fight :lol:

Has anyone encountered that one?

I never had any of these prior to 1.61

Also, while I'm here. I have noticed the animation skips if it needs to load. In 1.52 it would wait until the loading finished (so it would pause until loading stopped). Now it skips the sequence and I don't know what happened. I would like it, if possible, to be so that it will pause until loaded (so I can at least see what happens, right now units move and attack and the sequence skips because it has to load - so I miss it). I thought it might have been the "Don't skip if falling behind" option in the config, but that appears to be associated with the Bink video. Any ideas? Thanks in advance :)

Watiggi
 
I am having trouble using some of the mods I had been using before (Sevo fusion 2.0 and Realism-3rd resurrection.72) with the new patch. I have had all writing (city names, unit names, botton labels) disappear. Is anyone else having these problems or can anyone suggest a reason for the trouble?
 
Played a multiplayer (small/6 civs) game. No slowdown.

Also: My first Domination victory, and my first "Augustus Caesar" leadership.

MUAHAHAHAHAHAHAH
 
Oks new patch.

Well as far as the game it self its fine not really comparable to games like civ2 wich is basically awhole diffrent game.

I must say thou that this patch has actually slowed down some of my graphics and makes them studder now in some movies. Ive been playing for like 3 or 4 weeks on higher graphic rez even and have not had any problems at all in past games. Besides that game is fine for me.

Yet it is very annoying to me to think that in trying to fix graphics for some users other users get the lame end of the stick.

I know I know it is the nature of patches to be repatched.

With all that said please keep up the hard work and enjoy your Easter
 
I like to play for the Cultural victory using Spain. A key part of this has been discovering ALL (or most) religions and then building the key religious structures (Mosque, Stupa, Cathedral, etc.). Using the new patch (v1.61), I have built plenty of Buddhist Temples (about 10 or so), but I am not bein ggiven the option to build Stupas. Has anyone else run into this problem, or am I simply missing a tech to allow them?

--Nevermind... Must have been really late last night when I was looking. Music. 'Tis music that calms the savage beast.
 
Good patch, overall. Just one quick question, I liked the old "continents" script better than the new one, is there an easy way to have it back in the list? (I am not an expert in modding the game as you can easily tell)
 
"I can see the Pyramids being inspirational to a nation by boosting great people points!"

Um, how many Egyptian geniuses can you name off hand? Imhotep? Akenhaten? Okay... who else?

Now how many Greek geniuses can you name?

The Greek system encouraged individualism and innovation. The Egyptian system did not! ;)
 
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