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

They changed firepower algorithm for damaged units but still there is a problem with damage at all.

It is ridiculous that War Elephant gets enormous damage from Horse Archer. Usualy this unit loses half hit points, so the second horse archer has 50% chances to take war elephant down ...
 
Giaur said:
It is ridiculous that War Elephant gets enormous damage from Horse Archer. Usualy this unit loses half hit points, so the second horse archer has 50% chances to take war elephant down ...

Oh my, how ridiculous. The horse archers are two techs back on the tree. They cost a mere 5/6 as much. How absurd that two of them might be able to defeat one war elephant.
 
Mmm, maybe his example isn't the best, but the poster above might be onto something regarding the algorithms.

I just got done playing my first game in 1.61. In the modern era, I was attacking Alexander with American Navy SEALs (strength 24). I had three of them, plus an artillery, sitting on a plains square outside of Sparta, when he decided to throw his forces against them. Two catapults (strength 5!) were enough to defeat one of the SEALs, then four riflemen (strength 14) finished off the rest of the stack.

The cursed riflemen continued to pick off my SEALs over the course of the war--usually 2 of theirs defeating 1 of mine, but sometimes going even worse for me--whenever my men strayed from hilly ground. I only had slightly better luck when I started including infantry in the mix.

I haven't crunched the numbers in detail, but it all seems a bit off to me. I certainly had far less success when I tried attacking units that were almost double my strength (war elephants vs. riflemen...they got slaughtered).

Other than this, and the neglecting to fix my Hall of Fame, the new patch seems to be good. Speed is marginally better, movies are vastly better. Frequency of crashes seems unchanged over 1.52. The game I just completed was at Epic speed, and ran all the way to 2040; I had three crashes, two polite, one very hard.

-- Kevin​
 
Weakened units will loose their punch now, but not as much as the original Civ4. I rarely ever rely on the strength alone to give me the advantage. I tend to rely on the 'counter' units instead.

Watiggi
 
DaviddesJ said:
Oh my, how ridiculous. The horse archers are two techs back on the tree. They cost a mere 5/6 as much. How absurd that two of them might be able to defeat one war elephant.

Yeah, but don't forget that these are two separate attacks not one group attack. It makes huge difference when attacking 2x500 infantry vs 1000 infantry and attacking 1000 vs 1000. The second attack intuitionaly will cause more damage.
 
Giaur said:
Yeah, but don't forget that these are two separate attacks not one group attack.

I don't think the process of attacking a single defending unit consecutively with two of your own units, on one turn, represents "two separate attacks". In the game, the only way to attack a stack of defenders with a stack of attackers is to move them into the battle one at a time. That game mechanism doesn't mean that the whole thing isn't still representing one large engagement. If an army of many units arrived at a city defended by many units, the commander wouldn't attack with each one separately, giving the defenders time in between the battles to recover.
 
DaviddesJ said:
I don't think the process of attacking a single defending unit consecutively with two of your own units, on one turn, represents "two separate attacks".

This what you told was executed in Civ1 and Civ2. Catapult had the strength of six, Phalanx strength of 2. So catapult has 6/(2+6)=3/4 chances to achieve victory. For me it was a disaster. No matter what technology you have, you can always win by simply sending weaker but cheaper units.

I don't think that creators of Civ4 followed that way (or perhaps they did :mad: ). Where is place for technological war? No mentioning that this would make game more interesting.

6 grenadiers exterminated by 12 swordsman?

-------------------------------------------

In fact they did follow that way. It is likely to see it when you have enormous advantage 4:1 or more. But the algorithm is still bad (for me)

Yeah it is time to MOD the game :cool:
 
The solution that comes to mind is to give each succeeding generation of units a special bonus that is applied once to each combat, before all other considerations. The greater the generational separation between opposing units, the greater the bonus. This would practially guarantee that units two or more generations behind another would have little chance to damage the newer unit and certainly not destroy it (unless the newer unit was very, very weak from prior combat losses.)
 
The problem is that you want weaker units to be able to win if you play on higher levels where you will be behind the AIs in techs most of the time :)
 
gunnergoz said:
This would practically guarantee that units two or more generations behind another would have little chance to damage the newer unit and certainly not destroy it (unless the newer unit was very, very weak from prior combat losses.)
It already does work this way.

So long as I'm the one with the older units, that is. It doesn't seem to work quite the same when the shoe is on the AI's foot... [/whine]

(But seriously, results often do seem screwy to me. Before seeing riflemen mow down my SEALs in 1.61, I saw supposed 80%+ attacks fail on me more often than not, playing the most recent GOTM under 1.52. Just how accurate are those odds it displays, anyhow?)

-- Kevin​
 
Land battle odds seem to be quite accurate, from my experience.
For naval battles, it is very different. At sea, I loose many battles - many more than one would expect based on the display of the odds.
And yes, I know that those odds are just probabilities. But most of my naval battles I fight as defender in coastal waters (+10% defense) against ships of the same class. Nevertheless, in appr. 70% of all incidents it is my vessel, which will sink.
 
Giaur said:
They changed firepower algorithm for damaged units but still there is a problem with damage at all.

It is ridiculous that War Elephant gets enormous damage from Horse Archer. Usualy this unit loses half hit points, so the second horse archer has 50% chances to take war elephant down ...

Well compared to the horse the elephant is quite a big target to hit. :D
 
I installed the patch without problem. The initial video seemed more choppy (not as smooth), although I had never had a problem with videos. Everything else works fine, I am happy with the changes.

I have observed the following (which already happened in 1.52):
when I listen to my own music while playing, it is silenced everytime I enter a city screen; it continues playing when I exit to the map again. It is quite annoying. Does this happen to you? Can I avoid it by changing sound options? Thanks for your help.
 
morchuflex said:
Hello everyone.

After 6 hours using this patch, here's my report.

1. When execing the patch, I got an error message. Still, the patch worked properly! :crazyeye:
2. I noticed no improvement whatsoever in terms of performance. In-game reloading still takes forever and the game starts lagging heavily after about one hour of continuous play, esp. in the late game. To keep it smooth, I have to quit to the desktop and restart every 45 minutes or so. (Athlon 2800+, 1 Go RAM, GF6 6800 GT).
3. I am rather happy with most changes, esp. chopping having been tuned down.

Overall, this patch is no revolution but it is a step in the right direction. One could say Civ4 is now in advanced beta status... :goodjob:


Well, my experience is quite the contrary: after installing 1.61 there is a much better performance: initial loading takes half the time, no more crashes (I used to fix them using Fast Defrag, it's no more necessary), alt-tabbing works smoothly (I am able to play civ4, play bridge online and surf the net!!!).
I still have to see what happens in late game stages (I am at 1400 or so, with 10 AI's at large map). Anyway, great improvement. And my computer isn't a very powerful one: Sempron 2300, 512 DDR RAM, Nvidia GeForce 4 TI 4800 w/128 MB video card. Local network and antivirus on.
 
The new patch reverted me to pre 1.52 days. Whereas with the 1.52 patch I could play, I cannot with the latest patch.

The new patch crashed as soon as I got to the first in-game move, with a memory allocation error.

However, it seemed that the game was moving along more briskly.

How do I turn off the movies? How do I open the ini. files from the notepad??
 
:)

I Have a Dream
That all computer games are equal
That every one will work perfectly when purchased
like a toaster.
That patches are a thing of the past
Crashes will not occur
Bad memory allocation will be limited to Old Man Simpson
Gamers will not need to know
how to manipulate code to play their games
and that fun as promised by the Software Designers
will be had.

I Have A Dream.

:lol:
 
To sgtfury:

From the top of my head, you can turn off the movies in menu-options.

What's the problem with opening the .ini files with notepad? Just execute notepad, select file-open and select the .ini file.
 
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