Fall patch discussion thread

Using mods has been sending me back to the main menu since the patch. Then the music starts over and overlays on the instance already running, creating this odd clash. Anyone else experiencing this or have a fix?
 
I'm very glad the major exploits are gone, some annoying bugs have been fixed, and the UI has improved a little bit.

We're still going to need a significant future balance patch though. ICS needs to be reigned in. Melee units and water tiles need to be strengthened. Traffic jams of religious and combat units need to be alleviated. (It looks like this patch may have taken a minor step in that direction by reducing the number of religious units).

I hope they're right when they say the AI will now upgrade its units and better protect its settlers. Those would be huge improvements.
 
Cool! Looks like Firaxis actually do play their own games and/or read these forums. ;)

Keep it up, guys.. there's still lots of stuff that needs tweaking/fixing.

But at least this patch makes me want to start another Civ VI game instead of going achievement-hunting in Civ V.

S.
 
old feature brought back, but the showing which tile your city will expand into is gloriously done
 
Totally forgot to ask:

Does the patch eliminate/reduce the AI's silly preference for running carpets of doom?
 
A step in the right diection but there's still some way to go before I'm satisfied. Still better have some fixes now than wait for another month!

Am I the only one who cant bring up the menu using ESC in game since the patch?

\Skodkim
 
Didn't see anything in Bug fix about late game crashing after city conquest.

Does anyone know if this was fixed?
 
  • Updated the leader-chooser when beginning a new game.

happy the spring patch is here.

Not remembering new game defaults!? or no reroll?! Please add when you can.
 
Using mods has been sending me back to the main menu since the patch. Then the music starts over and overlays on the instance already running, creating this odd clash. Anyone else experiencing this or have a fix?

I suspect some mods which have not been updated may cause the crash. And/Or it may be your current save game is somehow incompatible with the new patch. Just guessing mind.

I've deleted my current save and disabled all mods for now.
 
Good job, Firaxis! Some random, garbled thoughts:

- Patch focused on fixing exploits and bugs, but very little on game balance, just as expected
- The small fix to the tech tree is quite genious, actually
- Gotta love the rebalanced religious gameplay, but it is more aimed at avoiding unit cluttering than balance per se
- Extra slot for great works of writting: Thanks GOD for that. Great Writters were usless for half the game
- Hoping that lower warmonger penalties helps to spice up the late game
- No modification to the ridiculous production cost for districts and wonders? WTFiraxis?
- No increase for social policies / tech costs in the latter eras, either? Come on, this is an easy thing to do
- No boost for sea / coastatal tiles?
- No boost to Unique Improvement / bottom tier civs? Understandable, but still dissappointing

This patch is good, but it has lots of glaring omissions. Back to play community balance patches, I guess :S
 
Since the patch came in I have been getting weird flickering graphical glitches if I zoom in too much, anyone else getting a similar issue?

Graphics driver issues - Update your nvidia and it's gone.

Looks like this patch fixed most of the most glaring issues, but it's missing a few major balance overhauls that pretty much necessitate still using a few mods:

-Water tiles still useless

-Science still far too fast

-Some civs are still overpowered

-Problematic leader agendas not adjusted
as you said: balance. From reading the changelog this was not focused on balance. Understandable. I expect some small adjustments and bigger balance stuff along with the next patch or later in the first addon

This and some additions to human player diplomacy (border withdrawal requests, I'm looking at you) options would have made this patch a homerun.

As it is, the patch is a triple with a boneheaded play at the end Overall, I'm pleased with this initial effort, though.
They state in the changelog that borderwithdrawal when in your own territory has been nerfed. We'll see how it works.

No mention of fixing the Map Pin deletion bug. Hmmm. Maybe they don't know about it.
frown.gif

Yeah, that BUGS me to! I use Pins extensively to keep getting track! Annoying. Same for the last build-bug in City screen - That needs to be adressed asap - I fear it might be a deeper problem here with calculating stuff between turns making it hard to come by... :shifty:

Generally speaking I'm pleased! Quite early for a patch this big! :love:
Lots of good changes here definitely moving everything in the right direction adressing some major UI-complaints. Still a lot to do but you can't do all at once, I understand.... :goodjob:
Next thing might be SDK-release with some minor bugsmashes and the one or the other balance-nerf... I think before christmas together with the first DLC running in and get the christmas money... ;)
 
It's disappointing, but unsurprising, they took the nuclear option to nerfing horse selling. I hope they test putting unit selling back in after rethinking how it should work. Also, I would have preferred it if they left the production card unchanged, to give the playerbase a chance to gauge its balance.
 
Good job, Firaxis! Some random, garbled thoughts:

- Patch focused on fixing exploits and bugs, but very little on game balance, just as expected
- The small fix to the tech tree is quite genious, actually
- Gotta love the rebalanced religious gameplay, but it is more aimed at avoiding unit cluttering than balance per se
- Extra slot for great works of writting: Thanks GOD for that. Great Writters were usless for half the game
- Hoping that lower warmonger penalties helps to spice up the late game
- No modification to the ridiculous production cost for districts and wonders? WTFiraxis?
- No increase for social policies / tech costs in the latter eras, either? Come on, this is an easy thing to do
- No boost for sea / coastatal tiles?
- No boost to Unique Improvement / bottom tier civs? Understandable, but still dissappointing

This patch is good, but it has lots of glaring omissions. Back to play community balance patches, I guess :S

I'm not sure if everything is a real issue that you want to have. It might be that a large group of players would like some of the stuff you are waiting for, but they are not essential and might never get into the official game, because Firaxis and a lot (maybe even the majority) of players, feel different.

Production costs for districts and wonders are such a thing. There is the trouble that it is related to tech advance, that seem strange to me, since it gives you a reason not to advance asap. But the overall costs are not too high imo, they are expensive, but ok if you plan with them and adjust your way of playing.
I also don't see the need to boost coastal and sea tiles. Yes, they are bad. But why should they be better? To balance coastal cities and land cities? Why should those be balanced?

It's cool to be vocal about what needs changing. But don't expect a game that is perfect and feels like tailored to your wishes - because that will never happen and I think Firaxis knows, that some things are better left for modders. I hope for a boost for bottom tier civs and unique improvements, too, but I'm sure civ balance will happen later.
 
- Extra slot for great works of writting: Thanks GOD for that. Great Writters were usless for half the game
I still would hope for a return of the ability to lightbulb great people. If they also brought back Golden Ages (why, oh why were those eliminated from the game in the first place?), you could use, say a GW and a GA to trigger a Golden Age.

Even if they don't bring back Golden Ages... why not use the mechanics from Civ V and give Great Writers the ability to be used as "domestic culture bombs"? In essence turning them into Great Scientists for the Civics-tree.

hope they test putting unit selling back in after rethinking how it should work.

Yup.. if you built a unit yourself and disband it in your territory, you should still get some gold out of it. Captured/converted units or those you received "free" (Scythian cavalry, Venetian Arsenal) should probably be excluded.


S.
 
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