Fall patch discussion thread

Maybe to prevent players from avoiding war-weariness penalties incurred by suicide-charging units into the enemy and then deleting them rather than losing them on a subsequent turn? Or to avoid upkeep costs? Or both? Just speculating.
 
Why restrict when a unit can be deleted, if deletion no longer provides gold? Makes me think that the first item was a hack fix before they implemented the second fix.
You are dead right about this. I was wondering too. Is this their guiding principle? Step B before A. Anywa, this can lead to annoying issues that a unit must always heal completely before being deleted. Makes no sense whatsoever.
 
Why restrict when a unit can be deleted, if deletion no longer provides gold? Makes me think that the first item was a hack fix before they implemented the second fix.

The first thing that comes to mind is XP denial. I.e. "oh you are about to kill this unit, I'll erase it so you don't get the kill experience." Not a huge deal maybe (I am an emperor player if that) but I don't mind it.
 
The first thing that comes to mind is XP denial. I.e. "oh you are about to kill this unit, I'll erase it so you don't get the kill experience." Not a huge deal maybe (I am an emperor player if that) but I don't mind it.

XP denial might have a larger effect in multiplayer. Don't know if it was a tactic there though.
 
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
 
Wait......

I don't see a fix for the incorrect showing of the last thing built in the city bug.

Seriously?

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.
 
Last thing produced is really annoying and you would think that would be easy to fix. With all these cities to manage, seeing what was just produced really helps me remember what I had planned there.

Balloons seem completely broken now, cannot get any boost from them.
 
Well there was no specific specification whether or not this wasn't a general patch for both systems. :p

True, though usually it isn't. Aspyr are the ones doing the Mac Port so they would be working on porting the patch to the Mac once Firaxis deems it ready (so probably a few days ago, optimistically), as well as adding Mac-specific fixes on top, so there will always be a delay between PC and Mac patches.
 
Played 10 turns of a new game as Rome on emperor/fractal/standard. Here's what I noticed.

1) Started next to China, he proceeds to give me a free 2nd city with an unescorted settler... :rolleyes: This only happens with the bonus settlers given to the AI on higher difficulties.
2) The border expansion info covers up the tile too much, it also changed to a different tile mid way through expanding...
3) Ghandi whom I hadn't met is unhappy I DoW China. ( the turn after I met him he told me this )
4) Turning off auto unit cycle makes me click unit has orders each turn when I just have the starting warrior. Nothings selected initially each turn.
5) My starting location had no luxuries of any kind in its radius, which is a first for me in 250 hours.

When I start a new game in DX12 It didn't center on my settler and warrior but at the edge of my screen( most of my screen is fog ) also noticed what seemed like worse performance so I went back to the default.
 
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4) Turning off auto unit cycle makes me click unit has orders each turn when I just have the starting warrior. Nothings selected initially each turn.

Yes I like it like that (that's the way it behaves right now if you edit the User Options.txt, pre-patch), that way if you were looking at something in-between turns, it won't scroll the map somewhere else without your prompting. In fact with unit auto-cycling, it would automatically center on your capital or something, abruptly, without any panning or zooming, I found it was very jarring and confusing.
 
Very nice list of improvements and fixes! Good job Firaxis! :goodjob:
it also changed to a different tile mid way through expanding...
I understood this is how it's supposed to work. Borders are supposed to expand to the "best tile" and the evaluation of which tile is the best might change as your city develops.
 
Definitely a big new issue with shadow flickering when zoomed in on the DX11 client.

2) The border expansion info covers up the tile too much, it also changed to a different tile mid way through expanding...

It's funny because the mod that already did this was a lot more elegant looking.
 
The patch looks good. :)
 
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