Fall patch discussion thread

I was just playing from a pre-patch save with the patched game with no trouble. As far as I could tell, the patch changes were applied - for example, the amphitheater now has two writing works slots.

Great, I'll install the update now then. Don't want to lose the current save I've put hours into already!
 
Great, I'll install the update now then. Don't want to lose the current save I've put hours into already!

that's going to be interesting to see how your pre-patch game pans out post-patch. I'm in a game now where I'm planning on removing a gigantic rainforest inbetween me and Scythia to help my fight them, which won't be possible post-patch.
 
I was just playing from a pre-patch save with the patched game with no trouble. As far as I could tell, the patch changes were applied - for example, the amphitheater now has two writing works slots.

Great, I'll install the update now then. Don't want to lose the current save I've put hours into already!

In my pre-patch game every amphitheater built before the patch has still only single slot after the patch but newly built amphitheaters have two slots.
 
[GAMEPLAY UPDATES]
  • Added the ability to rename cities.
:banana::dance::band::bounce::dance:

Well finally, the Scythians are playable. I am eagerly excited....
 
If fact I'd say it isn't anything, since no one use spears. Why should they? With +cav production bonus card they are 50% more expansive to produce, same strenght, half mobility, in addition to getting completely destroyed by swordsmen if the opponent got any.
Well, if you don't have horses and you don't have iron, then that rather limits one's options.
 
Ruhr Valley is still only +20% production according to the XML.

Edge scrolling also reverted to the original messed up version, had to edit that xml file again. I'm surprised they didn't fix the edge scrolling, since it was quite a major complaint on the first day when people posted their first impressions, and a simple solution that made it all a lot more intuitive and smooth was also offered on the very first day after release.
 
Saves that were crashing the game immediately after loading are working after patch! Wow, didn't expect that.
 
@Stilgar08 - my fault for not being clear: I was hoping to see them add the ability for the human player to ask AI to remove troops from their borders. As it is, you watch the AI pile on, waiting for the inevitable DoW, or you take the advantage, but score a warmonger penalty.
 
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.

To prevent you from preventing your enemy to gain XP.
 
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

You should try the "8 ages of pace" mod if science feels too fast.

Not sure if it's compatible with this version, but, I'm sure if it is not that an update will be shortly available.
 
Soooo, did anyone try to play with the patch and notice any difference with the AI?

(I'm asking because I'm away for the weekend, and can't try myself before monday)
 
2. Sleep function for units - the only way to effectively police your borders of other regions of interest/concern

They do have sleep functions represented by the 'moon' icon and the fortify/shield option does the same for units. None of my units ever awake themselves on the next turn unless I select them, or any enemy gets close to them.
 
Nothing about making genuine diplomacy actually possible. Wait for the expansion perhaps?
 
I was mamluk-rushed with hit of medieval-era on Immortal. I am very happy and sad - was a good game until then :)
 
I was mamluk-rushed with hit of medieval-era on Immortal. I am very happy and sad - was a good game until then :)

Did Arabia use the Mamluk's well? I've seen them mass up their UU before, but they've always run around my city when I've played.
 
Did Arabia use the Mamluk's well? I've seen them mass up their UU before, but they've always run around my city when I've played.

Wasnt that bad, still room for improvement though. I was really suprised since i was never rushed like that after classical era before the patch. I saw the diplomatic intel that Arabia hit the medieval era, 2 turns later he declared war on me and came with 6 mamluks and a carpet of warriors.
 
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