Full Patch Notes for December Patch

The longer Firaxis insists on 1UpT, the higher the likelyhood for a startup to offer what Civ V should have really been, siphon all the dissatisfied people away, and then, buh-bye Firaxiño.

Rather bye-bye incessant complainers on these and other forums.

I think the one-unit-per-tile rule is genius.
 
Clearly, ya'll don't get just how much of a nerf this is to the science rate.

Because it isn't. The best strategies already went for early Universities and didn't run many scientists before getting them online, and those will have two scientist slots now (I think they just forgot to list it for Universities, but it's listed for the Wat), so all in all you get one fewer slot, so 2/3 of the GS production speed and 3 less research in a full science city.

Before, science speed was far, far too high. Now it will just be far too high.


By the way: The Watermill should provide "food" instead of "good" :lol:
 
i didn't read the whole thread but the only two things that i don't like are that we have to choose promotions and policies the same turn. i don't know what's their thinking behind this
 
Could you tell me, how we will move our stealth bombers if they can not use carriers? Finding a way to other continent (from city to city) is impossible sometimes.
 
i didn't read the whole thread but the only two things that i don't like are that we have to choose promotions and policies the same turn. i don't know what's their thinking behind this

I think the list mentions an UI option to deactivate this, so it seems to be fully optional but the default setting.
 
Well, mods which mess with the UI will need to be updated. Mods which modify xml, will almost definitely not require update.

You are missing the point.

Let's say 1 year from now I am happily playing my mod (that took me 3 months to write) and I am very happy about Civ5.

Then Firaxis releases a patch, and I am forced to apply the patch.
Even if I don't want to.
Even if I don't like the contents of the patch.
Even if the patch breaks my mod.
Even if the patch makes my game crash.

The only option I have for not installing the patch is staying in offline mode. Which I can't do because I have many multiplayer games on Steam that require to be in online mode. I don't understand why they don't make patches OPTIONAL. What's the problem with that ??
 
You are missing the point.

Let's say 1 year from now I am happily playing my mod (that took me 3 months to write) and I am very happy about Civ5.

Then Firaxis releases a patch, and I am forced to apply the patch.
Even if I don't want to.
Even if I don't like the contents of the patch.
Even if the patch breaks my mod.
Even if the patch makes my game crash.

The only option I have for not installing the patch is staying in offline mode. Which I can't do because I have many multiplayer games on Steam that require to be in online mode. I don't understand why they don't make patches OPTIONAL. What's the problem with that ??
Or you can just turn off automatic patching?
 
[MODDING]

  • Parent category counts now include counts of child categories.
  • Selecting/deselecting a category now automatically selects/deselects it's children and its parent.
  • Tweaked category name truncation to better fit names.
  • Hide categories w/ no children and a count of 0.
  • Added support for fallback languages (if mod is not translated, fall-back to English so text keys are not showing).
  • The pager for the installed mods tab of the mods browser is now displayed in the correct location.
  • Long values for properties such as "Special Thanks" will no longer extend past the edge browser frame.
  • Categories refresh much faster now in the mods browser.
  • Multiple additional tweaks and fixes to the mod browser.
  • Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units.
  • Added GameEvents system for overriding Gameplay DLL specific functionality.
  • Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks".
  • Multiple SDK updates (new version to go live shortly).

I'd like to hear from our talented group of modders as to how the changes are going to affect your future modding ability? Is it going to be much better with these changes & will you be able to change things that you didn't have access to before?

I always find modders end up doing more for these types of games than the developers themselves, so it would be interesting to hear your feedback.
 
Or you can just turn off automatic patching?

Hi, you must be new :D

Even if you do that, the game will patch itself. Read 2K Greg statement or try it yourself if you don't believe me: turn your auto-patching off and sit back and watch as Steam happily downloads and install the next patch on December 16th.
 
I would still like to see a "Map regeneration option" when starting a new game so I didn't have to go back and reenter all settings every time I wanted to restart a game because of a crappy starting position. I'm no programmer, but I would think this would be relatively simple to implement.
 
I would still like to see a "Map regeneration option" when starting a new game so I didn't have to go back and reenter all settings every time I wanted to restart a game because of a crappy starting position. I'm no programmer, but I would think this would be relatively simple to implement.

I am a programmer and it is easy.
 
Could you tell me, how we will move our stealth bombers if they can not use carriers? Finding a way to other continent (from city to city) is impossible sometimes.

That's a good question.
 
I'd like to hear from our talented group of modders as to how the changes are going to affect your future modding ability? Is it going to be much better with these changes & will you be able to change things that you didn't have access to before?

I always find modders end up doing more for these types of games than the developers themselves, so it would be interesting to hear your feedback.

We don't know what the changes mean yet. Wait until after the patch is released.
 
You are missing the point.

Let's say 1 year from now I am happily playing my mod (that took me 3 months to write) and I am very happy about Civ5.

Then Firaxis releases a patch, and I am forced to apply the patch.
Even if I don't want to.
Even if I don't like the contents of the patch.
Even if the patch breaks my mod.
Even if the patch makes my game crash.

The only option I have for not installing the patch is staying in offline mode. Which I can't do because I have many multiplayer games on Steam that require to be in online mode. I don't understand why they don't make patches OPTIONAL. What's the problem with that ??

What does this have to do with breaking mods?
 
Well I can't speak for everyone but for me the only reason I wanted research overflow is so I never had to bother monitoring it every so often. It's needless micromanagement.

yes, it is very easy to balance that with fewer/later specialists, adjustments to research costs etc etc, but it was a VERY annoying gameplay mechanic.
 
I would still like to see a "Map regeneration option" when starting a new game so I didn't have to go back and reenter all settings every time I wanted to restart a game because of a crappy starting position. I'm no programmer, but I would think this would be relatively simple to implement.

:agree:
 
Patch notes are awesome.
Can't wait :)

One thing though: I am sure this patch will break most of the existing mods. I don't understand why we are forced to update the game. What if I want to keep playing the current version of the game with the mod I created ? What if I wrote a mod, am I forced to update my mod every time a new patch is out ?

When specifically asked about this before release, 2K Greg said that of course Firaxis would be careful and patches would not break mods, which is... let's say very unlikely. I really don't understand why we are forced to update the game for single player, it doesn't make sense.

you aren't forced to update it, just turn off updates in steam and/or play always in offline mode.

Exaggeration much? Unless you have not been able to beat Civ V on any difficulty past Warlord (in which case you are probably not representative of the "average" player), I doubt any of the patch changes will make it so that only "elite players" will have the chance of beating Civ V on any difficulty.

The only difference made by removing library scientist slots is that you will no longer be able to get as many Great Scientists. Seeing as the tech pace was so fast to begin with, I fail to see how removing the slots would cause problems to anyone.

well, beating the game on deity just got a LOT harder, but on anything up to and including immortal the changes should be more "fun" than "so annoying that I'm never going to play this game again or any other game that any of this dev team works on". I think I might sneak in one more deity game b/c it could be the last deity game I ever win...
 
So the actual release date of the game is Dec 16th.

Who cares? Whats the diff? :p

What I meant was, instead of getting a patch that actually improves on poor game mechanics and design, all we are getting is a patch that just fixes the things that really should have been picked up on in Beta testing.

We still have to wait for some of those things that really break the game. Off the top of my head: lack of depth, cookie-cutter approach to each game, issues with 1UPT and early game production snooze fest etc.
 
Research overflow?
:banana:

I'm worried that our expectations are getting a little low here. So much joy over fixing something that simply should not have been broken in the first place.
 
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