New Beta Patch - 2/4

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Reloading autosaves almost always crashes my game; it's not new or unique to this version izn my experience.
Interesting, I've never had an issue with autosaves. I am still on the previous version (from January or December, not sure).
 
Agree.. two of those 4 founded in my game :(

I only see God of All Creation in the list. Are you confusing God of Craftsmen with Tutelary Gods?

Either way, the Huns were quite an outlier. My expectation is that they had some powerful faith Natural Wonder or aggressive settling/conquering.
 
Interesting, I've never had an issue with autosaves. I am still on the previous version (from January or December, not sure).
For me, reloading saves in general was always "risky", just a gut feeling but about fifty-fifty for crashing (so I always just exited the game and came back if I needed a reload). Although it's quite rare that I need it, so for me it's no biggie.
 
Clean install would be complete file deletion of everything CIV5 related
I would not delete/uninstall the base game, but certainly delete both cache and(!) the Mods and ModdedSaves folders. If in doubt, nuke the whole Civilization V folder under Documents\My Games\Civilization V and run "check for file integrity" in Steam.
 
For what it's worth, autosave reloads were completely stable for me for years, only sometime in the last few versions did it seem like something changed where crashes or other weirdness occasionally happened. I began manually saving at the beginning of every turn and those saves seem more stable to me? It seems like maybe something is happening in the "yield gain" phase at the start of the turn when production, growth, etc. process because all that has already happened once you manually save and doesn't reoccur on a reload like it does for an autosave. Just a guess!

IGE will definitely make your game crash on loading a save or exiting to the menu though. I will only enable it when I want to make a change for that reason, once it's unloaded it doesn't cause the issue anymore.
 
No CTDs for me. Last time I had any issue was using Really Advanced Setup a couple versions ago, although that works fine as of this last patch too.

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Unrelated, it looks like puppets aren't able to expand borders for me, apparently because they aren't generating culture as puppets. Assume this is unintentional and possibly just me? Happy to github if a bug.

 
No CTDs for me. Last time I had any issue was using Really Advanced Setup a couple versions ago, although that works fine as of this last patch too.

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Unrelated, it looks like puppets aren't able to expand borders for me, apparently because they aren't generating culture as puppets. Assume this is unintentional and possibly just me? Happy to github if a bug.


Puppets only generated 20% of their yields and it rounds down. Therefore, you are getting 0 Culture.
 
Puppets only generated 20% of their yields and it rounds down. Therefore, you are getting 0 Culture.
I guess I always figured it only added 20% from the local to the the national total, but I don't really know how these things work.

Anyway way to make it round down to a non-zero number? Seems to make the puppet feature worthless in an early capture like this, especially since we can't restrict growth. This city will have 4+ unemployed before it builds an amphitheater.
 
You should've razed the city. It only had 2 buildings at most when you conquered it (Monument is always destroyed).
 
I guess I always figured it only added 20% from the local to the the national total, but I don't really know how these things work.

Anyway way to make it round down to a non-zero number? Seems to make the puppet feature worthless in an early capture like this, especially since we can't restrict growth. This city will have 4+ unemployed before it builds an amphitheater.

Early capture can be problematic for sure. You can either raze it or get Courthouse unlocked so you can annex them. Still, taking a City does weaken one of your neighbors so there's that.
 
Sometimes if a city is in a worthless enough location I don't mind having a terrible tiny puppet there, just to act as a military base and prevent the AIs ever resettling the area.
 
However I do feel that there is something amiss in the tactical AI right now. There were several times when they should have killed some of my units that wandered a bit too far and found themselves surrounded by enemy units. On the next turn I could not believe they were still alive. In fact undamaged in some cases because the AI just retreated. This never used to happen, so I thought I should post here. Don't know whether it's a bug or expected behavior.

Agree fully with this, it's been like this for a while (even before this patch). I remember especially two occasions when this happened. I had a lonely ship out in the middle of the ocean completely surrounded by an whole fleet of enemy ships. I considered it a lost cause, but to my surprise the enemy ships all left on their next turn and leaving my lonely ship intact. On another occasion I had a single unit wander into the lands of china, being in range of several ranged units, but they didn't fire one shot!

This happens alot during my current game, and I noticed this especially with ranged units, being in range, seeing that my units should take a ton of damage each turn if all those ranged units were to fire, but they never do. They just move on to something else. The AI plays so incredible good and puts so much pressure onto me in this game that I doubt that I had survived if they hadn't been up to doing nothing.

I mean, if a range unit moves towards me, and I stay fortified, I don't move anything. It should fire automatically, why would it else want to move into me?

At sea I line up my ships in different formations, since I know that the AI won't attack me due to this buggish behavior, so I can pick them off 'one by one' even though their fleet many times are much bigger than mine.
 
Early capture can be problematic for sure. You can either raze it or get Courthouse unlocked so you can annex them. Still, taking a City does weaken one of your neighbors so there's that.
Ha, yea, it's funny. I have over 1000 hours in, quite a few in VP, and have never had quite this thing happen before. Credit to the AI improvements for so aggressively forward settling my monopoly!
 
Ha, yea, it's funny. I have over 1000 hours in, quite a few in VP, and have never had quite this thing happen before. Credit to the AI improvements for so aggressively forward settling my monopoly!

Yes, but don't you also think this is bad tactics on behalf of the AI as well. I had Austria do this to me with my furs, planning to move right near my capital even though warned not to do so. Consequence, I went to war & took out Vienna, & found it was his only city. Then upon exploration found room for another four cities at least behind him, with his copper monopoly. If he had settled them it would have been more of a battle later on. I do this sometimes myself, but can understand AI getting annoyed taking their monopoly from them, as I know I am.
 
I'm currently using this patch and noticed that sometimes, when military CS and the bonus when your citys reach multiples of 10 you receive an unit, gets you ships that span in citys that have no access to ocean or only have access to rivers or lakes. Sorry for the somewhat maybe confusing english

It's a relatively new change that lake-only cities are considered Coastal due to wanting canals to work a little more smoothly, I think. I kind of wish there was some mechanism to move ships between disconnected oceans myself, both for reasons like this and to make the actual canals less critical. France having to maintain two different navies at times is historical though, so there's definitely the other side to the argument too.
 
It's a relatively new change that lake-only cities are considered Coastal due to wanting canals to work a little more smoothly, I think. I kind of wish there was some mechanism to move ships between disconnected oceans myself, both for reasons like this and to make the actual canals less critical. France having to maintain two different navies at times is historical though, so there's definitely the other side to the argument too.

Sorry had to erase the post ot was on 1/15... I don't now if it still happens. But being given a boat with sometimes not even having one lake as a tile is pretty dumb ahah It happened twice in the same playthrough and then it just started spawning in a city which had 2 lake tiles and the nearest ocean tile was 6/7 tiles away :crazyeye:
And had the option to build a Seaport too at the second city I mentioned so I briefly assumed what you just told me
 
I kind of wish there was some mechanism to move ships between disconnected oceans myself, both for reasons like this and to make the actual canals less critical.
Spoiler Supreme Leader finds the following process to be quite effective :
 
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Interesting, I've never had an issue with autosaves. I am still on the previous version (from January or December, not sure).
Unfortunately it happened again and this time I couldn't even reload my original save nor any autosave. Deleting the cache didn't work this time.

EDIT: I got it to work!!! I reloaded a 2 hour earlier save, then immediately loaded my original save and this time I got in. :)
 
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Unfortunately it happened again and this time I couldn't even reload my original save nor any autosave. Deleting the cache didn't work this time.

EDIT: I got it to work!!! I reloaded a 2 hour earlier save, then immediately loaded my original save and this time I got in. :)


Going into the fixes
 
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