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Now I'm playing 4.2.4 and City States are stuck at ~ 20 defense. Every single city State is still at 20-23 defense while the rest of us have castles and rome has bastion forts for 40+ defense. makes CS easy targets. Wasn't doing this in 4.2.3.
 
one way is to switch to strategic mode and go minimalist on your UI. that can often allow you to get through a turn. And you can turn it back on to the regular view for your turn, just switch it to strategic before you hit end turn. I find that lets me limp along if its a memory problem in some cases.
My last crash bug report also ended up being a memory issue (despite having 32GB of RAM and Civ5 being 32-bit, limited to using 4GB of RAM). It was resolved by closing the web browsers and e-mail client I kept open on my second monitor while playing. Once I made that a habit when playing, I haven't had a single crash since.
 
returned from a break noticed AI on chieftian on 4.2 beta (latest from OP) that i was threatened by china (who has largest army by 59k depolyable troops) saying i have a small army to my 58k deployable troops. Am i missing something? im using 14/20 of my supply ?
 
returned from a break noticed AI on chieftian on 4.2 beta (latest from OP) that i was threatened by china (who has largest army by 59k depolyable troops) saying i have a small army to my 58k deployable troops. Am i missing something? im using 14/20 of my supply ?
The AI's perception of your strength (and their own strength) is influenced by their Boldness value and how successful (or not) both players have been in previous combat.
 
It seems that for the last few versions, the AI has gotten very shy with expansion. For both tradition and progress civ they settled 4 cities and no more. For authority civs they may edge to 5-6. They just seem to never build any settlers after getting their 4th city.
 
Version 4.2.5 has been released. Link in OP has been updated.

Changelog:
Code:
- Fixed AI being very reluctant to expand past a few cities
- Fixed errors in trade route path, pillage gold calculations
- Fixed some issues when upgrading units
- Fixed a Mausoleum of Halicarnassus bug in Community Patch Only
- Clarified that 'someone demanded tribute recently' means YOU
- Fixed a text issue
- Tactsim Max Search Depth Tweaks
    Prince: 192 -> 256
    King: 256 -> 384

Online as of 1:41 PM CST. Savegame compatible with 4.2 versions.

I declare 4.2.5 to be stable.
 
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Just hit the "planes can't air strike" bug on a large epic game. Before that, the only bug I found was that some ranged ships can move after attacking and some can't. As in, I have 15 frigates, 11 can move after attacking but 4 can't, and I can't tell them apart.
Is this fixed now? (version 4.2.5)
 
Version 4.2.5 has been released. Link in OP has been updated.

Changelog:
Code:
- Fixed AI being very reluctant to expand past a few cities
- Fixed errors in trade route path, pillage gold calculations
- Fixed some issues when upgrading units
- Fixed a Mausoleum of Halicarnassus bug in Community Patch Only
- Clarified that 'someone demanded tribute recently' means YOU
- Fixed a text issue
- Tactsim Max Search Depth Tweaks
    Prince: 192 -> 256
    King: 256 -> 384

Online as of 1:41 PM CST. Savegame compatible with 4.2 versions.

I declare 4.2.5 to be stable.
Awesome I see how many more followers in numbers (not %) I need for reform.
Some wonders went very late but good AI isnt mindlessly spamming wonders (...or is it?).
I havent got far enough to see how much AI expands but it still looks a bit like on the low side, does the AI get slowed down by barbs too much (or trying to build wonders everywhere), Ill post something more substantial later.
AI Zulu have learned to play, scary.
 
Emperor, epic speed, pangea, at t229 gunpowder as Ottoman.

Authority:
Zulu 7 cities (incl dutch capital) 5 wonders
Montezuma 8 cities 2 wonders
America 5 cities 0 wonders
Ottoman (me) 11 cities 4 wonders

Progress: noone
Tradition:
Austria 4 cities 5 wonders
Ethiopia 7 cities 1 wonder
Poland 3 Cities 3 wonders
Netherlands 1 city (was 2 he spawned next to Zulu) 0 wonders

So yes AI expands more, atleast one tradition AI at 5+ cities but should be all of them, yes Netherlands had an unfortunate starting location but he's so bad at expanding also poland 3 cities, really?
Monty, Zulu and austria will become problems, we'll see what janissary can do, Im teching like a beast with coral monopoly.

Edit: this is pangea low seas for extra land to settle on.
 
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So now that V4 is declared stable thought to try it out. On the previous version (v3) i went into the coredefines under (2) Vox Populi\Core Files and changed the max barb xp value there.
Where can i find this one in the new structure? cause with a quick coredefines search the only file i found doesnt have that option inside.
 
So now that V4 is declared stable thought to try it out. On the previous version (v3) i went into the coredefines under (2) Vox Populi\Core Files and changed the max barb xp value there.
Where can i find this one in the new structure? cause with a quick coredefines search the only file i found doesnt have that option inside.
try Database Changes/DefineChanges.sql
 
Have the Train Station construction rules been changed in this version? I'm able to construct it in a city that doesn't have a railroad connection with the capital.
 
Have the Train Station construction rules been changed in this version? I'm able to construct it in a city that doesn't have a railroad connection with the capital.
is it coastal with lighthouse connection?
 
Thats always counted as connected and allow you to build trainstation immediate.
I think capital also have to be coastal otherwise a railroad from capital to a coastal should be required which then connects all other coastals.
 
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