New Version - December 13th (12-13)

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Gazebo

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Hey all,

New version inbound. Smaller tweaks, some bugfixes, and a little balance. Not a lot here, but good stuff nonetheless.

== CP ==
  • Adjusted AI unit purchasing and production logic (fixed a bug with operation purchasing as well)
  • Fix for a few rare late-game CTDs
  • Unit Pathfinder adjustments and optimizations
  • Misc. bugfixes (github issues) and text corrections
== CBO ==
NWs:
  • Palace of Culture and Science: gain votes from Vassals as well as DPs
Units:
  • Doubled Guided Missiles range, RCS now 100 (powerful punch - should be able to one-shot most units, but has a high investment cost).
  • Evasion II now 80% (was 100%) (i.e. Stealth Bomber nerf)
  • Bumped tank/panzer CS by 5
  • Machine Gun and Bazooka RCS increased by 5
  • XCOM CS reduced by 10
  • Special Forces CS reduced by 5
  • Paratrooper CS reduced by 10
  • Increased Light Tank CS by 5, now requires aluminum instead of oil
Online as of 5:20pm EST. Not savegame compatible (due to cache changes).

Link: https://mega.nz/#!SMMCGQga!NXeS_Nw5dPoWWP7eDzMCKwufPLnItC7r4O6n69FQS88

Cheers,
Gazebo
 
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My units disobey orders suddenly. All units spent all their movement at the beginning of turn. Fortified units remain there and moving units move around the map.
 
Yes, im having the same problem as above.
UNPLAYABLE, need a hotfix please.

Also units will stop healing
 
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Gazebo pls your update schedule makes me lose interest in my ongoing games in favor of starting new, shinier games with better balance, features and less bugs pls send halp.
 
Gazebo pls your update schedule makes me lose interest in my ongoing games in favor of starting new, shinier games with better balance, features and less bugs pls send halp.
This release is very minor. Last version introduced a new unit that changed many siege units, and this one is making adjustments in late game units. Unless this small unbalancing is game breaking for you, just finish your game.
PS. I once had a game that took me three releases to finish! RealLife delayed it more than I expected.
 
Still running into a few very odd situations with hex selection on cultural border growth, but it's definitely much improved over the previous version. I also cannot say that what I have experienced it technically "wrong", especially if the cultural growth hex selection algorithm is taking UA/UI/religious pantheon bonuses into account.

For example, I'm currently playing a game as Brazil. Started in a heavily forested/jungle region (like you do), but also adjacent to a nice 5-hex lake. Lake hexes start out good and can become great, but India nabbed the lake pantheon so I had to take to the forest pantheon (which is probably better for Brazil anyway). Anyhow, fast forward 100+ turns and my capital has expanded to take every jungle/forest hex within 3 hexes, every strategic/luxury resource (most of which were in forest/jungles hexes), and is now starting to expand to forest/jungle hexes in the 4th "ring" around the capital. HOWEVER, that 5-hex lake adjacent to the capital? Not a single hex taken save for the 2 I started with from founding the capital. So the hex selection algorithm is placing higher emphasis on non-resource jungle/forest hexes outside of the workable range of the city rather than the 3 remaining lake hexes in the 2nd "ring". Should there not be an exception in the algorithm that drastically reduces the "desirability" of hexes greater than 3 hexes from the city to prevent these sorts of scenarios? Maybe this is working as intended and I'm just experiencing an edge case, but it still feels like more can be done to make the cultural growth hex selection more apparently logical.

I will say, however, that the new algorithm DOES place heavy emphasis on strategic/luxury resources and Natural Wonders now, so at least that does not appear to be a problem.

Also, still seeing wonderful results with the AI diplomacy/war logic. The AI really feels like it is making logical decisions in regards to how it has decided to "win" the game, and I still smile every time one manages to surprise me with a cunning and "human-like" tactical decision. The AI has also drastically improved in regards to declaring war and knowing when it is losing or has no reason to continue fighting. Seeing a fair amount of Ancient/Classical DoWs, even from non-traditional warmonger AIs, and fewer instances of wars dragging on seemingly endlessly.

Cheers!
 
This release is very minor. Last version introduced a new unit that changed many siege units, and this one is making adjustments in late game units. Unless this small unbalancing is game breaking for you, just finish your game.
PS. I once had a game that took me three releases to finish! RealLife delayed it more than I expected.

I think he was joking.
 
Actually the cultural tile expansion in Nov 10th patch was superbly done, why was this changed in 5th dec patch?
One question, in the midst of a game using the latest CP patch, can we delete the civ V cache in /my games/sid civ v/cache and reverify the cache with steam?
 
Having the same problem with units - all auto working or exploring Returning to previous version of civ
 
Anyone else noticing any strange CS behavior? In my latest game I had many CS and all started moving around their warriors like crazy and in some cases leaving their cities unwatched. Could it be related to the issues above?
 
Great work! Appreciate all hours of fun because of VP! I'm really surprised at times when the AI outsmart me and make some really impressive decisions.
 
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