Patch 3.13 early thoughts

Has anyone checked whether the "Wait for others" hang got fixed?

Seems like an aweful lot of stuff they broke, I'm thus reluctant to update. If they fixed above bug I might reconcider...
 
Just a quick thought: people have mentioned the trading oddities arising in Solver's patch; is it possible that only the people who installed 3.13 and have Solver's patch are experiencing it now?

QUOTE]

No, I never used Solver's patch, and I'm getting the trading weirdness, too.
 
Which is why they shouldn't make last minute changes.

i'm not sure they did. in this post on poly alexman said

alexman said:
I believe the change log included with the patch is not completely up to date (because it had to be sent for translation). The one in the original post of this thread is more recent.

"The one in the original post of this thread" is the same as the list originally posted here a month or whatever ago, in that soap opera thread. i don't know whether there are differences between that list and the one with the patch, i'm just reading his comment at face value.

Just a quick thought: people have mentioned the trading oddities arising in Solver's patch; is it possible that only the people who installed 3.13 and have Solver's patch are experiencing it now?

no, because Drew didn't use Solver's. somebody did post about it in Solver's original thread, and he has seen that. i linked this thread in that one.
 
Drew--

If you actually ask him to try a more reasonable (1:1 ratio) of resources, will he go for it?

I've noticed that in tech trades, the AI will often ask for more, but will settle for a more reasonable trade if you ask.
 
I've also encountered the AI asking for multiple resources of the same kind very early in the game.

Why does none think that this might be the cause rather than a bug ?
"On non-aggressive AI, the AI's are more aggressive early in the game"
 
Yeah, onedreamer. I mean, I make absurd demands of the AI sometimes, because every once in a long while, they'll take it. Perhaps they just tried to model that same behavior?
 
Just a quick thought: people have mentioned the trading oddities arising in Solver's patch; is it possible that only the people who installed 3.13 and have Solver's patch are experiencing it now?

As for the spies thing, I could see that being intentional...either way, if I have a spy in a city when I declare, I leave it there until my troops are on the tile adjacent to the city anyway because city revolt only lasts one turn. Only time it would be beneficial to have the spy remain in a foreign city when you declare is if your territory is directly adjacent to that city.

If your spy is in place for 5 turns then you get 50% off the cost of causing a revolt. So having them in place before the war can save you a lot of money if they don't get ejected.
 
If your spy is in place for 5 turns then you get 50% off the cost of causing a revolt. So having them in place before the war can save you a lot of money if they don't get ejected.

Exactly... That's why it's a big deal. I like to have my spy waiting in the city while my army marches up to it, but the way it is now, my spy can't go to the city until war is declared.
 
that spy thing is troubling. i wonder if it's related to "Rival spies no longer count as friendly units for nuke attacks"? if they changed them to "rival" for everything and forgot to note it somewhere that they're invisible or whatever, then i can see how that would make it bounce them out when you DoW like other units. IMO it really shouldn't!
 
Has anyone checked whether the "Wait for others" hang got fixed?

Seems like an aweful lot of stuff they broke, I'm thus reluctant to update. If they fixed above bug I might reconcider...

I wonder if they accidentally released an internal beta build of the patch or something... It almost seems like it, with all the obvious problems. It just seems as if things like giant idle stacks, missing culture/espionage in tool tips, sync problems in multi player, strange trading behavior and spies getting kicked out of cities are too big and obvious for testers to miss.
 
I've alway gotten some unfair trade offers all the way back to vanilla. I think if they want something bad enough they will part w/ their resources cheaply. It also depends on your relations w/ the AI, religion, and such. I've had monty want to rape me in a deal for horses, (he wanted hoses, iron, corn for dye) then end up declaring war in the next few turns. Seems he wanted horses, iron, corn really bad. Or was planning the war regardless.
 
Okay am I seriously the only person to have encountered the "bug" where spies are forced out of enemy Civilizations when you declare war on them? I see everyone complaining about the resources problem, which is absolutely ridiculous and I hope they fix it, but nobody else has mentioned their spies being evacuated from enemy civilizations after DOW.

I've been trying to duplicate this bug, but haven't been able to. Do you have a save where it's going to happen, or some steps that ensure it will happen? I've had spies sitting on a city, declared war on that Civ, and the spies didn't move.

bh
 
I am also noticing the trading weirdness as everyone before, AIs are canceling trades all over and requesting multiples of items even though none of them have researched corporations yet. . .

The biggest thing I am noticing is that the inflation change has really altered my economy in the game I was getting to the end of (Standard/Big-Small/Prince), pre-patch I was running a small surplus at 70% research, 10% culure thanks to the Spiral Minaret and a shrine. Now I'm running about twice the surplus at 90% research/10% culture. . . when I get home I'll pull up the game to hash out the settings and see if I'm in a sweet spot or if the new system is whacked.
 
If your spy is in place for 5 turns then you get 50% off the cost of causing a revolt. So having them in place before the war can save you a lot of money if they don't get ejected.

Ah, right, duh.

bonafide, did you check the log to be sure that your spy wasn't just discovered and ejected from the city?
 
I bet they goofed it up just like 3.03 and built it off a bad branch of code or something. I agree, it's ridiculous how many obvious things have been reported already. Either that or there's some ugly internal political strife going on in the company. Those are the only two rational explanations I can think of. And whoever strong-armed the developers into removing the "ugly glance tab" should be fired :eek:.


What is the ugly glance tab? Is that the tab in the relations page (F4) that showed the + or - of each relationship? It's gone in the new patch! I won't update until they bring it back. I found that to be one of the best additions of BtS.

Bummer grande with all the other potential bug reports. That 5 for 1 resources stuff and spies getting kicked out is ridiculous. Let's hope it was some last minute changes that can be easily undone or better yet, if the build was constructed off a bad/incomplete branch of code. That would make for a simple fix - is there such a thing?
 
"The one in the original post of this thread" is the same as the list originally posted here a month or whatever ago, in that soap opera thread. i don't know whether there are differences between that list and the one with the patch, i'm just reading his comment at face value.

That makes it even worse, then.

They've had this patch for how long now? I think first word of it came several months ago ...

... which makes me wonder if anybody tested it at all.

I would've thought that after releasing a retail game expansion with as many bugs as BtS had, they would've tried extra hard to prevent any bugs from leaking into their first patch. :cry:
 
If they are discovered, they get erased (That is spy talk for killed).

I thought that was only if they were caught in action, rather than caught chillin (that can happen, right? I hope so, because it happened in my current game, which doesn't even have 3.03).
 
Back
Top Bottom