Patch 3.13 early thoughts

Ok I took screen shots to prove my 'spy dilemma.' It may actually have to do with open borders because I had open borders before declaring war, then when I declared war my spy is moved to the nearest friendly location, similar to what happens to a scout if its in friendly territory when I declare war on the person.
The first image shows my spy in the territory before war, the second image shows what happens on the same exact turn if I declare war:
Spoiler :

Civ4ScreenShot0412.JPG

Civ4ScreenShot0413.JPG

 
Actually, I don't think it has anything to do with open borders. I tried it again this time, but first I canceled my open borders, and the spy remained in Caesar's city, but then when I declared war, the spy was again forced out of its territory.
 
Can I get a copy of the pre-war declaration save then please? I still haven't been able to duplicate it locally, so that would short-cut the bug hunt.

Bh
 
Okay here it is:

Spoiler :
http://forums.civfanatics.com/uploads/92967/bonafidehustler_BC-0005.CivBeyondSwordSave
 
Ha, you posted that just in time for me to say that I figured out what the problem was. ;) It only does it if there is an enemy unit on the square, and in my tests (conducted early game) there weren't any enemy units in the city.

edit: More specifically, it seems to be a problem caused by their new code to cause units on the same square to separate after a declaration of war (ie, a situation where both you and your new enemy had units on a square). It doesn't do any separate check to see if the unit is a spy.

Bh
 
This is starting to feel like 3.03 all over again. In some ways it is even worse - at least the combat animation problem was cosmetic, and the civlopedia avoidable. The bug with AI resource trading is by far the most serious, since it essentially eliminates that part of the game, and seems to have secondary issues with trading multiple resources and inconsistency when negotiating deals. Unless Firaxis get a fix out in the next day or two, I think we're going to be asking Solver to do their job again.

Also confirmed we now have the spy/declare war bug - somewhat more minor, but still needs a fix, and the culture/espionage display bug - cosmetic. It might be a good idea to get a stickied and consolidated bug list specifically for 3.13 in the bug reports forum.

I have to be blunt on this as well - if anyone played a single test game with patch they issued they'd have spotted the culture display bug, and the serious resource trading bug. Conceivably they made last minute alterations and didn't test them - bad, and if they're going to release a poorly tested patch they might as well have done so a month ago. The alternative is that the patch wasn't tested - in light of the Alexman debacle (about 5 weeks this has supposed to have been in testing?), there is going to be anger about this possibility. Less than a day out, and its already clear another patch is essential.

One thing I am going to watch with interest is whether the "waiting for civs" loop is fixed. That was the one real gamebreaker Solver didn't seem able to fix. Currently than seems the only real argument for 3.13.
 
You realize you can and will get far more reasonable trades if you simply ask the AI for them? Just because the AI says it wants X for dye doesn't mean that you can't bargain them down.

Also, I don't see the above change as a bad thing. Frankly, it's pretty damn cheesy to rush into someone's territory and on the next turn, remove all their cultural defense so you can just waltz in and take the city.


The only thing that really concerns me in the patch is that Aggressive AI is rumored to be much less aggressive. Not sure if this is true.
 
I played for hours last night and didn't notice I was missing the culture display. I think I can live with that bug.

I knew that the Glance screen was gone, but I usually look at it only a couple times a game, so I wasn't devastated.

Didn't run into the spy getting kicked out thing, but I'm old fashioned: I use siege weapons.

As I mentioned in a previous post, I did see some pretty poor trade deals being asked for. I said, "You must be kidding, Roosevelt," and found something else to worry about. I made plenty of 1-1 trades during the game. I don't believe this bug -- if it is one -- hurt my game.
 
You realize you can and will get far more reasonable trades if you simply ask the AI for them? Just because the AI says it wants X for dye doesn't mean that you can't bargain them down.

1)If that were true, it would still be a step back in diplomacy, as it would bring back the endless fiddling to get the perfect trade deal from civ 3, which was an utter waste of time.

2)It definitely isn't true. It does seem connected to the AI accepting multiple copies of resources (but assigning them low values), but it is frequently making plain unreasonable offers (no matter how much messing around you do). There's also no excuse for them not accepting a deal they proposed if you enter the negotiate screen. Thirdly, why doe the AI accept multiple copies of anything in the ancient age? Why does it accept multiple copies of horses, period?

One last point - it was stated time and again in previous threads that 3.02 and 3.03 saves would be compatible with 3.13. They're not, so it's just as well I was sceptical and didn't patch in the middle of a game.
 
^ Well it Might be able to trade multiple copies away itself.

#1 though is definitely true

Basically the AI should know what the minimum is that it will accept/maximum it will give for something in a trade and anything over/less than that gives diplo bonuses.

The Human should be able to see what min/max the AI will accept/give Immediately as opposed to going through multiple levels of haggling.
 
No, I never used Solver stuff before this patch Kmad. It really sounds like a bug to me. Why otherwise, should an ai want 5 resources for 1, and then a few turns later be happy with a 1 for 1 again? I just can't believe this is in any way intended. It would make ais even more twitchy and schizophrenic than ever before, and all it would really encourage, is what several people have said:- i.e. "right you moron, I'll just come and fight you instead then".

I never used Solver's patch either. I believe, like you, that it is a bug. You can get fair business deals, but often you must fiddle around or simply wait for the AI to get back to you a little later with a reasonable offer. (Actually, Pacal did that a couple of turns later: suddenly he offered his dye for a single trade item I had.)
 
Went for a little siesta and slept for hours,,,oh well back now ;)
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.

Very good point, but no he wouldn't, and so here's me asking what Bull will give me for Horses (and yes he REALLY doesn't have any)...

Civ4ScreenShot0068.JPG


So Dyes are now worth much more than Horses hmm? Those horses which allow you to build horse troops of all kinds, and by any sane rationale should be worth at least 2 petty resources? Total Spongebob SquareBollox....

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 was thinking exactly the same thing..........

You realize you can and will get far more reasonable trades if you simply ask the AI for them? Just because the AI says it wants X for dye doesn't mean that you can't bargain them down.

Also, I don't see the above change as a bad thing. Frankly, it's pretty damn cheesy to rush into someone's territory and on the next turn, remove all their cultural defense so you can just waltz in and take the city.


The only thing that really concerns me in the patch is that Aggressive AI is rumored to be much less aggressive. Not sure if this is true.

No, the AI has stuck to its guns for 10 turns now. The going rate for dyes is apparently Horses, Stone and Pigs, which is 5/1, as Horses and Stone should count as 2 each, and normally do.

I haven't used spies at all yet, so can't comment...

Everyone returning to peacenick mentality, really worries me too. Agg ais should actually mean something. BUT again, I don't think we've tested enough to know either way on this aspect..

This is starting to feel like 3.03 all over again. In some ways it is even worse - at least the combat animation problem was cosmetic, and the civlopedia avoidable. The bug with AI resource trading is by far the most serious, since it essentially eliminates that part of the game, and seems to have secondary issues with trading multiple resources and inconsistency when negotiating deals. Unless Firaxis get a fix out in the next day or two, I think we're going to be asking Solver to do their job again.

Also confirmed we now have the spy/declare war bug - somewhat more minor, but still needs a fix, and the culture/espionage display bug - cosmetic. It might be a good idea to get a stickied and consolidated bug list specifically for 3.13 in the bug reports forum.

I have to be blunt on this as well - if anyone played a single test game with patch they issued they'd have spotted the culture display bug, and the serious resource trading bug. Conceivably they made last minute alterations and didn't test them - bad, and if they're going to release a poorly tested patch they might as well have done so a month ago. The alternative is that the patch wasn't tested - in light of the Alexman debacle (about 5 weeks this has supposed to have been in testing?), there is going to be anger about this possibility. Less than a day out, and its already clear another patch is essential.

One thing I am going to watch with interest is whether the "waiting for civs" loop is fixed. That was the one real gamebreaker Solver didn't seem able to fix. Currently than seems the only real argument for 3.13.

Well said :goodjob: you summed up my feeling for me. Just to add, that will all respect to Solver, some said that they witnessed the trading anomaly/bug with his previous fix, so I don't really know what to think anymore....
 
Ha, you posted that just in time for me to say that I figured out what the problem was. ;) It only does it if there is an enemy unit on the square, and in my tests (conducted early game) there weren't any enemy units in the city.

edit: More specifically, it seems to be a problem caused by their new code to cause units on the same square to separate after a declaration of war (ie, a situation where both you and your new enemy had units on a square). It doesn't do any separate check to see if the unit is a spy.

Bh

Nice work, Bhruic. That makes sense, but I'm not quite sure how the testers played the game without realizing it...
 
I was talking about yours. I don't really have an advanced trading situation save to work with at the moment, so I'd like to check out yours. I never got trades like that previous to 3.13, and I haven't found anything major about trading that they've changed yet - hopefully your save will help.

Bh
 
I have always had civs refuse a trade once i try to negotiate, all the way back to vanilla. I think it has to do w/ your relations. An aggressive civ would offer me a trade (like cows for iron- very lopsided) and then when i ask to negotiate, they get mad at me for refusing their "sweet" deal. I've even noticed a negative hit to relations (-1 you refused to trade with us!).
 
I wonder if the patch was released too soon just because of the many complaints about the delay of releasing this patch.
 
Well, yes, I've seen some lopsided trade offers, but those were almost all for production resources (iron, oil, etc). I can't recall ever being turned down for a 1-on-1 trade for a happiness/health resource.

Bh
 
I was talking about yours. I don't really have an advanced trading situation save to work with at the moment, so I'd like to check out yours. I never got trades like that previous to 3.13, and I haven't found anything major about trading that they've changed yet - hopefully your save will help.

Bh

Sure, its here View attachment Sumer.CivBeyondSwordSave I'm afraid its got "lock modify assets" set, out of old habit.
 
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