Patch is out!!!

Therein lies the problem with Civ 5. It is a war game with buildings/tech progression thrown in.

Yes, this remains the fundamental problem with the game. It is not really part of the mainline of the Civilization franchise, but a military spin-off. This is why the depth is missing, why the resources are in name only, and why important aspects like heath and religions were ripped out: It's nice, but it isn't war.

Once you realize that and play the game for what it is, it is okay. What annoys me that it was marketed as a "real" Civ game.

Maybe they will surprise us with a "Civ V BtS" expansion that will add all the stuff back on that is now missing from a full Civ game. Until then, I'm keeping Civ IV BtS on my hard drive -- and am looking forward to Civ VI.
 
Yep, it crashes... Confirming now. The first game was smooth crash free, the second game crashed on turn 150.

I hope you read this Firaxis. There is a need for a quick fix.
 
Well the game is still better but sometimes it will freeze.
 
I've had no crashes in eight hours of playing since the patch. Not having much fun mind you, but I'm giving it a whirl.
 
I have a game that I am playing with the new patch and have had 2 city states ask for a road built to my capital. I completed BOTh roads but the game does not recognize it. Both city states still want a road built.

I just had this happen to me. Prior to this patch, it worked the one time I built the road to a city state.
 
Post patch is definitely an.....*improvement*, but from my experiences so far it still has a fair way to go. I'd like to see them bring back Pacts of Co-Operation & Pacts of Secrecy, alongside the current Denouncements & Friendship Declarations. I also want to see a future patch deal with ongoing graphics issues-like the look of cities & rivers. I'll need to play a bit more, though, to see just how much better the game is, but its nice not having to play with about a dozen mods in play-just to make the experience enjoyable.

Aussie.

I hate to start a wish list but what about finally having some open borders trade as in civ 4; just expand the idea of your civ land routes already present so open borders with other civs give trading gold?
 
Is anybody else crashing like crazy now? I have tried to play two games now with the new patch and I crash every 10-30 minutes.

I'm playing on small maps, which the PC handled fine with the previous patch.

Other than that, I am pleased with the new patch. The game is much more exciting now with the "smarter" AI and the new diplomacy functions.

A little more than usual. I am playing huge maps and pre-patch it would take about 2 crashes before the game would be fine. Post-patch other then going from +1 happiness to -50 and 12 Mobile SAMs parked outside my capital, it took about 4 restarts before things were fine.
 
Not sure if this has been reported, but I have a problem with the DLC maps.

If I start a game in Mesopotamia with Alexander (not sure if that matters), a bunch of city-state settlers are right next to my territory. They never do anything and end up getting taken out by barbarians. I get all sorts of messages about city-states being wiped out in the first few turns.

This does not happen if I just start a random map (so far as I can tell).
 
Not sure if this has been reported, but I have a problem with the DLC maps.

If I start a game in Mesopotamia with Alexander (not sure if that matters), a bunch of city-state settlers are right next to my territory. They never do anything and end up getting taken out by barbarians. I get all sorts of messages about city-states being wiped out in the first few turns.

This does not happen if I just start a random map (so far as I can tell).

Yeah that happens. Those maps suck.
 
And victory...

Do you still have the original TGA file for that SS-Launch? Clipping just around the area where the blast cloud expands.
Cuz, rare as it seems... shooting up right off the coast is something i could use on the upcoming alternate Menu_Frames for Z-UI.
If not well i'm gonna have to do it in a further game.
Oh, and was the usual Victory popup held until SS was off-screen?
 
I just had this happen to me. Prior to this patch, it worked the one time I built the road to a city state.

Yeah, city state mission didn't work. Shame, too, because I lost a City-State ally due to this.
 
If a civ is hemmed in on a pangaea, then it must be able to ramp up to a war footing and fight their way out. On the other hand, if a civ has lots of room to expand, then it should take advantage of that situation and ramp up population and research, and maybe production.

Maybe my phrasing was off, I definitely agree that AI opponent should be able to judge the situation and act accordingly. However, this can only be achieved with highly sophisticated AI that would bring present-day PCs to their knees trying to compute the calculations. You and I certainly don't want to wait hour after hour for a turn. The present 5-min wait for the modern era is atrocious enough

AI is simply the calculator, how to move, which units to attack, worker placement. This is the tactical part that the player faces during the war, difficulty settings change the "precision" of this calculator.

AI flavor is the random dice element that overrides the outcomes of the above calculator. Even if expansion via total war is the most perfect, favorable outcome for the AI, the override would make the AI choose an alternative path, maybe a limited war.

E.g. Expansion flavor: Alexander (9/10), Gandhi (3/10)

So like D&D, if the calculator says total annihilation of the player is the best option, Alexander has 90% probability that he'll proceed with that option. Gandhi has 30% chance.This is not to say Gandhi will act like a pacifist 70% of the time, it just merely means Gandhi will not be a conqueror of kings 70% of the time. Gandhi may choose to fight for 2 of your cities and stop there, holding his prizes, or maybe he'll focus on culture and research. Not so predictable now right?

If AI were to lack this flavor, or not demonstrate it enough, you'll get runaway AI all the time, random wars and decisions like we see now.

Incentives can be introduced in diplomacy to recognize this flavor, maybe if you only capture a small amount of cities, other AI would be assured that you're not a warmongerer +1, but if you capture more cities, AI will become concerned and worried -1, total annihilation? -5.

But nope, CiV prefers war, war, war!

Hope that clears it up by what I meant by flavor.

So was Civ4. 95% of the Civ4 games I played for five years were military-centric. One had to force yourself to hold back on conquests, just like in Civ5.

Maybe true, but there were other things to do too especially after BTS, spies can influence and shape your allies to allow easier requests of help from the AI. Not so in Civ 5, "Friendly denouncer". Only demanding from AI. Role-playing?? "We're sorry it has caused a great divide between us"


Addendum: What in the world does that have to do with a civilization game??? If you want Switzerland to be neutral and Mongold to be conquerers, that would be ideal for a scenario (which I play). Things like should not belong in a regular game.

I hope my above argument would validate Switzerland being more "neutral" in the game. If you really want a pure, calculation AI, perhaps you can check Random personalities?
 
I actually enjoy the game now. The game is much more engaging now.

I agree :goodjob:

Don't have any crashing problems. You updated your drivers? :(

I formatted my machine about a week ago and downloaded all the latest drivers.

Anyway marathon!? Wow...

My first game with civ5 was epic speed but after that every game has been marathon games, it was the same thing with civ4. I guess i just want to enjoy my civ games slowly :D

Yep, it crashes... Confirming now. The first game was smooth crash free, the second game crashed on turn 150.

I hope you read this Firaxis. There is a need for a quick fix.

What was the map size you were playing on and how many civs did you have in it? Yesterday i suspected that it might be the civ count that gave me crashes, i had 19 civs in standard map. I had to abandon that game because it just wouldnt let me go past turn 1,202, that really was kind of annoying. My current game crashed once but fortunately after restart i was able to continue my game.


Yep, this needs fixing.
 
:mad: city razing now drains happiness (again), longer time between turns, the game crashed after about 150 turns (never crashed before the patch).
 
What was the map size you were playing on and how many civs did you have in it? Yesterday i suspected that it might be the civ count that gave me crashes, i had 19 civs in standard map. I had to abandon that game because it just wouldnt let me go past turn 1,202, that really was kind of annoying. My current game crashed once but fortunately after restart i was able to continue my game.


Yep, this needs fixing.

Both games, the first smooth no crash game and the second crashing one had identical settings: Standard, 12 civs, 20 CS, perfectWorld 3...

So it's kinda weird. During the first crash free game I also was listening to music on iTunes. I didn't in the second one... :crazyeye:

Do you still have the original TGA file for that SS-Launch? Clipping just around the area where the blast cloud expands.
Cuz, rare as it seems... shooting up right off the coast is something i could use on the upcoming alternate Menu_Frames for Z-UI.
If not well i'm gonna have to do it in a further game.
Oh, and was the usual Victory popup held until SS was off-screen?

Um... :confused: I'm not sure what you're asking for? I have a save file just before the launch, that helps? But knowing how civ5 works, I suspect that once reloaded, it could place the launchpad off the coast this time.

The victory screen wasn't held until SS was off-screen. Just after I made the screen, the victory popup... um... popped up.
 

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That's okay, i probably can use the save and reload for a quick snapshot too. With extensive debug options, anyone should be able to produce whatever interface they want to keep.
Arrrrgggghhhh for the silly auto-popping function of the Victory splasher... i really hoped that they could have fixed this "stupid" oversight. You play for hours to watch a final animation and you miss it cuz something blocks the view -- damn.
Thanks. i owe you one...

EDIT; Oooooppps, this is going to have to wait until i get Babylon+Spain/Inca DLCs later next week.
Unless... you'd care making it for me so here's what i meant with original TGA snapshots;

-- Quality is much better than an obligatory jpg fitting CFC's 500kbs limit for attachments.
-- I don't need the entire screen (if possible without the idled workboat anywhere near, too!), just the immediate region surrounding the launch so that the whole blast cloud is visible at that particular moment. The sea backdrop is perfect too since it's easily remasked & edited to fit the UI framework. Lemme give you a quick (Highest quality PNG) example below.
 

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    Launched-Off-The-Coast.png
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I hope my above argument would validate Switzerland being more "neutral" in the game. If you really want a pure, calculation AI, perhaps you can check Random personalities?

I do, in every Civ4 and Civ5 game I've played. Thanks for the clarifying post.
 
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