Patch v3.13 change list

Worth the wait?


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I wish they'd add a few more random events with each patch, seeing the same ones 10-20 times a game get a bit annoying. Otherwise a decent patch.
 
Any city with power Should get 2 unhealthiness
(coal power adds an additional 2)

The problems were
TGD was giving the unhealth to cities on other continents
Hydro+nuclear plants weren't giving unhealth if no coal plant was present

New info for me, thanks! Does Recycling Center remove that power base unhealthiness?

Well Missile Cruisers fullfill the combat role destroyers did

it seems like a Modern Era Escort is going to be

Missile Cruiser (to deal with MCs, Destroyers, Battleships)
Attack sub (to deal with Subs)
Stealth Destroyer (to deal with Air and Stealth Destroyers)

What makes the upgrade path weird, is that:
- Missile Cruisers can't see Submarines
- Missile Cruisers can't intercept aircraft
- Missile Cruiser move slower than Destroyers

Also, is still that after you're able to build both SDs and MCs you're only units that can see Submarine units are Submarines and Attack Submarines (I think that Submarines aren't considered as "Stealth units")? And why can Stealth Destroyers see Stealth Destroyers, is it because of the game balance? I've understood that stealthing a ship doesn't give it ultimately advanced radar in case of meeting another stealth ship.
 
I wish they'd add a few more random events with each patch, seeing the same ones 10-20 times a game get a bit annoying. Otherwise a decent patch.

The patch includes Solvers event mod so there is actually going to be some new events with the patch.
 
Awesome, awesome, awesome!

Privateers no longer destroyed when a friendly ship enters its port.

Just one question about this one: will it remove all of the instances of Privateers disappearing, or just the cases where a friendly ship enters the port along with one? E.g., Privateers would also disappear if any ship from another Civ, friend or foe, would come within visual range of a port where it's located.
 
This patch looks to be worth the wait, but does it fix the combat odds being off at times. I know there is a 5 percent chance of losing a battle at even 95 percent, but sometimes I see the odds are against more times then other.
 
"Colony maintenance capped at twice the distance maintenence"

The way I read this is that the maximum colony maintenance is twice what the maximum distance maintenance would be on the map that you are playing on. So the colony maintenance, which is calculated by how many cities you have on a particular land mass, would have a cap that is set by the same factors that set the maximum cap for distance maintenance, which I think is map size and maybe difficulty level. All of the cities on the same land mass have the same colony maintenance, if you had enough of them then they would all be at this cap. There actual distance would not affect the colony maintenance, and running state property wouldn't make any difference. I've heard that the cap currently is 100, which is pretty ridiculous, so sounds way more reasonable.
 
What I find confusing is how people can decide whether it's "worth the wait" before playing it. The difference between what the specs are and how it plays can be huge.
 
For me most valuable modifications are:
- inflation correction (at least!) :)
- corporation cost correction - this will make corporation useable - for now corporations were not too good for late game
- spies doesn't raze town to nothing in one turn - great!

I wonder if you corrected two errors I've wrote about in civfanatics forum (in error subforum):
1. teammates can generate infinite numbers of units by giving the same city back and forth between teammates
2. ships can blockade area that is not accessible for those ships (if a gulf is blocked by enemy, my ships still are able to blockade the sea behind the gulf).
 
Rirse said:
This patch looks to be worth the wait, but does it fix the combat odds being off at times. I know there is a 5 percent chance of losing a battle at even 95 percent, but sometimes I see the odds are against more times then other.

The combat odds have been tested and found to be accurate on numerous occasions. They can't fix problems that don't actually exist.

The destroyer to missle cruiser upgrade does unfortunately look like a repeat of the marines/SAMs to mech infantry screwup. There is already the strange situation where the airship can see subs, but modern aircraft can't. We don't need another back to front upgrade path to lose destroyer's ability to see subs.
 
I realized a bug, that I think hasn't been mentioned before. In small icons (used in Civilopedia, foreign advisor etc.), Qin Shi Huang and Kublai Khan have old, wrong backgrounds. If the patch isn't complete, could fix for this be added to it?

Customs House and Feitoria give +100% Foreign trade route income

Is this still only overseas, or all foreign trade?
 
Just one question about this one: will it remove all of the instances of Privateers disappearing, or just the cases where a friendly ship enters the port along with one? E.g., Privateers would also disappear if any ship from another Civ, friend or foe, would come within visual range of a port where it's located.

This just happened in one of my games! I had no idea where my fleet of privateers that I had docked went to!... I chalked it up to Alzheimer's:old: !
 
Hey Gang,

I might have missed it but any fixes regarding:

- AI's use (or non-use) of Privateers?
- AI's spastic buildup of ships it refuses to then use against a viewed naval threat?
 
I'm glad to see it, these are a lot of important changes that needed to be released ASAP.
However, there are still a lot more balancing tweaks that should be done so I hope this isn't the last patch...
 
I guess they forgot fixing the the palace's espionage points in Gods of Old. It makes only one per turn. :(
 
With all these fixes and additions, I don't mind the wait. I kind of thought there would be alot of changes. I am glad the leaderheads issue was looked at. I can hardly wait to give this patch a go.

Thanks for listening and for all the hard work. :)
 
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