Patch v3.13 change list

Worth the wait?


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I've read from the forum that with mods it is possible to have more than 18 civs and have the colony options. So, if a mod could do it, so can firaxis.
 
It is possible, but increasing the number of playable civs (theoretically?) slows down the game - even if you play with less civs than are enabled in your mod.
 
Frigate, Ship of the Line, and East Indiaman bombardment ignores walls and Castles

the East Indiaman ignores that already. it can't bombard :crazyeye:

and agree with the poster above, i hope you're not taking away the glance tab completely! it's my favorite thing about HoF mod and i love that it's in the standard game now, don't deprive me!!!
 
I didn't have time to go over it with a fine-tooth comb, but has anything been done to fix the naval blockade command? That takes a reeeeeaaaaaalllllly long time to execute.
 
Looos great, whats the ETA on it?

One thing i noted is that late modern the only units to spot subs will be other subs thats fair enough i guess as it's a reason for building them, since if someone has subs an you dont that will be a big disadvantage for you.
However i think there needs to be another unit other, than SD that can see SD, as how can you counter one if you dont have the teck? perhaps a air recon mission should reveal them? as they can easily blockade your island if you play islands with no way for you to counter that, either that or blockading ships loose there stealth advantage
 
I was wondering, can anyone find the part where the combat animations bug is fixed?

Currently, people die, then stand up again, generally making me want to shut my eyes when combat occurs now.

All in all, a very great patch, though.

This might be it:
Fixed first strike combat animation for non-ranged units

But I don't think so. The problem I was seeing was that ranged unit figures that didn't have an opponent (like when there were 3 archers on one side and two axemen on the other) would take a nap and then pop up when they actually had someone to fight. They weren't really dead, they just laid down while waiting. :)

A key set of rules one learns in the army:
- Never run when you can walk.
- Never walk when you can stand still.
- Never stand when you can sit.
- Never sit when you can lie down.
- Never stay awake when you can be asleep.

So you see, it wasn't really a bug, they were just depicting proper military actions for the figures that used to just be standing around.

And I agree, this does look like a great patch. Just looking at the AI improvements is a little scary.

Zienth
 
I still see no fixes to the "always Peace" mode. That dissapointed me a little, as i'm a builder. anyway can't wait for the patch.
 
Wait, what? The glance page was one of the best improvements to the Foreign Advisor, imo.

Bh

I think it just means they are fixing it up so it looks nicer. Hopefully the bug where the glance screen will sometimes get messed up and hard to read will be fixed as well.
 
Fixed bug where you could get no result when trying to create a colony

I reported that! Think they even posted it two times :lol:
 
Fantastic patch work!

I just realized that Military Academy didn't get a buff (such as +4 culture, +100% military unit production), which might be the most disappointing thing in this patch along with Gers and Cossacks also not getting a buff, so obliviously the patch is more than great!

There are a lot of buildings no one builds because they stink. Military Academy is not one of them. It's not a priority for buffing! I always build them. I'll build more now that the tech is moving earlier again.
 
"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.

Well lf theat was the case, the would have said "Colony maintenance capped at twice the distance maintenence CAP"

The question is whether the cap is based on the distance maintenance Before or After State Property sets it to 0.
 
OH yes how can i forget?

Another option i'd most appriciate is, To allow Barbs, but no Animals or vice versa on costum game. I personally hate having animals, and i miss seeing the barbs having that option would make some people really really happy.
 
And Global Warming should be an option too. ;) [thelastone36]
BTW, like the new avatar?
 
I can't go the list with a fine tooth comb.

Can anyone confirm if:

"The game is now supported on Machintosh computers"

is on the list :)

Cheers.
 
^LOL. Get windows. I did. Come to the "light" side of the force. The OS sucks but you get great game coverage. And it runs better than Mac too [CIV].

Aspyr is too lazy to port it over....[pissed]
 
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