Significant improvements to MP in new patch

donhenriko

NQ Officer
Joined
Nov 13, 2010
Messages
143
[MULTIPLAYER]
- Significant improvements to general multiplayer stability.
- Significant improvements to Hot-Join stability.
- Multiplayer now using the same AI move caching as single player, improving turn-times significantly.
- Lobby improvements: We now display game details in the lobby list (players in each game, map size, map type, DLC required, etc.).
- Host can now kick players from the staging room when loading a save (if a player cannot return to a game, the game can now be continued by the rest of the players).
- Found and corrected additional causes of Out-of-Sync.
- Exploit: Corrected an exploit that allowed players on the same team to trade cities back and forth to auto-heal it.
- Exploit: Corrected an exploit that allowed players on the same team to trade cities back and forth to generate endless City Strikes.
- Exploit: Corrected an exploit that allowed a player to “lag” the UI to gain multiple free techs.
[UI]
- Change “Load Game” save sorting to be “Last Modified” by default.


[BUGS]
- When scrapping a unit, make sure any “cargo” units are scrapped as well.
- When a unit is destroyed that is carrying another unit, make sure to kill both (missiles sometimes lingered).
- Corrected a bug that was causing eliminated Civ’s to not generate notifications correctly.
- Changed notification language for when a Research or Trade deal is cancelled due to the AI running out of funds to pay for it (per-turn deal), or are eliminated. It was currently displaying a “because of war” notification which is incorrect.
- Corrected an issue that could cause unhappiness from city count and number of specialists to become incorrect over the course of a long game.
- Changed Frigate obsolete tech to Combustion.
- Fixed Korean science building exploit.
- Fixed a problem with City Strike that gave the user the impression that they could not end their turn, when in reality, city strike was still active.
- Crash: Fixed a crash that could occur in hot-seat when exiting to the main menu.
- Crash: Fixed a crash that could occur when a unit was eliminated by standing too close to a Citadel.

This might be the perfect christmas gift :D:D

I wuold love a large 10/12 player game during christmas :) :)
 
I will be very interested if 8+ players games can actually work :cool:
 
Well even Civ3 worked with 8 players, if Firaxis can't make a 2010 game as good as a 2002 game then they are really in trouble....

CS
 
I played an 8 player game yesterday, and it finished to completion (it was 4vs4.)

However, the reloading screen popped up 3 times, and there was lag (to be expected.) I would recommend only playing 8+ if you have patient people who are willing to reload the game if needed.
 
I'm always interested in playing! Sad when people quit because they cannot wait an extra 5secs for loading or decisions.
 
Well quitting is why the league and NQ exist, to discourage such behavior, though we have different approaching to doing so.

CS
 
So boys.

I still don't have my PC yet. I'm starting to crave a round of civ MP.

Can anyone give me an update on how the new patch is working?!?

Are there really "significant improvements" to MP as Fireaxis advertised?

Yes and No, yes it did make improvements and 6 player games have fewer problems, but no it didn't do enough yet to make 8 player games a reality. It is a step in the right direction, but more work needs to be done.

CS
 
Top Bottom