Spring 2017 patch notes

There is also the lighthouse with the update it adds 1 food.
so basic coast 1f 1g
with fish 2f 1g
with lighthouse 3f 1g (unimproved fish)
with boats + pantheon 4f 1p 1g

Plus Auckland plus later in the game bonuses. Looks like water is viable guys.
 
And I'm telling you that Whales gives you +1 food and +1 production on default.
 

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DLC and bug fixing are not mutually exclusive.

DLC is requires comparatively little development - the core dev team is not the ones making 3D models, laying out maps, etc.

Conversely, patches, ai, bug fixes, and extra mechanics are almost entirely core development team and very little from the art and production side of things.

In many regards, the DLC is basically there to give art and production something to do (and earn money for it), while the dev team is bug fixing.

Fixing inaccurate tooltips isn't rocket science. Other bugs might be harder, but when they're every-game control issues they're still a significant problem. It should not be ambiguous to the player what happens when he attempts an attack. Maybe the outcome of the attack should be ambiguous, but not whether or not the attack will happen!

However, what you're saying isn't a viable excuse from a project management perspective. If the core development team can't keep up with basic UI or fixed confirmed longstanding bugs like unit cycling while DLC are coming out routinely, that's gives reasonably strong evidence of where the company is placing its priority on the game. All you're really doing in saying what I'm quoting is shifting the blame from one part of the decision-making process in Firaxis to another.

Sure, but by that final statement, that isn't something Firaxis can ever fix. Which begs the question of what we can reasonably expect to be addressed, given the constraints Firaxis work within.

Well, someone made the tooltip say or do something inaccurate in the first place. Is it unreasonable to expect that, noticing this, the company has someone fix it to be accurate?

Even if Firaxis can't fully decide its DLC schedule or something, they still have control over what they're giving priority/what changes make it into the game. These DLC are not tossing in game-altering mechanic changes, and mods are apparently outperforming what the company is willing to do with some of this stuff.

If Firaxis is willing to concede fixing basic game features to mods, however, I would not be willing to take the blame out of Firaxis' collective hands for doing so.
 
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Some of these changes are nice in theory, but I don't think I'll be seeing them until the UI is more accessible. I was really hoping to see at least SOME UI fixes this patch.
 
Some of these changes are nice in theory, but I don't think I'll be seeing them until the UI is more accessible. I was really hoping to see at least SOME UI fixes this patch.

What about the last production fix?
 
I have noticed after the patch that if you skip turn for a damaged military unit, it will heal without needing to press the fortify until healed button. that's nice, it works now like religious units, except they must be on or adjacent to a holy site.
 
I have noticed after the patch that if you skip turn for a damaged military unit, it will heal without needing to press the fortify until healed button. that's nice, it works now like religious units, except they must be on or adjacent to a holy site.

Hasn't it always been like this? Since Civ 1?
 
Hasn't it always been like this? Since Civ 1?
In the original Civ units had no health bar. You either won the battle with the unit at full strength or lost it and the unit (and if a stack was attacked outside a city or a fort the whole stack was gone).
But from Civ2 when a unit did nothing it regained HP.
 
I have noticed after the patch that if you skip turn for a damaged military unit, it will heal without needing to press the fortify until healed button. that's nice, it works now like religious units, except they must be on or adjacent to a holy site.

I haven't seen that. Are you sure you're not playing Arabia, and it's your Marmluks?

Hasn't it always been like this? Since Civ 1?

Nope!
 
I haven't seen that. Are you sure you're not playing Arabia, and it's your Marmluks?

He's talking about skipping turns.
 
He's talking about skipping turns.

Well, Mamluks will heal no matter what you do including skipping turns. No other unit should.
 
Well, Mamluks will heal no matter what you do including skipping turns. No other unit should.

All units should heal if they don't take any action.
 
All units should heal if they don't take any action.

Do they? Lol, I guess it has been that long since I've seen a manual for Civ ;) Does the civilopedia mention this?...just outa interest...
 
Do they? Lol, I guess it has been that long since I've seen a manual for Civ ;) Does the civilopedia mention this?...just outa interest...

Not sure about the civilopedia, but I am sure it's worked like that in 4, 5 and, to my knowledge, 6. I use it all the time when I want units to heal but want to use them again before they're full health. I prefer just pressing skip a few times over having to remember them.
 
Not sure about the civilopedia, but I am sure it's worked like that in 4, 5 and, to my knowledge, 6. I use it all the time when I want units to heal but want to use them again before they're full health. I prefer just pressing skip a few times over having to remember them.

It'd be great if it worked that way with ships. It's kinda ironic that they can only heal in your waters (or allies waters?) when they -the ocean going ones at least- had carpenters etc on board.
 
I see healing more as replacing casualties and destroyed equipment. A carpenter on a ship will help prevent it from sinking but not the sailors that were killed or the ships that were lost (and I guess some repairs would require a harbor with the right equipment).
 
It'd be great if it worked that way with ships. It's kinda ironic that they can only heal in your waters (or allies waters?) when they -the ocean going ones at least- had carpenters etc on board.

To me, I'd almost rather see that same aspect apply to all units. Plus, it would likely actually make me want to use a medic, if they could be basically the only unit capable of providing healing outside your home territory.
 
It is kinda funny that land units can heal anywhere.
 
you slowly reinforce them, I guess. Or more quickly in your territory.
 
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