Warlords patch

Looks like the CS slingshot is dead, then. I guess a Machinery slingshot could replace it...


Still, at least people won't be running around with Maceman in 50BC. That was a tad silly.
 
So much for those War Academy gambits...

I'm sure that I haven't grasped all of the implications of the changes, but I can see immediately that I'm going to have to revisit some of my strategies. Should improve the balance a lot.
 
appreciate the info, Alex! Thanks for the heads-up ~ nothing beats communication!!!

Love the changes to Exp and Creative ~ a little boost to what some think are poor traits ~ this makes Expansive clearly all about having LARGE, well-developed cities ASAP ~
 
WTBCzero said:
Looks like the CS slingshot is dead, then. I guess a Machinery slingshot could replace it...


Still, at least people won't be running around with Maceman in 50BC. That was a tad silly.

:cry:

All my winning chances just flew out the window. My Viking beserker rush just got slowed down by about a millenium. :lol:


pholkhero said:
Love the changes to Exp and Creative ~ a little boost to what some think are poor traits ~ this makes Expansive clearly all about having LARGE, well-developed cities ASAP ~



Perhaps a bit too much like Imperialistic and really emasculates that trait?
 
General Failure said:
Looks like a very, very nice list! Thanks Alexman!

I'm missing two things really...
1) Forts should really get a zone of control
2) I think it should be possible for the master to release a vassal

Any chance we'll see these addressed in the patch?

General Failure

I agree on that!
However, somebody pointed out the fact that this can be used as an exploit.
So I suggest that a vassal state has to remain so for a long period of time (30-50 turns) in order not to use it as an exploit. I had a vassal with oil but couldn't drill a well there and had to ruin a town in my science city in order to get it. :sad:

Another thing which annoys me is that you can only build improvements in your cultural borders. What if I want to start building mines in an area I'll be populating in a few turns?
 
alexman said:
AI
AI city placement improvement as per Blake
Improved AI use of 'emphasize' buttons as per Blake
Pop-rush and draft AI improvement as per Blake
Worker AI improvement as per Blake
Improved civics AI as per Blake
Tweaked AI building priorities as per Blake

Sorry can someone explain what per Blake means? Is that a popular mod? Thanks.
 
gamer9865 said:
Another thing which annoys me is that you can only build improvements in your cultural borders. What if I want to start building mines in an area I'll be populating in a few turns?


TheLopez has taken care of this....and will eventually be in ViSa too :)

Improvements Outside Cultural Borders
 
Has the Great General related code been cleaned? In this thread it was discovered that modding the Great General unit via xml only turned out sort of impossible:
http://forums.civfanatics.com/showthread.php?t=187250

Unlike other Great Persons where you freely can change names and make em ethical diverse Great Generals get messed up when similar xmlchanges are applied. This is a big downside for scenariomakers and other modders alike.
 
DevilJin said:
I don't think that it make sense that organized gets cheap factories. because industrial leader also have this ability

Industrious gets cheap forges, not factories.
 
drkodos said:
Perhaps a bit too much like Imperialistic and really emasculates that trait?

Exactly my thought. Imperialistic has gone from being average to near worthless. It realy needs asjusting as well.
 
Interesting changes to the Creative/Organized civics.

Creative -- a trait that's really strong early, but is fairly weak late game, gets an additional benefit that's mostly strong early.

Organized -- a trait that's weak early, but is stronger as the game progresses, gets an additional benefit that's only valuable late game.

On a seperate note --- rolling all of Blake's AI improvements into this patch will probably bump me down a difficulty level.
:lol:
 
alexman said:
We are almost ready to release the patch.
It's a bit later than we initially thought, so in the meantime, here's the list of changes that will be in it:* snip *
of the game; fixes the 2 Alexander if the scenerio is restarted.
Scenerio->Scenario
Only available for single-player games

Peloponnesian War Scenario
Non-english text fix for Peloponnesian War

Vikings Scenario
fixed bug where Red marking circles did not show up after loading a save

Omens Scenario
Player can no longer gift Missionaries to the AI to convert them to their religion and win easily


So what of the memory allocation failure fatal error crash ?

Whens that get fixed ?
 
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