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  • so any working workarounds?
    - Artificial Intelligence usually beats real stupidity
    - Atheism is a nonprophet organization.

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    • Don't construct temples and cathedrals.
      He who knows others is wise.
      He who knows himself is enlightened.
      -- Lao Tsu

      SMAC(X) Marsscenario

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      • I actually founded one religion and then captured two other holy cities from the Incas. Had all their buildings, spread all the religions every where I could so I had a lot of temples and cathedrals in my capital.
        Jon Miller: MikeH speaks the truth
        Jon Miller: MikeH is a shockingly revolting dolt and a masturbatory urine-reeking sideshow freak whose word is as valuable as an aging cow paddy.
        We've got both kinds

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        • Originally posted by GeoModder
          Don't construct temples and cathedrals.

          and no libraries, universities, forges, factories, theatres.
          and never use caste system...

          - Artificial Intelligence usually beats real stupidity
          - Atheism is a nonprophet organization.

          Comment


          • no, but seriously: has anybody seen the same in SP? or is this a PBEM-only issue?
            - Artificial Intelligence usually beats real stupidity
            - Atheism is a nonprophet organization.

            Comment


            • Mine was in SP.
              Jon Miller: MikeH speaks the truth
              Jon Miller: MikeH is a shockingly revolting dolt and a masturbatory urine-reeking sideshow freak whose word is as valuable as an aging cow paddy.
              We've got both kinds

              Comment


              • hey, if you could provide this save, then we could give it to the developers to have a look at!

                can you attach it here?
                - Artificial Intelligence usually beats real stupidity
                - Atheism is a nonprophet organization.

                Comment


                • Whip them until they learn.

                  When you move your specialists over do you click on the 'minus' sign first to unassign them before clicking on the 'plus' sign to assign them elsewhere?

                  I had problems before the 1.61 patch where if I didn't unassign them before moving them they would go back to where they were the next turn.

                  If that doesn't work adopt slavery and whip them until they go away for good!

                  Comment


                  • Originally posted by sabrewolf
                    hey, if you could provide this save, then we could give it to the developers to have a look at!

                    can you attach it here?
                    It stopped doing it after a while and I don't manually save very often (the autosave feature is so good...)

                    I will have a look and see if I have a save where it happened.
                    Jon Miller: MikeH speaks the truth
                    Jon Miller: MikeH is a shockingly revolting dolt and a masturbatory urine-reeking sideshow freak whose word is as valuable as an aging cow paddy.
                    We've got both kinds

                    Comment


                    • Originally posted by Silver14
                      Whip them until they learn.
                      [...]
                      If that doesn't work adopt slavery and whip them until they go away for good!
                      mentioning slavery twice in the same post? you have serious issues

                      I had problems before the 1.61 patch where if I didn't unassign them before moving them they would go back to where they were the next turn.
                      i never saw that prior in 1.52, but i know something was changed for 1.61.

                      When you move your specialists over do you click on the 'minus' sign first to unassign them before clicking on the 'plus' sign to assign them elsewhere?
                      tried that... it didn't work either.

                      also, i have not quite found out how to place forced specialists and when not. eg. my engineer is unforced, but my artists, merchants and scientists have a yellow box. could this be because just 1 engineer is possible?
                      - Artificial Intelligence usually beats real stupidity
                      - Atheism is a nonprophet organization.

                      Comment


                      • Originally posted by Silver14
                        Whip them until they learn.

                        When you move your specialists over do you click on the 'minus' sign first to unassign them before clicking on the 'plus' sign to assign them elsewhere?
                        Normally I go 'minus' next to the one I want to unassign (if it's not an engineer it can be confusing which specialist the + and - correspond to...) anyway, then I get confused for a fraction of a second until I remember that just makes them a citizen instead of sending them back to work in the fields or mines or whatever.

                        So then I normally minus the citizen, see where they end up and then move them to the tile I want them to move. A few turns later I had a priest again. I don't know if I built a temple or other religious building or the city grew in the meantime though.

                        I have a feeling that if you go + to another type of specialist without first - ing them back to a citizen from wherever they are assigned it just assigns a second specialist from working the city tiles so you end up with two specialists? Or is that wrong...
                        Jon Miller: MikeH speaks the truth
                        Jon Miller: MikeH is a shockingly revolting dolt and a masturbatory urine-reeking sideshow freak whose word is as valuable as an aging cow paddy.
                        We've got both kinds

                        Comment


                        • Originally posted by sabrewolf

                          mentioning slavery twice in the same post? you have serious issues
                          I don't have issues I have a subscription.

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                          • I have experienced cities assigning specialists throughout every patched and unpatched version of CIV. It seems as if the city governor by default tries to get some kind of balance of resource intake.

                            It's one of the main reasons I cannot stand to play on anything larger than a standard map since the micromanagement and constant checking up on cities would become unbearable.

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                            • Originally posted by TheArsenal
                              Question: I’ve made tweaks to the XML files (map size, Barb units, etc.) but saved the original files and placed them somewhere else for safe keeping. Do I need to swap the original files back in before downloading the patch, or will the patch replace them with new files saving me the work?
                              Not sure if this has been answered.

                              What you should have done is to place the modified files in "Custom Assets."
                              (\__/) 07/07/1937 - Never forget
                              (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
                              (")_(") "Starting the fire from within."

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                              • Four peanuts for v.161!

                                Originally posted by sabrewolf



                                and no libraries, universities, forges, factories, theatres.
                                and never use caste system...

                                What is this all about? Is there a bug dealing with construction of or rules change regarding use of these?

                                Moving on, in anticipation of reply. I played two partial games last night, being the last guy to know there was a patch. (And I wasn't one of the doubters mentioned above, I was just curious how they would space it out before "Warlords." ) Having some trouble with the new rules on "chop," but think that was intentional, we all had it to easy I guess making our early axemen and settlers out of wood (and our "marble" wonders, in lieu of "marble." ) Working now on "Mathematics slingshot" strategy to get my chop back ASAP in a given game. ( "How General Got His Chop Back," )

                                Performance-wise, it is amazingly better, but that sort of supports the oft-repeated notion that the game was rushed out half complete anyway.

                                As a test, I decided to play it the way I used to play Civ3, with all my anti-virus/firewall junk turned on and the broad-band Internet connection thus left in. I did clean the cache and shut off my "system analyzer," which I suspected excessively monkeys with the game, from when I first bought it. Game ran smooth through 1000 BC. Then the barbarians ate me alive (on Noble; yeah, maybe I should go back to the strategy threads. )

                                I even downloaded this optional mod, "Blue Marble terrain," which has maybe been sitting there awhile, but which I never noticed till I got back on the company website to get the patch. Way cool terrain, resolving a lot of my objections that the old terrain was simplistic (and less fine than CTP, which must have infuriated some old hands on the design team if they read those comments. ) No glitches running "Blue Marble" either, though I never have followed the advice and gone up to a newer 256 mb graphics card, from my 128 mb ATI, which so far, post v.161, is working fine. Me happy.

                                Haven't noticed this problem with the dull continents yet, though I still think some of the nearby terrain configurations within landmasses is still illogical. Didn't see jungle next to tundra, but those isolated desert tiles really do pop up in stupid places, like somebody here said. It should be possible to do more to rationalize terrain combos, so terrain incompatible with each other on real Earth, doesn't wind up adjacent in a random map.

                                For those who like islands, there is an archipelago option called "snakey continents" that might also include some smaller masses; my scout in the second game saw one (island) in that config, in fact. Haven't been able to explore more because without early chop, even with "Raging Barbs" turned off in the second game, the barbs (on Noble, ) ate me alive again! Oh, well, can't have everything.

                                Oh, and for mixed landmass lovers (like me) thanks for explaining "Fractal". I didn't have a clue.

                                I'm going to stop writing and play for a couple weeks, but keep documenting stuff found on this and other v.161 threads. I'll be monitoring.

                                v.161 :
                                You will soon feel the wrath of my myriad swordsmen!

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