Update looks great: UI Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn. Aircraft banner corrections – now when you rebase an aircraft, the number will move with it. Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads. Selecting a great general will no longer cause yield icons to appear. Added option to disable auto-unit cycling. Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the “open” side, and not be able to scroll the map in that direction. Misc additional fixes to mouse controls, and other interface issues. Rounded out financial information in the Economic Overview screen. Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc. Auto-populate save menu with save file name Allow selection of other cities by hex from within the city screen Added detailed trade route info to Economic Overview screen Added new tab to the Economic Overview Screen: "Resources & Happiness." (new 10/14) Added option to activate the mp score list in single player (for “always up” score similar to Civ IV.) (new 10/14) The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action. (new 10/14) If there are less than 5 buildings still needed to construct a National Wonder, the production popup tool-tip now lists which cities lack them. (new 10/20) Added Yield & Culture tool-tip info to the production popup. (new 10/20) Tweak information on the Global Politics tab in the Diplomacy Overview screen. (new 10/20) MODDING Category list now displays correctly “Installed” panel now displays ALL versions of a mod but prevents the user from enabling multiple versions. (new 10/14) GAMEPLAY Workers - Added option to force workers to ignore manually made improvements (so they don’t change what you decide was best for a plot). Workers - Fixed bug where number of turns to complete were incorrect in build action button tool-tip. Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more. Economy – Increased city wealth setting to 25% Economy – Multiple fixes to the way trade-routes are tabulated and recognized. Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game). Trade – Found and corrected a Trade problem that could cause your Resource inventory to multiply. City States - Fixed a bug where you could not gift aircraft to city states. Military - Medic promotion now only provides healing bonus for adjacent units. Military – Fix for Minuteman movement. Military – Correct promotions for “archer-like” units (horse archers, chariots). Military - Embarked units will no longer slow enemy land units Military - Improved unit cycling logic. Camera will jump around much less. Balance - Engineers +1 hammer Balance - Disbanding units now provides only 10% of their production cost in gold. (new 10/20) Request – Enable “one more turn” button if you lose, but are still alive. (new 10/20) AI Military – Better handling of unit need (navy vs land, etc.) . Military - AI will tend to build ships to deal with blockaded cities more often Military – Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces Diplomacy – AI will be more reluctant to offer or accept open border agreements with more powerful opponents. Diplomacy – Fix for never ending deals (peace, research agreements, etc). City – City specialization and city focus improvements. City - Cities that are Avoiding Growth will not grow while that option is selected Workers – Priority of trading posts reduced, and rebalanced priorities on other improvements Workers – Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing. City - Make sure Puppets don't construct buildings that require Resources. (new 10/14) City - Add a Puppet city strategy that turns off training buildings and emphasizes gold. (new 10/14) Military – Defensive tactical AI update. When you are at war and threatening an enemy city, the AI will better utilize the garrison, as well as the surrounding terrain in defense of the target city. (new 10/20) MULTIPLAYER Exploit – Fix for gifting unit exploit Chat – Color-coding, sound alerts, etc., added for in-game chat system, including a larger window. Deals – Additional deal validation put in place to verify deals before they are committed MISC Research treaties that end because you declare war will no longer grant the free tech Save/Load – Fix for corrupted saves being experienced by some players in late-game. Map - Huge map crash-during-load fix that were reported on some specific systems. Map – Terrain caching fix that could cause problems for certain video cards (the “glowing red orbs” seen on the map are an indicator of this). Map – Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations) Strategic View – Crash fix for units rendering in background. Strategic View – Fix for selecting units either standing on a city plot, or garrisoned in the city plot. Eyefinity – Better handling of leader scenes when using Eyefinity displays. Tutorials – Many tutorial tweaks and adjustments. Multiple crash fixes. Taller than wide map crash fix. (new 10/14)
Ok, at first this game seemed great and had potential. Right now it is probably one of the worst games I've played recently because of two things. Horrible inbalance and the worst bugs I've seen in a game since that one Jurassic Park game. There are so many bugs that literally ruin a game that soon as you encounter them 800-1000+ turns into a game, you have to stop playing because you can't go any further. So then you wait for a patch...yay that bug is fixed. Not only does it basically ruin/break your save game, but soon as you start playing again you run into another game stopping bug.
I hear that. The new patch greyed out the DX 11 choice in the launcher for me. Dunno' wth that's all about, but can still play dx11 using different shortcut. They have the balls to offer us DLC (that was always free in past civs)(and they expect me to pay?) while the game is still of beta quality...
Yeah they are pulling some shameless crap with this game.. Ive lost alot of respect for firaxes games and I am only one of many.. Just dont think I will ever understand how they released it in the state it is and think they wouldnt get an epic backlash. I still cant get it to work in dx11 without crashing.. ive pretty much given up hope for the near future, its been months already. game is far more boring than civ 4 imo.. just cant hold my interest nearly as long as past releases.
just started playing this again and even after the mass patches that were released I'm still getting severe slow downs after I click for the next turn, especially as the game progresses. I see the memory usage slow rise to above 4 GB, which shouldn't be an issue for me. Is there a solution?
The short answer is no. While the devs keep claiming these bugs are limited to the few and not the masses, more and more threads are started concerning refunds and lawsuits -n- such on the 2k Civ 5 forums. I don't want to put you off of trying for a fix, I'm just so down on the whole game that I know what an uphill battle you're facing. If you want "real" help, try here: http://forums.2kgames.com/forumdisplay.php?74-Civilization-V-General-Discussion
To be fair, even Civ IV slowed to a crawl in the late stages of the game, due to AI overhead. Still, my 20 civ, 24 city state game ran like a dream even in the late game on my QX9650/4890 combo...
This was my most disappointing purchase from the last year. I spent good money expecting a good game, but the bugs were so bad it destroyed the experience. It took them almost 6 months to fix the save game/load issue where it would copy junk code each time you saved/loaded from within the game until it got so slow the game would crash upon loading. The community kept saying there was an issue, the devs were like "noo nooo there is nothing wrong", it took someone in the community to look at the save games and found out what was going on. To have the community find and fix bugs for the game speaks very poorly of the customer service. In all, this game was still an Alpha (not beta) game when we purchased it. I'm not happy to pay top dollar for a game to be a tester for them or have to wait a year for them to finally fix game stopping bugs.
This happens (occasionally) when I right click to send a unit somewhere. I can go hours without it happening, but once it does it a first time - it does it every time until I restart the game. (Sometimes instead of the blocky thing you see there, it's a thousand circles shaped like a tornado above the highligted unit.) Tried multiple driver versions, temps are way within acceptable, checked the civ files via steam... any ideas?
Lol, looks like AMD_killed_your_card. Joking aside, do you have any OC on the card? I used to get that kind of stuff at random times in games when my memory OC was too high.
That's a possibility I hadn't really considered - I've put enough hours on it that it may be getting tired. @ BuildeR2 Although I've never OC'd it, you did give me an idea... I'm gonna' OC it and see if it helps. The prob feels similar to Skyrim "pink boxes" - incorrectly drawn textures.
It would be better to underclock your card and see if the problem persists. If it would run well when underclocked and runs crap @ stock, then you know what causes it.
Hmm, last time I saw someone with that kind of graphical corruption it turned out their VRAM was faulty... great excuse for a new card!