Fucking finally! That bug was one of the single most tedious things in existence.

Hell yeah. “I can’t keep working, there’s an enemy soldier!” “Where?” “Why, two hundred miles away across that mountain range!”

most of the fixes are for multiplayer. I don’t play multiplayer :(

I’m with you, but one has to admit that Firaxis have been “promising” Pitboss for more than two years now, so they took their darn time.

Maybe it goes better than the DLL release, which they postponed so long that most of the enthusiastic modders had been long gone by the time it came out.

Have any ambitious mods like CivIV FFH or the Dune mod ever been released?


rezaf

Need some tutorial link for playing civV game ? I am new to strategy and need some practice help.

If you turn your PC into a Pitboss server, it sounds like you won’t be able to play any Civ V games until they release the stand-alone Pitboss server, as they did for Civ IV. If so, then GMR will still be needed.

I’m happy to finally see multiplayer finished after waiting for years, but I’m really disappointed there’s still no support for mods in MP and probably never will be at this point.

•Fix some issues that would cause the terrain yield icons to be incorrect, or sometimes missing.

I hope this one is really mostly fixed this time.

According to the discussion here that does appear to be the case. Someone will have to run a dedicated Civ5 server machine (which will tie up his Steam account) until the standalone server is released. Patch ETA is tomorrow, by the way.

Ok, really dumb question – how do I change the behavior so that moving the mouse pointer to the edge of the screen moves the map?

The game has edge scrolling by default, and I know of no game option to turn it off. So I don’t know why your screen isn’t edge scrolling.

Ah, I see what I did wrong – accidentally opened in Windows 8 Touch – which has different behavior. Thanks!

Idiotically, the starting menu shows the touch version as “recommended” when running on Windows 8, even if you don’t actually have a touch screen. You definitely should select the regular DX11 version without a touch screen.

I’m sure I’m doing something wrong but I’m having huge issues getting artillery to fire ranged. It’s driving me insane right now so I’m just spamming gatling guns instead

S to setup before firing, B to bombard with any ranged siege weaponry like artillery. There are also buttons to click over on the left if the shortcuts aren’t your thing. Spies and other methods of acquiring vision make artillery devastating.

Artillery is unbalanced vs. the AI because the poor thing has never figured out how to use it properly. Or archers, for that matter. The most elementary insights regarding how its own combat gameplay works are mysteries to the AI, and in particular the interaction of terrain with unit movement and range is beyond its grasp.

Really the saddest thing in this game is when you have a city partially protected by terrain – mountains or an impassable wonder, say – with some kind of ranged unit on the back side and another in the city hex itself. Then you watch the AI try to siege it over thousands of years with dozens of units just marching to their deaths… Eventually, if you let it, the AI will produce so many units that they flow around the edges and actually accomplish something, but until then it’s like lemmings.

I’ve been doing that but I never seem to be actually able to fire it at anything once it’s setup, which is causing me the issue.

Does the artillery have line of sight to the target? From memory that was something that used to trip me up.

Here’s a civfanatics post on ranged combat:

Artillery (and battleships) do not need to have line of sight to the target, but some unit needs to. pilonv1: Tapping B with the artillery selected shows the hexes it can strike. Anything that’s within 3 hexes but not highlighted is not currently within sight of any unit, that’s why you can’t fire there.

If there’s a problem then a little more info is needed to determine at what step it is occurring:
a) setting up before firing (click a little button on the side that looks kind of like a trebuchet, uses a movement point)
b) seeing what units are in your range (a red “ring” appears indicating what your range is, and viable targets are individually circled)
c) firing the shot (done by left-clicking on a viable target when the red circle is on screen)