16
Dec

Civ V Mac: Patch Release

Posted by Elizabeth Howard
UPDATED: We’ve been promising a patch since release, so we wanted to share that the first Civilization V Mac Patch is available at 10am CST via Steam. Updates to Sid Meier’s Civilization® V Mac have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: 1.0.0.621a • Graphic issues with Opening Cinematic caused by 10.6.5 have been addressed. • Fixed crash when switching between 9400M/9600M on MacBook Pro. • Updated Manuals are now installed in the Sid Meier’s Civilization V Folder. • Resolutions higher than 2048×1440 have been disabled. This is to prevent the “grey bar” issues that appear at super high resolutions. • DX9 no longer appears on Title Bar when in windowed mode. • Users can now save to the Steam Cloud. (Mac games do not save to the same Steam Cloud as PC.) • Private games are now available in Multiplayer. • Launching the game in French or German and then playing the tutorial will no longer change the Spoken Language to English. 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. • 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.” • Added option to activate the mp score list in single player (for “always up” score similar to Civ IV.) • The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action. • 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. • Added Yield & Culture tool-tip info to the production popup. • Tweak information on the Global Politics tab in the Diplomacy Overview screen. GAMEPLAY • Exploit – Raze/Annex happiness fix. • 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 tooltip. • 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. • Request – Enable “one more turn” button if you lose, but are still alive. 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. • City – Add a Puppet city strategy that turns off training buildings and emphasizes gold. • 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. 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. • 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. • Tutorials – Many tutorial tweaks and adjustments. • Multiple crash fixes • Taller than wide map crash fix • Fix for Puppet State production exploit What about PC to Mac multiplayer? The PC and Mac versions need to be on the same version number in order for multiplayer to work via Steam.  We were hoping to achieve this with this patch, but with 2K’s release of DLC and patch coinciding with the Mac patch, we are still out of sync.  Our development process has been to port the game, then port the released patches and DLC. We ported the game, then started on the patch code that we had available at that time.  The timing is such that when we were near complete with our available code that a new PC patch was being released, thus making us out of sync again.  We understand the PC-Mac multiplayer is highly desired and hope to have dates for everyone on both DLC and multiplayer very soon. The plans for our next patch will be to contain the remaining available patches. But I don’t see my problem addressed. As mentioned above, we are porting the PC patches at this point so known game issues will be worked on in order of patch release. You are reducing resolution in order to deal with gray bars?  What’s the deal? Aspyr has ported Civ V from the DX9 path from the PC.  This means we port the patches specific to the DX9 path.  High-resolution support is a known issue on the PC which will need to be addressed on the PC for us to offer full support of the higher resolution. My hardware is not on the supported System Requirements list.  Can I play the game? If you have a specific question about your system profile, submit a ticket at support.aspyr.com along with your system profile and our guys will actually try it out! (If we have the hardware).  Try before you buy – can’t beat that as a service. Why do you release a game then patch it? During the porting process we often engage in development far before the PC version is released.  This means we at some point have to say, “This is the code we are using,” and finish the job based on that code.  Meanwhile, the PC development team is still moving forward with development and patching.  If we were to wait for all patches to be complete it could be a very long time before the Mac version exists.  Our preference is to ship the Mac version of the shipped PC version and follow the patch path of the PC devs.
  • Jason Kenney

    So is there any sort of idea when mod installation will be available for the mac?

  • Jim

    @Jason – Per one of the Aspyr devs posting on CivFanatics, mods are going to be handled for the time being as a side project. So don’t expect much movement on them until everything else settles down.

    @Aspyr – can you post the PC version # that this Mac patch corresponds to? This will help us understand how far out of date we are, and also help us find the relevant non-Mac-specific release notes.

    • http://www.gameagent.com BlogLady

      @ Jim. Noted, we are now at version 1.0.0.621a and I’ve updated the change list to include the full list.

  • Dave White

    So does this patch include all the pc changes in addition to the mac changes?

  • life_is_pleach

    Hi there,

    When will Antialiasing come to the Mac Version?

    Thanks a Lot,

    life_is_pleach

  • Jason Kenney

    @Jim I couldn’t actually find it in civfanatics.

    @ Aspyr – are you allowed to elaborate on the technical reasons why dlc and mods are not implemented yet? AFAIK they are a packaged form of XML, Lua, and SQL right?

  • Jim

    @Jason – it’s http://forums.civfanatics.com/showthread.php?t=399348 and http://forums.civfanatics.com/showthread.php?t=399311. “rickb” is the Aspyr developer, and he does go into some technical details on the mods.

  • Jim

    @Jason – it’s http://forums.civfanatics.com/showthread.php?t=399311 and http://forums.civfanatics.com/showthread.php?t=399348. “rickb” is the Aspyr developer, and he does go into some technical details on the challenges of mods.

  • Jim

    @Jason – I think posting external links is eating my posts. But look under “Civilization Fanatics’ Forums > CIVILIZATION V > Civ5 – Macintosh” for threads called “Patch schedule” and “Mac Civ5 is NOT fully compatible with Mods, no World Builder”. rickb is the Aspyr developer, and goes into some technical details on the challenges of mods.

  • http://www.gameagent.com BlogLady

    @ Jason. We are now working from all available patch and DLC code. We anticipate our next release to include all remaining patches and DLC available up to that point. We have not released DLC yet due to just contract work flow. This is now resolved and we’re very excited to get this stuff to our Mac folks!

  • Matthew

    I’ve just tried the updated software on my i7 Macbook Pro and it still runs like crap. So disappointing.

  • Jason Kenney

    Considering the mod community however, the best solution would be to convince firaxis to release their mod tools (or at least enough to port) under an open source license of some sort (examples can range from GPL to the arrangement the Call to Power folk have). Then someone can make an eclipse plugin.

  • http://robloach.net Rob Loach

    The PC version is 1.0.1.135. The Mac version is 1.0.0.621a…. Can you guys please catch up so that we can play multiplayer from PC to Mac?

  • Jim

    The PC version 3 days ago was 1.0.0.621a. We were almost caught up, and then the hare jumped ahead.

  • Jim

    Correction – seems to have been 1.0.0.62. Guess the “1a” is for Mac. Or something.

  • http://www.tourtouras.info Thanos

    The way I’ve understood Civ 5 OS X porting so far, is that you take the Windows code, place it inside a wine-like shell and publish. If I am NOT completely wrong, why would releasing a patch concurrently with the Windows version be THAT hard?

    For God’s sake, there are people out there playing Civ 5 under wine and are getting better fps results -not to mention compatibility with the Windows version- than us using the official port!

  • ltcommander.data

    @ Thanos.

    I believe it’s because you are completely wrong. The reason why we support companies like Aspyr is because they don’t just put the game in a WINE-like shell, like Cider, optimize and publish. Aspyr does native ports using native OS X APIs so timing and compatibility is an issue. I’m not pleased with the lack of Windows-Mac version parity, but I am happy with the level of communication that Aspyr has provided on Civ V and their moves to embrace Steam. Previously the Mac gaming porting process seemed like a black box with things coming when they do and being what they are, but now at least we get an idea of what and how things are going, which admittedly is small comfort, but is something. Now hopefully Aspyr can deliver on patch compatibility and DLC in the next update as promised. Maybe they can work better with 2K to schedule things better.

  • Xrial

    Thanks for the Patch.

    The main problem with the game right now is the multiplayer, it’s barely impossible to play beyond 20 turns without a crash, people can connect to private games and it results in a crash, and the game browser does not work, the interface is incomplete (+save games have to be renamed and moved from a folder to another). Most are aware however that this is a 2k Games issue and is certainly not Aspyr’s fault.

    I just hope 2k games can fix it ASAP so that you can patch the Mac version.

  • Valkrionn

    Jason, the mod tools can’t be open source. Nor would they be easy to port to the mac.

    ModBuddy is central to the system, and it is built off Visual Studio Shell.

  • vwvw

    Thanks for the patch.

    Do you know if the nVidia 330M will be supported ?

    Thanks

  • Jason Kenney

    @Valkrionn

    If Firaxis allowed it, they could release ModBuddy and WorldBuilder source code. Other companies have done so. From what I understand the actual mods themselves consist primarily of XML, SQL, and Lua. The reason I did suggest source is that the mac port essentially would be a rewrite of modbuddy as an eclipse plugin or xcode plugin (or emacs plugin o_0). Considering that in reality such a feat would be an aspyr developer volunteering his time, or someone from the mod community reverse engineering modBuddy (legal under DMCA considering it’s so we can make mods on mac), why not make it open source so that other people can volunteer their time when they have it.

    What also would be nice if possible is if they can’t get true inter os mod compatibility with the SDK, we can have the tools to port windows civ mods to mac.

  • q

    Does the license agreement still prohibit playing the Steam (i.e. non-disc) version and installing onto a new machine via Steam download?

    “This agreement authorizes you to use the Software on the single microcomputer in which the Disc is installed.”
    “You may not (a) electronically transfer the Software from one computer to another over a network….”

  • Filip

    Hi!
    Will the new spain and inca dlc arrive to the mac? If so is the case, when? Gosh I want it so badly. Where will it be available to buy?

  • http://www.tourtouras.info Thanos

    @ ltcommander.data

    Don’t get me wrong here; I’ve been an active supporter of Aspyr since late 90s. Nor am I from those people who start yelling at Aspyr once something goes wrong, since I know that porting tends to carry-over the bugs as well.
    Regarding Civ V, I’ve found it extremely entertaining so far, although I still believe that it’s been optimized not even at the slightest degree. The fact that Civ V is around 30% slower on my iMac when played under OS X that it’s when under Windows seems wine-y to me. Especially when the same windows executable runs at around 10% slower under wine. Where’s the optimization, oeo?

    ‘Nuff said, we both have no idea how the port their stuff, unless your advanced positron brain has already outdone them! :)

  • Thorsteinn

    Hi there

    I just bought Civ V for mac through Steam,, and I must say this is one of the biggest anti-climax experience I´ve had with a game installation for a very long time.

    When I tried to launch the game, it prompted me with the message that the Steam client must be running for me to be able to run the game. (which it was) The next 4 hours were spent going through all possible solution that I could find online. I reinstalled Steam, redownloaded the game but still I can not start the game. I have a 9600/9400 MBP and it seems that a lot of users are experiencing similar problem. can anyone help?

  • http://www.tourtouras.info Thanos

    I never had this problem. Does it happen only with Civ V, or have you managed to play other games through Steam? You could try a demo from Steam and see if it works. If the demo launches fine, I would suggest you remove Civ V and try downloading it again. If the demo doesn’t launch, there could be something wrong with your steam installation. I would suggest reinstalling Steam under a new user account, preferably on one with administrator rights.

  • Jim

    @vwvw – The 330 is supported. (It was a late addition to the supported list.)

    @Thanos – the speed difference is primarily due to video card driver hardware acceleration on DirectX, which is less available on OpenGL. It’s getting there. It’s not there yet. If they did a Wine/Cider port, it would be much slower..

    Now, there should be nothing stopping them from doing a Cider port of the mod tools, if they so chose. FPS of those isn’t so much an issue. But first they have to solve the DLL-based mod problem in the game itself.

  • Jason Kenney

    I dont have windows and never played with the PC version of Civ IV.

    But from my limited knowledge, the mods using the DLL (A dynamic linked library. On OSX they are called dylib, and usually the default way of compiling things. So Aspyr making Civ V static is unusual. ) are compiled into windows native code. This means that like the game itself each DLL mod would have to be released as source code to then be recompiled on mac. But did Firaxis release a DLL mod for Civ V yet?

  • Jim

    The mod community has many DLL-based mods. Firaxis / 2k? No idea. I don’t even know if they release “official” mods like that.

    There’s a possibility of creating something that emulates the parts that DLLs are looking for and can read them. It’s not trivial. It’s not high priority. But I wouldn’t be shocked if the problem were solved eventually, without needing to recompile all of the mods.

  • Filip

    Ok, I kind of found the answer myself. It will come but they don’t know when and they said we will be the first people to know when.

  • dojoboy

    Civ5 has been playing well for me, and I especially like the save game fix in the latest patch. Very eager to get my hands on the Mac version of the latest Windbloze patch. Very glad I opted for my 512Mb video card when I bought my iMac a couple years ago. Noticed with the Paradox titles a couple years ago that some of the “processing” was being moved to the video card. Seems to be true with Civ5. ???

  • Ed

    I’ve just purchased Civilization 5. I’ve tried running it and it always crashes during the opening cinematic preview. I have a MAC Pro, NVIDIA GeForce 7300GT, OS X 10.6.5.
    On the steam update it indicates that a patch has been released, but I still have problems… please help!

  • Nick

    @Ed Minimum system req. is a “Geforce 8600″ I found out the hard way too:
    http://store.steampowered.com/app/8930/
    http://support.aspyr.com/index.php/kb/article/000783

  • Edgar

    Please get Mac to PC Multiplayer working. Please!

  • Kevin

    I find it irresponsible that mac-to-pc play is impossible at this point because the Mac version is behind. Mac players paid the same amount of money, why must we be behind in improvements? And I bought the game to play with my PC friend, had I known that those responsible for creating the game would care more about releasing a defective game to make money than to make money from quality products, well, I’d be playing something else. Please redouble your efforts to bring my gaming experience on par with other gamers. I did pay the same amount of money.

  • Jim

    Kevin, if you wish to gripe about cross-platform multiplayer, you need to take your complaint to 2K and Firaxis, and maybe even Steam. Aspyr can only port the code they have; they need the other parties to hold patches until they are ported to enable cross-platform and keep it enabled. Some people here know me as a voice of reason (some would probably say “fanboi”, though I despise the term and think it’s inappropriate to label someone as such simply because they aren’t raging against the machine..) .. but if one day Mac-PC multiplayer is enabled, and my friends and I start a game, and the next day PC gets a patch with no Mac counterpart and the multiplayer is disabled again and we can’t continue the game.. well, I will be looking for someone to direct rage to. And that someone would be whoever approved the release of the PC patch.

  • Jim

    @Ed – I highly recommend opening a support ticket, if you haven’t yet. Also, make sure you let Steam actually install the patch.

    This link to CivFanatics gives instructions for manually disabling the intro movie. You’ll get a period of blank screen instead, but if it’s the movie in particular that’s causing the problem, this will help you work around it for now:
    http://forums.civfanatics.com/showthread.php?t=405977

  • http://josephbabbo.webs.com GiuseppeIII

    Mods For Mac We need them.

  • help me

    where can I download this patch? steam is incompatible with my computer (long story)?!

    • http://blog.gameagent.com Russ Looney

      The only way to install the patch is via Steam–there are no alternative methods.

      • Silasjoe

        my civ 5 no longer loads from steam, steam seems ok but when i go to load civ 5 it hangs and needs force quit. On mac. Any ideas?

        • http://blog.gameagent.com Russ Looney

          Can you contact our support team?  They should be able to help out.  You can reach them via email (support@aspyr.com) or on the web (support.aspyr.com).

  • civ5playaa

    How can I download this patch?

    • http://blog.gameagent.com Russ Looney

      All patches will automatically download and install via Steam upon launching the game.