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Posted: Thu, 23rd Sep 2010 14:30 Post subject: |
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sabin1981 wrote: | Activision aren't the ones who set $=€ and I find it an incredible stretch to believe that Activision want Australia to pay almost 75% more than, say, England. |
It varies but basically you won't catch me dead buying any Activison wares anytime soon and 2K can take a giant leap off a tall building. Yay for imports.
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Posted: Thu, 23rd Sep 2010 14:37 Post subject: |
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cartoon u can paypal me the amount for civ5 and ill gift u it ( pm email as well ) if u wish.. save a bit look..
29.99 GBP = 64.5996 NZD
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Posted: Thu, 23rd Sep 2010 14:41 Post subject: |
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-=Cartoon=-
VIP Member
Posts: 8823
Location: South Pacific Ocean
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zmed
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Posted: Thu, 23rd Sep 2010 15:02 Post subject: |
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NVM my last post (deleted). I also assumed that embarking would be just like crossing a river, instantly using up all the moves for that turn (in retrospect, that logical move makes this even more moronic). But I'm sure they'll fix this colossal oversight in a patch. If it gets resolved, putting a few ships every now and then will solve this issue.
Last edited by zmed on Thu, 23rd Sep 2010 15:07; edited 2 times in total
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Posted: Thu, 23rd Sep 2010 15:04 Post subject: |
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Think I just got scammed by gametap.com. Bought Civ5 9 hours ago and still have not received any key from them. Checked spam / thrash folder as well but nothing there... Have anyone had problems with gametap before?
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zmed
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Location: Orbanistan
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Posted: Thu, 23rd Sep 2010 15:07 Post subject: |
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Wait a second. I'm not exactly clear on the whole idea on that control area thing. Wouldn't that prevent units moving next to enemies, thus preventing D-Day?
If I understand correctly, that should be a way to prevent this (thus positioning the navy along the coast actually helps). Sure this whole thing is a colossal oversight, no question about that, after all if a river eats up all the moves, the freakin's Red Sea should hold them for a whole turn until they assemble the ships.
Last edited by zmed on Thu, 23rd Sep 2010 15:12; edited 1 time in total
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-=Cartoon=-
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Posted: Thu, 23rd Sep 2010 15:10 Post subject: |
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Just build a navy to defend
Spoiler: | |
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-=Cartoon=-
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Location: South Pacific Ocean
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Posted: Thu, 23rd Sep 2010 15:18 Post subject: |
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damn, less than 30 pounds in the UK? that's cheap!
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Posted: Thu, 23rd Sep 2010 15:20 Post subject: |
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zmed wrote: | Wait a second. I'm not exactly clear on the whole idea on that control area thing. Wouldn't that prevent units moving next to enemies, thus preventing D-Day?
If I understand correctly, that should be a way to prevent this (thus positioning the navy along the coast actually helps). Sure this whole thing is a colossal oversight, no question about that, after all if a river eats up all the moves, the freakin's Red Sea should hold them for a whole turn until they assemble the ships. |
Control areas are like a terrain penalty. This prevents fast units like cavalry to just run by your front lines and destroy your ranged units in back. This means you have to go around them which gives you time to at least get one attack off, or re-arrange your strategy.
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Posted: Thu, 23rd Sep 2010 15:23 Post subject: |
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Posted: Thu, 23rd Sep 2010 15:23 Post subject: |
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-=Cartoon=- wrote: | moosenoodles wrote: | cartoon u can paypal me the amount for civ5 and ill gift u it ( pm email as well ) if u wish.. save a bit look..
29.99 GBP = 64.5996 NZD |
just got it from gametap instead cheers thou mate |
anytime, i do it for a few here 
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zmed
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Posted: Thu, 23rd Sep 2010 15:24 Post subject: |
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satoru wrote: | Control areas are like a terrain penalty. This prevents fast units like cavalry to just run by your front lines and destroy your ranged units in back. This means you have to go around them which gives you time to at least get one attack off, or re-arrange your strategy. | So basicly putting your ships along the coast actually does help.
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Posted: Thu, 23rd Sep 2010 15:36 Post subject: |
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Quote: | See how the choke point was made meaningless?
When I had the water walking explained to me I envisioned that your units would have to stop for a turn to make boats, or that you had to pay for some or something, but the fact of the matter is different: Not only can they walk on water as if it was grassland, but metamorphing into a boat and back again takes zero turns, zero movement points. Water is just treated like another grasslands tile.
And don't tell me to "just build a navy to defend", since they can cross the water in just one turn... |
Ha. Jesus.
Spoiler: | |
Assuming ZoC works correctly, no, don't build a navy to defend. Build a single goddamn trireme. If you had a warship where the enemy transport is, its Zone of Control would prevent (or at least slow down) non-friendly (maybe sea-only) movement on the adjacent hexes to the left and right of your naval unit. That'd take care of any strait-hoppers.
Alternatively, if you had a (presumably military) unit in the forest right in front of the enemy transport, its ZoC would prevent landings on the adjacent pasture and grassland.
Last edited by ShadowB on Thu, 23rd Sep 2010 15:39; edited 1 time in total
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Posted: Thu, 23rd Sep 2010 15:39 Post subject: |
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why do those screenshots look washed out and crud? and jaggified almost...
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Posted: Thu, 23rd Sep 2010 15:40 Post subject: |
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JPG and lack of anti-alias, maybe.
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Posted: Thu, 23rd Sep 2010 15:44 Post subject: |
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zmed wrote: | satoru wrote: | Control areas are like a terrain penalty. This prevents fast units like cavalry to just run by your front lines and destroy your ranged units in back. This means you have to go around them which gives you time to at least get one attack off, or re-arrange your strategy. | So basicly putting your ships along the coast actually does help. |
Just to clarify from the manual
Combat units exert a “Zone of Control” (ZOC) over the tiles around them. When a unit moves
between two tiles within an enemy’s ZOC it expends all of its MPs.
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zmed
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Posted: Thu, 23rd Sep 2010 15:55 Post subject: |
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ShadowB wrote: | Quote: | See how the choke point was made meaningless?
When I had the water walking explained to me I envisioned that your units would have to stop for a turn to make boats, or that you had to pay for some or something, but the fact of the matter is different: Not only can they walk on water as if it was grassland, but metamorphing into a boat and back again takes zero turns, zero movement points. Water is just treated like another grasslands tile.
And don't tell me to "just build a navy to defend", since they can cross the water in just one turn... |
Ha. Jesus.
Spoiler: | |
Assuming ZoC works correctly, no, don't build a navy to defend. Build a single goddamn trireme. If you had a warship where the enemy transport is, its Zone of Control would prevent (or at least slow down) non-friendly (maybe sea-only) movement on the adjacent hexes to the left and right of your naval unit. That'd take care of any strait-hoppers.
Alternatively, if you had a (presumably military) unit in the forest right in front of the enemy transport, its ZoC would prevent landings on the adjacent pasture and grassland. |
The new combat system does take getting used to. My friend and I were talking, and he mentioned how he relied on stacks of doom combined with railroads to obliterate enemies. The current system requires a bit more strategy than that to defend and attack.
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Posted: Thu, 23rd Sep 2010 16:02 Post subject: |
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ShadowB wrote: | JPG and lack of anti-alias, maybe. |
Lack of AA is one thing, though even on all High some of the terrain doesn't look 'awesome' so to speak.
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Posted: Thu, 23rd Sep 2010 16:13 Post subject: |
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CiViLiZATiON 5 2010 CLONEDVD PC-ELiTE
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Posted: Thu, 23rd Sep 2010 16:16 Post subject: |
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It might be with cracked steam aka SmartSteam (only if it contains .gcf's)
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