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Posted: Wed, 29th Sep 2010 10:23 Post subject: |
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Ragedoctor wrote: | JanKowalski82 wrote: | Ragedoctor wrote: |
Have you even tried the multiplayer? Or have you even tried starting the dx9 version? Did you try to break a peace treaty? Dont get me started man, just google civ V and crash/bug/glitch and you'll get more pages then when you google tits(this is not true ).
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No, I didn't play multiplayer and I never will. I don't play turn based strategies on multiplayer.
Yes, I played dx9 for a couple of hours on high settings and I've had absolutely no problems.
And, if you bothered to read the last 2-3 pages here, or just the Internet, you would know, that the peace treaty bug has already been fixed.
So please, I want some more info on those numerous horrible bugs you have encountered. |
Lol so you brush multiplayer buggedness away by the single argument you dont use it. Stop trolling and leave me alone. |
You said the game is a bugfest and you failed to name those bugs. How should I know if you're not talking out of your ass ? Right now I think you are.
PS. No, I didn't brush multiplayer off, because there was nothing to brush off. You did not name any specific multiplayer bugs.
Last edited by JanKowalski82 on Wed, 29th Sep 2010 10:32; edited 2 times in total
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Posted: Wed, 29th Sep 2010 10:44 Post subject: |
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Simple way:
Install skidrow update 1, released yesterday.
It patches game to 1.0.0.20, and adds Babylon DLC.
EDIT:
already said, before me
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Posted: Wed, 29th Sep 2010 11:10 Post subject: |
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So please help me out.... For you guys its possible to play online after the new patch?
I did exactly the same as before the patch but it doesnt work 
Empty again 
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Posted: Wed, 29th Sep 2010 11:26 Post subject: |
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Any way to get Modbuddy for us warez users?
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Posted: Wed, 29th Sep 2010 11:40 Post subject: |
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Is it alright if I post the SDK here?
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Posted: Wed, 29th Sep 2010 12:00 Post subject: |
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In the meantime:
Quote: | Kael, creator of the Fall from Heaven modpack for Civ4, has released the Modder's Guide to Civilization 5 (PDF, 5 MB), an all-encompassing document that details creating mods in Civ5 from the ground up.
It addresses XML, SQL, and Lua; ModBuddy and the WorldBuilder (which were released today!); how to publish your mod; and general mod design philosophy. The guide also contains a number of "How To" tutorials for adding things like new civilizations, traits, units, and buildings. |
http://kael.civfanatics.net/files/ModdersGuide.pdf
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Posted: Wed, 29th Sep 2010 12:33 Post subject: |
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I can't understand 1 thing. Features are supposed to modify the yield values of terrains, right ? Grassland is a terrain with 2 food, forrest is a feature with 1 food and 1 production. Shouldn't grassland + forrest have 3 food and 1 production ?
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Posted: Wed, 29th Sep 2010 12:45 Post subject: |
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Forest is only "feature" that doesn't work like other features. It gives static +1food/production, regardless what is on tile below.
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Posted: Wed, 29th Sep 2010 12:53 Post subject: |
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peter980 wrote: | Forest is only "feature" that doesn't work like other features. It gives static +1food/production, regardless what is on tile below. |
Not +1food/production, just 1food/production. This is different than it was in Civ 4. In Civ 5 there is no point in keeping a forrest, especially when it is on plains (which also have 1/1). In Civ 4 forrests "improved" terrains with +1 production IIRC.
Also hills work differently now. It doesn't matter id they are on grassland, plains, tundra or dessert, they always have (0,2). Strange.
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Posted: Wed, 29th Sep 2010 12:57 Post subject: |
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JanKowalski82 wrote: | Ragedoctor wrote: | JanKowalski82 wrote: |
No, I didn't play multiplayer and I never will. I don't play turn based strategies on multiplayer.
Yes, I played dx9 for a couple of hours on high settings and I've had absolutely no problems.
And, if you bothered to read the last 2-3 pages here, or just the Internet, you would know, that the peace treaty bug has already been fixed.
So please, I want some more info on those numerous horrible bugs you have encountered. |
Lol so you brush multiplayer buggedness away by the single argument you dont use it. Stop trolling and leave me alone. |
You said the game is a bugfest and you failed to name those bugs. How should I know if you're not talking out of your ass ? Right now I think you are.
PS. No, I didn't brush multiplayer off, because there was nothing to brush off. You did not name any specific multiplayer bugs. |
Misdesign: Everybody split over steamservers, no ability to switch slots, no hotjoining, etc.
Bugs: People cant see others, slots get locked randomly, desyncs, turns get stuck, cant load saved games, cant guage pings and that were just those I encountered.
Just because your game works fine doesnt mean it works fine universally, please stop beeing ignorant and look around. The game fails to work properly on SO many systems. You take one tiny part of my argument and brush everything off by saying YOU didnt have the problem, the world doesnt only revolve around you. Me failing to name the bugs? Must I take the time to scourge the internet for every bug around. You should stop beeing a troll and a fanboy since you are clearly looking for trouble.
But just for you:
Doesnt run properly on ATI cards, crashes and shit performance.
This game requires WAY too much GPU resources for how it looks, nice optimization there.
Game fails to deal properly with the drive security of certain parts of the C:/ drive leading to issues of beeing unable to load mods etc.
Game requires insane amount of RAM, optimization issues.
Failing codec for intro video, prevents many people from starting the game.
Multiplayer: LOL
Failing savegames
Interface bugs, beeing stuck on one interface unable to end turn. Interface decides to make some buttons randomly stop working.
Dissapearing resources
Huge amount of CTDs
Naval issues, land subs.
Bad AI coding and bugs like them suddenly stopping to build if they are on small islands or not expanding anymore.
And this is where my rage filled energy towards your stupidity stopped driving me to prove you wrong and make me click the ignore button.
Nice arguments by the way pal, you hardly shovel any proof out either and just throw out 2 lines.
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Posted: Wed, 29th Sep 2010 13:14 Post subject: |
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I too started getting freezes on random turns with latest patch. Alt-Tabbing unfreezes it.
Asus, B550, 3700X, 3060, 32GB.
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Posted: Wed, 29th Sep 2010 13:28 Post subject: |
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Game works flawlessly here, and that's with a Radeon 5870. No crashes, no freezes, no bugs worth remembering, alt-tabbing works, etc. Not sure what to think of the actual game though, I've kinda grown bored after putting 15'ish hours into it.
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Posted: Wed, 29th Sep 2010 13:30 Post subject: |
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@Ragedoctor
I asked you politely to name those bugs, because it was your statement that the game is an incompetent bugfest (that's a big statement, dont you think?) and you didn't give any examples of those bugs. Then you give me 1 example, which was wrong, because the bug has already been fixed. And I'm the one trolling here ?
EOT, if you want to add something - PM me.
PS. Now, after you included those examples, your statemt does seem more plausible, don't get me wrong, I'm not ignoring your arguments.
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Posted: Wed, 29th Sep 2010 13:55 Post subject: |
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the game uses up about 1 gig of memory, how the frack am i supposed to run it on a netbook in a plane ... hunk of junk coding.
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Posted: Wed, 29th Sep 2010 13:57 Post subject: |
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1Gb is too much? Welcome to 2010. You could try using lower textures, smaller maps and less opponents.
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Posted: Wed, 29th Sep 2010 14:07 Post subject: |
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PickupArtist wrote: | the game uses up about 1 gig of memory, how the frack am i supposed to run it on a netbook in a plane ... hunk of junk coding. |
It uses 2gb+ on my rig (6 gigs ram, so no problem)
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Posted: Wed, 29th Sep 2010 14:24 Post subject: |
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PickupArtist wrote: | the game uses up about 1 gig of memory, how the frack am i supposed to run it on a netbook in a plane ... hunk of junk coding. |
Why the frack would you use it on netbook anyway?
They have poor integrated graphics. And minimum system requirements is GMA HD from Core i3. Which is 2-3x better then poor 950, 3150 or whatever is there in netbooks.
Exempt in case it's ION netbook. But then, it's poor choice to have just 1GB ram on it.
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Posted: Wed, 29th Sep 2010 14:26 Post subject: |
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satoru wrote: | Ragedoctor wrote: | JanKowalski82 wrote: |
Can you elaborate, please. |
Have you even tried the multiplayer? Or have you even tried starting the dx9 version? Did you try to break a peace treaty? Dont get me started man, just google civ V and crash/bug/glitch and you'll get more pages then when you google tits(this is not true ).
ShadowB wrote: |
That's not how Civ sequels work. They always try something new, and for better or worse, I'm damn glad they have that approach in an industry in which sequels are generally exactly what you're demanding: remakes with minor improvements. |
Ah a new approach uh? Not exactly what they did here, did they? So tell me what have they removed and what have they added. The list of the latter might be a bit short though so you better start with that one. Considering what were still broken concepts in Civ IV: Corperations, Religion, etc. They just REMOVED those features and left the rest intact. I do like the hexagons however, they are damn sexy. The buying tiles thing is also pretty nice, gives interesting results. Now how detailed were the leaders in civ IV? How much customization was possible? Oh wait they removed that to did they.
I mean I like dem hexagons, but they arent THAT sexy. |
I think this version of Civ actually makes you think about how you want to expand your empire depending on the victory you want. In Civ4 you basically were just trying to expand as fast as you can in order to keep your economy going. Managing city states in Civ5 is pretty critical as the bonuses you get are substantial if you play things correctly. Also I think the AI isn't that great, but they are each pursuing different strategies to win. Makes them fee like actual civilizations, rather than identical empires with a different head of state. |
No you didn't mindless expand, it was so easy to overextend and then your research and economy takes a big hit and you will lagg behind in these areas. While you could ofc do it, in civ5 you can also do this, but will have problems with happiness, and it feels more like a soft cap to not go all out and colonize. I really don't like that.
It doesn't matter much if you play a small map or a huge map after reading some major testing on the civ 5 forums. The game always slows down when you have explroed a lot, the game seems to render every explored area even though its covered with fog of war. Thats horrible news, its so annoying when the game turns so slow 
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Pixies
Posts: 382
Location: Deep in the Caribbean
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kumkss
Posts: 4828
Location: Chile
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Posted: Wed, 29th Sep 2010 15:32 Post subject: |
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Imoen wrote: | satoru wrote: | Ragedoctor wrote: |
Have you even tried the multiplayer? Or have you even tried starting the dx9 version? Did you try to break a peace treaty? Dont get me started man, just google civ V and crash/bug/glitch and you'll get more pages then when you google tits(this is not true ).
Ah a new approach uh? Not exactly what they did here, did they? So tell me what have they removed and what have they added. The list of the latter might be a bit short though so you better start with that one. Considering what were still broken concepts in Civ IV: Corperations, Religion, etc. They just REMOVED those features and left the rest intact. I do like the hexagons however, they are damn sexy. The buying tiles thing is also pretty nice, gives interesting results. Now how detailed were the leaders in civ IV? How much customization was possible? Oh wait they removed that to did they.
I mean I like dem hexagons, but they arent THAT sexy. |
I think this version of Civ actually makes you think about how you want to expand your empire depending on the victory you want. In Civ4 you basically were just trying to expand as fast as you can in order to keep your economy going. Managing city states in Civ5 is pretty critical as the bonuses you get are substantial if you play things correctly. Also I think the AI isn't that great, but they are each pursuing different strategies to win. Makes them fee like actual civilizations, rather than identical empires with a different head of state. |
No you didn't mindless expand, it was so easy to overextend and then your research and economy takes a big hit and you will lagg behind in these areas. While you could ofc do it, in civ5 you can also do this, but will have problems with happiness, and it feels more like a soft cap to not go all out and colonize. I really don't like that.
It doesn't matter much if you play a small map or a huge map after reading some major testing on the civ 5 forums. The game always slows down when you have explroed a lot, the game seems to render every explored area even though its covered with fog of war. Thats horrible news, its so annoying when the game turns so slow  |
I think in Civ5 you do have ways to mitigate unhappiness but it's a much more long term strategy rather than being Civ4 'police state and garrison' which pretty much fixed it instantly.
I agree that expanding really quickly for some reason causes major slowdowns. I've noticed this as well in my games, as I'm currently just going for domination victories. The odd thing is that the slowdowns are during the times when the computer is thinking. When it's actually my turn, I don't really notice it being too slow. When I press 'next turn' is when it can get dicey. Sometimes it will seem to hang for 30 seconds or such. It's never crashed on me, but it can be unnerving if I haven't saved in awhile. I've theorized that it could be the # of automated workers I have going in such a large empire. I'm going to experiment with less workers and see if that helps with the AI times. Ironically in my current game I own probably 90% of the pangea map, so the AI doesn't have much to do other than see which city my maurading armies want to take over next turn.
After I've done kicking around in Chieftan mode I'll go into higher difficulties where I'll probably be more inclined to go scientific or cultural victories.
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Posted: Wed, 29th Sep 2010 15:36 Post subject: |
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Posted: Wed, 29th Sep 2010 15:58 Post subject: |
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Game keeps crashing no matter what patch version I'm using (be it 1.0.0.17 or 10.0.0.20) as soon as I complete the 682nd turn. Has anyone gotten past that number?
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Posted: Wed, 29th Sep 2010 16:12 Post subject: |
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human_steel wrote: | Game keeps crashing no matter what patch version I'm using (be it 1.0.0.17 or 10.0.0.20) as soon as I complete the 682nd turn. Has anyone gotten past that number? |
I'm at 363 in my current (and first) game, on 1.0.0.20. No crashes so far.
I doubt your crash has anything to do with the turn number. Probably something that's being processed that turn.
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Posted: Wed, 29th Sep 2010 16:27 Post subject: |
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satoru wrote: | The odd thing is that the slowdowns are during the times when the computer is thinking. When it's actually my turn, I don't really notice it being too slow. When I press 'next turn' is when it can get dicey. Sometimes it will seem to hang for 30 seconds or such. It's never crashed on me, but it can be unnerving if I haven't saved in awhile. |
How is that odd? It needs to process the other civs when you hit next turn.
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