|
Page 67 of 129 |
|
Posted: Mon, 11th Oct 2010 06:29 Post subject: |
|
 |
tskiller wrote: | How hard IS this game to mod? I'd love to see something that made the ancient ruins actually worth grabbing, like they were in Civ 4. Make em spit out a settler every now and again, or a free tech like they used too. Seems simple in concept, but who knows. |
They do give out techs and tbh giving out settlers is too much of a early game advantage IMO. I think the ancient ruins are pretty good, a extra population or a upgrade for the units can be very useful early game.
|
|
Back to top |
|
 |
|
Posted: Mon, 11th Oct 2010 06:34 Post subject: |
|
 |
Goody ruins do give out random technologies every now and then. No settlers, but as trucane said, they provide extra population sometimes.
|
|
Back to top |
|
 |
|
Posted: Mon, 11th Oct 2010 06:39 Post subject: |
|
 |
Wow, I've never gotten a tech in the dozen or so games I've played so far. I just don't like how most of them give you a map of the surrounding 10 or so hexes, or 30 gold. Pretty useless if you ask me.
i7 5820k @ 4.4 || MSI X99S XPOWER AC || Samsung XP941 256GB M.2 SSD || G.SKILL Ripjaws 4x4GB 2666 DDR4 || Gigabyte GTX 970 GAMING-4GD || Dell 2407 || Razer Blakcwidow Ultimate || Logitech G502
|
|
Back to top |
|
 |
|
Posted: Mon, 11th Oct 2010 09:34 Post subject: |
|
 |
I've gotten settlers now and then from them, just fyi.
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
Posted: Mon, 11th Oct 2010 10:50 Post subject: |
|
 |
I get settlers too occasionally.
|
|
Back to top |
|
 |
|
Posted: Mon, 11th Oct 2010 13:20 Post subject: |
|
 |
While I normally use DX10/11 exe, I noticed that DX9 exe crashes the game when loading the save game, if using 1.0.0.20 patch included in skidrow's update2. Had this happen with 3 computers I tried it.
If I use DX9 exe from skidrow update1 (also branded as 1.0.0.20) it works properly.
Anyone else had similar experience?
P.S.
Funny enough, LAN game between DX10/11 user with update2 version of game and DX9 user with update1 of the game works properly.
|
|
Back to top |
|
 |
|
Posted: Mon, 11th Oct 2010 13:23 Post subject: |
|
 |
skidrow's update2 crashes for me too in dx9.
TheBugulous wrote: | There is only 1 Mega Awesome title coming & that is Chris Taylor's latest opus ... <drum roll>
S U P R E M E C O M M A N D E R !!!!!!!!!!!!! |
|
|
Back to top |
|
 |
|
Posted: Mon, 11th Oct 2010 13:25 Post subject: |
|
 |
Just to add: Using Win7 an all 3 machines. One is 64bit, others are 32bit.
|
|
Back to top |
|
 |
|
Posted: Mon, 11th Oct 2010 13:41 Post subject: |
|
 |
Overlord123 wrote: | I get settlers too occasionally. |
This all depends on the difficulity you play the game...
Empty again 
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
Posted: Mon, 11th Oct 2010 19:34 Post subject: |
|
 |
I'm new to this series, but damn does this game feel clumsy. Attacking cities and such is a mess. Perhaps 3 spots open for troops around a city and I have 7 or 8 troops trying to get to it. It is kind of hard to keep your cities satisfied, but i guess that's part of the fun. Overall i think it was rather fun, but too long when playing multiplayer as there is no save option (24 hour gaming won't happen). Think it will be even more fun once i get more hang of it.
|
|
Back to top |
|
 |
|
Posted: Mon, 11th Oct 2010 20:01 Post subject: |
|
 |
kenny64 wrote: | I'm new to this series, but damn does this game feel clumsy. Attacking cities and such is a mess. Perhaps 3 spots open for troops around a city and I have 7 or 8 troops trying to get to it. It is kind of hard to keep your cities satisfied, but i guess that's part of the fun. Overall i think it was rather fun, but too long when playing multiplayer as there is no save option (24 hour gaming won't happen). Think it will be even more fun once i get more hang of it. |
Ctrl+S, and it's been said a good bunch of times already.
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
Posted: Tue, 12th Oct 2010 01:04 Post subject: |
|
 |
Jon Shafer on further updates from Qt3 forums via civfanatics
Patches
Quote: | Hey guys. Just a quick update. Sorry for the recent absence, I've been traveling quite a bit lately.
There are several things which we are looking at improving with Civ 5. Most of my time since getting back has been spent working on the interface, particularly with making more information accessible. These changes will go out with the next big update in a few weeks. The plan is also to make major revisions to the diplomacy system, and while I can't talk about the details yet, I think you all will find them an improvement. That will be added with an update later this year. Also included will be a number of AI upgrades.
Thanks to all who have purchased the game - the plan is definitely to continue improving the experience for everyone playing. The game isn't perfect, but we feel good about the foundation laid so far, and expect Civ 5 will stand up with every other game out there and continue to get better over time. I can ensure that I'll be working on Civ 5 as long as I'm able to.
Jon |
Spoiler: | AI abilities
Quote: | Just to clear some things up - on Prince the AI plays by almost the exact same rules as the human. It receives a marginal discount to unit gold and supply costs, but that's pretty much it. There's no cheating with construction, gold production, happiness, puppet rules, research agreements, visibility, combat odds or whatever else. It has basic insight into the total military strength of other players, but no more so than what's available to the human via the demographics screen.For anyone digging throught the XML files: there's actually a number of fields from Civ 4 which we never cleaned up, and some of them misrepresent what effects there are on various difficulty levels - so don't take all of those numbers as gospel. The values in the AI strategy files are for steering AI preferences, and have nothing to do with bonuses.
If it seems like the AI has a lot more cities/happiness/units than the human at that level, it's merely that the AI focuses much more on those aspects of the game than a human does (perhaps too much so, in fact - at the expense of buildings and gold, in particular). One of our goals going forward is to shore up some of the biggest and most obvious AI deficiencies. The new rules added to Civ 5 pose a pretty big AI challenge, so we're spending as much time as possible working on this part of the game. |
AI "cheating"
Quote: | On higher levels the AI gets bonuses to the production and generation of things like units, buildings, etc. and discounts to costs like maintenance, but it can never "snap its fingers" and make anything appear under any circumstances. How closely it has to obey the game rules does not change based on difficulty level. If an AI signed a RA agreement with someone, it meant they had the requisite gold (for at least one turn) - it may have gotten it from another player, from a goody hut, from disbanding something or even from losing out on a wonder (which they like to build). But it's always legit. |
More on AI cheating
Quote: | Quote: | However, I'm not buying this. The AI often runs outrageous gold deficits which are visible on the trade screen; yet its countless units never seem to get disbanded, as they would for a human player. And those sprawling AI empires surely push its unhappiness into the deep red, especially with a lack of buildings/wonders to compensate; yet the AI never seems to get the unhappiness combat penalty that human players would get. |
Well, when the game core SDK is released you can take a look and let me know where I added these bonuses on accident.
The AI does lose units to disbanding, but it's a slow process (just as it is for a human). I think psychology plays in here. If a human loses one unit, he notices immediately and tends to correct the problem quickly. The AI just bleeds over time until things get better (or not). The least advanced unit is also the one disbanded, which means the strong AI units on the front line won't be the ones disappearing. If the AI has a lot of units and is losing money, it tends to have a LOT of units, which means its going to take some time before ALL of the extra units are disbanded.
The most fleshed-out part of the AI is probably how it approaches Happiness. It is obsessed with staying above the Happiness limit. It bee-lines for luxuries, trades them quickly if it has excess (and likes another player that also has excess), constructs Colosseums, nearly always picks policies that help with Happiness, etc. As soon as the AI hits "Unhappy" (before "Really Unhappy") it stops expanding, preventing the situation from deteriorating further. Because the AI civs are rarely unhappy, they rarely have to suffer the combat penalty.
Even with all of this though, the AI tends to lag behind the human with regards to total population. It's not able to micromanage the numbers in the same way a person can, and also can't build up the REALLY large food surpluses humans like to. The lack of population tends to catch up to the AI in the later part of the game, where it tends to lacks technology and cities with really high production. |
|
So, update in a few weeks 
|
|
Back to top |
|
 |
|
Posted: Tue, 12th Oct 2010 10:53 Post subject: |
|
 |
Good call!
Especially about diplomacy and getting more information in the game. These two aspects I find most lacking (if you don't count wars, which if prolonged, can be a bit boring). And are parts that do feel unfinished, or better said, rushed out.
|
|
Back to top |
|
 |
|
Posted: Tue, 12th Oct 2010 11:10 Post subject: |
|
 |
Pretty honest, thats good. But I would like the patches to come sooner, because its pretty poor and game breaking. But I'm a sucker for talking to the community so I guess I'll accept it.
|
|
Back to top |
|
 |
|
Posted: Tue, 12th Oct 2010 15:04 Post subject: |
|
 |
Good to see, a lot of things need to be fixed/tweaked/etc. They also need to improve the MP.
|
|
Back to top |
|
 |
|
Posted: Tue, 12th Oct 2010 16:19 Post subject: |
|
 |
Yeah nice its been fixed off course.... but what i generally hate again is that developers just put a game on the market and fuck the whole community for weeks/months to come up with some descent patches what should have been on releaseday anyway.
IMO developers have to much freedom in selling flawed products.
Empty again 
|
|
Back to top |
|
 |
|
Posted: Tue, 12th Oct 2010 17:16 Post subject: |
|
 |
Still it's better then rushing game to market, and then bailing out due to lower sales then expected.
As long as there are patches, I'm happy.
|
|
Back to top |
|
 |
|
Posted: Tue, 12th Oct 2010 17:25 Post subject: |
|
 |
peter980 wrote: | Still it's better then rushing game to market, and then bailing out due to lower sales then expected. |
Cough...Crysis and Crytek. One patch and "we are officially done supporting the game". Bunch of fucking cunts.
I've got faith in Firaxis, I just wish they would step it the fuck up. Its already been several weeks - they need to get a move on!
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
|
|
Back to top |
|
 |
|
Posted: Tue, 12th Oct 2010 19:17 Post subject: |
|
 |
Seems like a beta product sometimes. But it's a great game, even with some flaws. Once they fix them, together with some good mods, and great expansions, this game will be even greater.
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
Posted: Tue, 12th Oct 2010 19:49 Post subject: |
|
 |
Can some1 help me out here plz?
Don't know if it's a bug or what but I'm at war with China.
I'm trying to take a city over with my longbowmen and catapults bombarding there city.
They have like 1 red dot of health in the city left?
And I've been bombarding it fior ages without it now not taking any damage?
Do i need a melee unit to take over cities?
Ryzen 5 3600 cpu@3.60 Mhz.
hyper x 32 gb ddr 4 memory.
Msi Carbon gaming pro ac motherboard.
Evga 600 psu.
Msi Armour rx 8 gb 5700 Graphic card.
Ps4 Standard 500gb.
Lg 4k 42 inch tv.
Oculus Quest 2.
|
|
Back to top |
|
 |
|
Posted: Tue, 12th Oct 2010 19:53 Post subject: |
|
 |
Yes, move a unit into the city, you'll take it.
|
|
Back to top |
|
 |
|
Posted: Tue, 12th Oct 2010 19:57 Post subject: |
|
 |
Spazmotic wrote: | Yes, move a unit into the city, you'll take it. |
That's the thing, it won't let me move a unit onto a city?
Just bombard it constantly, which I've been doing now for ages and it won't let me take it?
|
|
Back to top |
|
 |
|
Posted: Tue, 12th Oct 2010 20:12 Post subject: |
|
 |
Melee unit, not archer, artillery and such stuff.
|
|
Back to top |
|
 |
|
Posted: Tue, 12th Oct 2010 21:25 Post subject: |
|
 |
Also, it cannot be the enemy capitol. You cannot destroy it.
Or more exactly, it cannot be the last city left of that race.
Trust No One, Live Long.
|
|
Back to top |
|
 |
|
|
Back to top |
|
 |
|
Posted: Wed, 13th Oct 2010 02:32 Post subject: |
|
 |
Upcoming Changes
http://forums.2kgames.com/forums/showthread.php?t=94438
Quote: | You guys have been asking for an update about what we're working on to improve the game, and today I am happy to give it to you.
This is the list of updates to the game that the developers have been working on the past couple weeks. This isn't necessarily the complete patch notes for the next patch, but it's what I have so far.
Keep in mind that these are just the first batch of changes that will go in to the first major patch. We're planning more improvements (such as the much-asked-for Hotseat and Pitboss) that will be coming in a later patch. |
Spoiler: |
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
MODDING
- Category list now displays correctly
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
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.
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.
|

|
|
Back to top |
|
 |
Page 67 of 129 |
All times are GMT + 1 Hour |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB 2.0.8 © 2001, 2002 phpBB Group
|
|
 |
|