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Author Topic: [PC] Civilization 5: !#@#!@ Impressions Incoming! Brave New World!  (Read 23757 times)
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CeeKay
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« Reply #320 on: October 25, 2010, 11:50:27 PM »

Quote from: CeeKay on October 19, 2010, 01:50:59 AM

apparently civilizations are going to be the new DLC.  this month we got 2 DLC coming, the Mongols for free and the Babylonians for $4.99.  each pack will have the civ in it plus scenarios and units.

they're out now according to Steam, so at least you got the free civ to play around with while waiting for pitboss.
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« Reply #321 on: October 26, 2010, 05:41:16 AM »

Are they going to have some sort of official pitboss service? Kinda like renting gameservers for other fps games and the like?

The last time I ran a pitboss server it killed my laptop, twice.
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« Reply #322 on: October 26, 2010, 05:57:00 AM »

I'd agree they should really look to how they can host the games
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« Reply #323 on: November 23, 2010, 12:08:37 AM »

Great news for Mac users. If you already own the PC version, Steamplay is supported and you don't have to rebuy the game to play on OSX.

Thrilled to hear this. Comes out tomorrow.
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« Reply #324 on: December 15, 2010, 07:34:43 PM »

Civ 5: Dec. 2010 Patch Notes


AI

[TACTICAL AI]
•Proper evaluation of which enemy units can reach my units next turn.
•Sorting enemy targets (within a class) by damage.
•Combine bombardment fire from cities with other ranged fire where possible.
•Never target a city for a ranged attack when they are already at (or going to be at) 1 health.
•Have the tactical AI be more aggressive about fortifying units that aren't moving anyways.
•Make all forms of guarding improvements the lowest priority tactical AI moves.
•Don't mark tiles adjacent to enemy at sea as good for flank attacks -- there is no flanking at sea.
•Update to tactical AI pillaging code - now prioritize enemy land resources and trade routes (never regular mines or farms). Always uses the check to make sure AI is not trying to pillage in an enemy dominance zone. Barbarians will still target everything.
•Never use ranged units to provide flank bonuses.
•Reduce chance of AI civs making "suicide" attacks.
•Changes to better protect the capital or any city with an enemy within 5 tiles.

[VICTORY]
•AI will be more aggressive about pursuing Diplo victory (bribing City States) if they are wealthy.
•AI will be more aggressive about building Spaceship parts when going for Science victory.

[CIVS]
•Tweak a few leader settings to be more likely to use their traits.
•Adjust Napoleon to make more likely to go for culture.

[COMBAT/UNITS]
•AI will not use Horse as defenders on hills as much.
•AI will often build more defensive troops.
•AI will more aggressively hunt barbs in the early game.
•Slightly more naval units.
•AI will now build ranged and mobile units more in line with the flavor settings for the team - in general, this means more mobile units.
•AI now builds, deploys, and uses air units more effectively.
•Allow AI to build more units if above Prince.
•AI will be more likely to build and bring siege units in a city attack.
•Better nuke targeting by AI.
•Won't build AA if no air threat.
•Allow AI or automated human explorers to move to edge of sight range and then explore again.

[EXPLORATION/EXPANSION]
•AI will emphasize getting an Ocean going explorer unit when the time comes.
•AI slightly more likely to settle off home continent.
•AI should colonize other continents regularly.
•AI second wave expansion more aggressive.
•Improve the AI's chances of setting up protected bombard attacks.
•Settlers: should handle watery maps better.
•AI will grab goody huts on other land masses.
•AI will grab empty barb camps more often.

[WORKERS/CITY AI]
•Large Cities should be more willing to build happiness and gold buildings.
•Workers prioritize repair builds higher than other builds.
•AI will be more likely to build a wall on any city that was an original capital.
•Builder tasking now calculates yields appropriately during golden ages and weighs tiles according to how much stuff they provide overall as well as their maximum yield of a certain type.
•More likely to build up economy early.
•Multiple worker AI improvements.

[MISC]
•Factor GS into flavors more.
•Disband obsolete units even if not losing money.
•Upgrade units a bit more.
•Tweak flavors of policies a bit.
•Have AI factor Grand Strategy into picking policies.
•AI will factor grand strategy into tech choices a bit more.
•AI don't send a barb expedition if defenses are critical.
•AI less likely to pick a city on an inland sea for serious naval production.
•Additional pathfinder optimization.


GAMEPLAY

[CITY/BUILDINGS]
•Added "National Treasury" national wonder, which requires Markets in all cities. Provides +8 Gold per turn to the city in which it's built.
•Added "Circus Maximus" national wonder, which requires Colosseums in all cities.. Provides 5 Happiness.
•Library now has no specialist slots.
•Wat now has two specialist slots.
•Public school now has 1 Science per pop, +1 free Great Scientist point, +1 Culture for 3 gold maintenance.
•Observatory now has 1 specialist slot.
•Research Lab has two specialist slots.
•Public school now provides 1 beaker per pop for 3 gold maintenance.
•Watermill now provides +2 good and +1 production for 2 gold maintenance.
•Paper Maker now has no specialist slots.
•Circus now has +2 happiness and no maintenance.
•Theatre now has +5 happiness.
•Stadium now has +5 happiness.
•Reduced production cost and maintenance for the Courthouse.
•Courthouse can now be purchased in a city (although it is expensive).
•Removed maintenance from city defense buildings (Walls, Castle, Military Base).
•City defense buildings now help cities heal.
•Increased city strength ramp-up based on technology.
•Reduced effects of Forbidden Palace and Meritocracy (Happiness per city).
•Reduced amount of food needed for cities to grow at larger sizes.
•Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this).
•Ironworks now gives 10 hammers instead of a % bonus.
•National College now gives +5 science in addition to the % bonus.
•Hermitage gives 5 culture in addition to its previous bonus.
•Raze/Unraze exploit fixed.
•Cities being razed are unhappy about it (only during the razing process).
•Cities heal more quickly.

[UNITS/PROMOTIONS]
•Cavalry can now go obsolete with Combustion.
•Stealth bombers cannot use carriers.
•Only allow one upgrade per unit from a goody hut.
•Add second embarkation promotion ("Defensive Embarkation").
•Amount of damage done during naval combat increased.
•All melee horse units get penalty attacking cities.
•Increased city attack penalty for mounted and armor units to 50% (from 40%).
•Lancers (and Lancer UUs) upgrade to helicopter.
•Lowered combat value of Horseman and Companion Cavalry.
•Promotions must be picked the turn they're earned.
•Can no longer promote a unit that has fought during the turn (instead, the promotion comes up the beginning of the following turn).
•Catapults and Trebuchets now weaker against units but stronger VS cities.
•Reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities.
•Reduced some combat bonuses: flanking (15 to 10), Great Generals (25 to 20), Discipline (15 to 10), Military Tradition (2x to 1.5x).
•Remove requirement for aluminum on Mobile SAM.
•Lower open terrain penalty to 10% .
•Marsh is now 3 moves to enter (Chariots do not move quickly through it anymore).
•Cavalry now upgrade to tanks.

[CITY STATES]
•Reduced bonuses from Maritime city-states - Friends: +2 food in capital, +0 food in other cities - Allies: +3 food in capital, +1 food in other cities
•Only the first 3 units gifted to a city-state will earn Influence now.
•Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty.

[HAPPINESS]
•If an empire reaches -20 Happiness, it goes into revolt, and rebels start appearing throughout the empire, based on the number of cities.
•Amount of Happiness needed to trigger a Golden Age reduced.
•Amount of Happiness needed to trigger a Golden Age now increases as the number of cities in the empire goes up.

[POLICIES]
•Landed Elite (Tradition Branch) now reduces culture cost of border growth by 2/3.
•Monarchy (Tradition Branch) now provides +1 Gold per 2 pop in the Capital..
•Liberty now provides a Settler training bonus to only the capital, and not every city.
•Tradition now provides +50% growth in the capital.
•Theocracy now reduces Unhappiness by 25% .
•Reformation now gives a 10-turn GA.
•Adopting Rationalism now gives a 4-turn GA.

[TECH TREE]
•Add link between Military Science and Dynamite.
•Add link between Civil Service and Education.
•Add link between Economics and Scientific Theory.
•Add link between Chivalry and Acoustics.
•Research overflow now works correctly (extra beakers after completing a tech will rollover to the next tech).

[GENERAL]
•Fixed bug where clicking on a city plot wouldn't select the garrison.
•Natural wonders now award culture (if worked) and happiness (if in border) if that trait is assigned to a wonder in XML.
•Players must now always adopt Policies immediately, and cannot defer picking until later.
•Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). Razing cities will not raise your policy cost ceiling.
•Reduced culture needed for first plot acquisition from 20 to 15.
•3 new Natural Wonders and rarity code for both base game and New World scenario.
•Reduced points from Wonders (40 to 25) & Cities (10 to 8 ), increased points for pop by 1 (3 to 4).


DIPLOMACY
•AI's attitude towards you is now visible in the diplo screen and diplo drop-down.
•Added info tooltip for an AI leader's mood. Lists things that are making an AI player happy/upset.
•New diplo system: Declaration of Friendship (public declaration with diplomatic repercussions).
•New diplo system: Denounce (public declaration with diplomatic repercussions).
•New custom leader responses (Serious Expansion Warning, Aggressive Military, Luxury Exchange, Borders Exchange, Gift Request, etc.).
•Not agreeing to a friend's request now results in a relations hit.
•Third party AIs can now respond when a player makes a DoF or denounces someone. What they say is based on the situation - e.g. if you make friends with someone they don't like, they'll scold you.
•AI leaders will now sometimes ask their friends to denounce one of their enemies as a show of support, and refusing to denounce someone when an AI asks can now make them very upset.
•AI is now capable of denouncing friends (aka, backstabbing) and added backstabbing info to diplo overview screen.

UI

•Add XP bar for air units, do not allow XP for air units attacking a city that is already down to its last hit-point.
•Change ActivePlayer's name to "You" in single player in score list.
•Added game option to disable automated workers from removing features.
•Fixed bug where Happiness from garrisoned units wasn't being listed in Happiness info tooltip.
•Load Map function will now display correct size and type of saved map.
•New "Angry Genghis" loading screen (replaces the "fluffy-bunny Genghis" loading screen).
•Added setup options to allow players to defer choosing Policies and Promotions right away.
•Show the river penalty when attacking city across river (the penalty was there but was not being shown in the preview).
•Global politics screen updated to reflect new diplo system.
•Can no longer Force End Turn (shift-enter) through blocking notifications. CAN now use it to skip over units which need orders.
•Multiple tweaks and bug fixes.



MISC
•Fix small bugs with adding long roads around existing features.
•Fixed bombard arrow across world wrap.


MODDING
•Parent category counts now include counts of child categories.
•Selecting/deselecting a category now automatically selects/deselects it's children and its parent.
•Tweaked category name truncation to better fit names.
•Hide categories w/ no children and a count of 0.
•Added support for fallback languages (if mod is not translated, fall-back to English so text keys are not showing).
•The pager for the installed mods tab of the mods browser is now displayed in the correct location.
•Long values for properties such as "Special Thanks" will no longer extend past the edge browser frame.
•Categories refresh much faster now in the mods browser.
•Multiple additional tweaks and fixes to the mod browser.
•Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units.
•Added GameEvents system for overriding Gameplay DLL specific functionality.
•Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks".
•Multiple SDK updates (new version to go live shortly).


SERIALIZATION/SAVES
•Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game. This heightened the risk of late-game our of memory crashes significantly.
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« Reply #325 on: December 15, 2010, 08:17:06 PM »

Quote from: CeeKay on December 15, 2010, 07:34:43 PM

Civ 5: Dec. 2010 Patch Notes


Those patch notes are longer then a average senate bill, lol.  Glad theyre keeping my game fixed up though for when I return to it.
« Last Edit: December 15, 2010, 09:17:34 PM by Morgul » Logged
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« Reply #326 on: December 15, 2010, 08:34:23 PM »

I think I'll wait for the audiobook version of the Patch Notes.
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« Reply #327 on: December 15, 2010, 08:36:51 PM »

Quote from: Freezer-TPF- on December 15, 2010, 08:34:23 PM

I think I'll wait for the audiobook version of the Patch Notes.
I hear they're getting Liam Neeson to do that.
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hmm...


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« Reply #328 on: December 16, 2010, 01:15:27 AM »

Can someone tell me if those notes sum up to "we fixed it" or "we're getting there?"
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« Reply #329 on: December 16, 2010, 06:45:45 AM »

Quote from: wonderpug on December 16, 2010, 01:15:27 AM

Can someone tell me if those notes sum up to "we fixed it" or "we're getting there?"

No pitboss not interested tbh, should never have bought this game on a promise. Cross fingers at some point they will implement this and I can crack it back open.
On the SP side someone else will need to comment smile
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« Reply #330 on: December 16, 2010, 02:38:15 PM »

Did they ever fix the Diplomacy issue where the peace treaty never runs out...
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« Reply #331 on: December 16, 2010, 08:05:30 PM »

Quote from: naednek on December 16, 2010, 02:38:15 PM

Did they ever fix the Diplomacy issue where the peace treaty never runs out...

I believe they addressed that quite some time ago.
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« Reply #332 on: December 18, 2010, 12:41:19 AM »

Grr I've been reading both threads (here and at oo) and the patch notes and never saw it mentioned
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« Reply #333 on: April 28, 2011, 07:43:35 AM »

The Denmark civilization pack is coming next week along with the Explorer pack.
« Last Edit: April 28, 2011, 07:45:10 AM by CeeKay » Logged

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« Reply #334 on: April 29, 2011, 07:19:25 AM »

another patch update, spoilered for length.  it's a normal collection of patches across the game and nothing stands out to me.  i haven't played that much lately though, so who knows.

Spoiler for Hiden:
AI
•   Economic AI: Tweaks to improve the number of workers built.
•   Diplo AI: Correct minor error in calculation by AI to decide if it wants to join a coop war.
•   City Strategy AI: Fix flavor broadcast to cities just after they are founded. Player level adjustments since start of game weren't being copied over to the new city.
•   Operational AI: If AI sees that WarState is Calm (i.e. no one has troops near enemy lands), still consider launching an attack if overall military strengths are at least even.
•   Operational AI: Enhancements to more sensibly pick city from which to launch a naval invasion.
•   Operational AI: Slightly relax requirements for naval invasion to be on target (to get them onshore and attacking sooner).
•   Operational/Tactical AI: Fix to movement/deployment for naval invasion forces.
•   Operational/Tactical AI: Improved weighting and selection of muster and target cities for city attack operations.
•   Tactical AI: Early game AI tweak to allow occasional sneak attack.
•   Tactical AI: Improvements in civilian and embarked units targeting.
•   Tactical AI: Units with defensive embarkation had a combat strength when embarked and were being considered for tactical moves (like making ranged attacks) that they weren't actually eligible for.
•   Tactical AI: Improved the logic of how units are chosen for tactical moves so embarked units can now drop into place on land as flanking units, bombard units, etc.
•   Tactical AI: Changes to more effectively use Great Generals offensively.
•   Tactical AI: Citadels now project danger.
•   Tactical AI: Units defending citadels are high priority targets; AI will prioritize trying to take these spaces.
•   Tactical AI: AI will now pillage undefended citadels.
•   Tactical AI: Be wary when approaching an enemy city; don't close on it if enemy clearly has superiority.
•   Diplo AI: Make sure the diplomacy AI doesn't declare war on someone they are already at war with. Prevents confusing pop ups.
•   Operational AI: AI will now correctly abort operations against a player that were started during a war (like gathering a new attack), but could execute after a peace treaty was declared. This corrects the occasional “AI declared war during a peace treaty” issue.
•   Operational AI: Fix muster radius for gathering a naval invasion. Invasions won't get stuck trying to gather and will get moving to target sooner now.
•   Operational AI: Don't allow nuke attacks on tiles that will break a peace treaty.
•   Homeland AI: Make sure that flavor settings don't prevent workers from building improvements. This would cause some AI players to have large amounts of unimproved space in later parts of the game.
•   Homeland AI: Fixed a problem that was causing workers to ignore pillaged non-resource and bonus resource tiles.

GRAPHICS
•   Fixed an issue that was not allowing the Americas building set to display properly.
•   If a 3D leaderhead scene cannot be created, fallback to 2D.
•   Update to river color, texture, and shader.

GAMEPLAY
•   Units: Stealth Bombers can now get promotions.
•   Units: Add “Fortify until Healed” option for aircraft. Before, they only healed when inactive, which could cause confusion for the player.
•   Units: Prevent units with the "No Melee" promotion from capturing cities (archers, catapults, etc.).
•   Units: Air units must be in a city to upgrade, and no sneaky "I'm on a carrier in the city" either.
•   Units: Fixed a problem that was allowing units to upgrade in territories that were not their own.
•   Terrain Improvements: Allow Moai to be built over top of resources.
•   Terrain Improvements: Correct an issue that resulted in double resources if you founded a city on top of an improved resource plot.
•   Yields: Fix a load order problem where the lake bonus is not applied to a farm after loading an existing save.
•   City Management: When selling a building, ensure that all citizens are properly removed.
•   City Management: When assigning a specialist to a building, make sure we don't accidentally assign more citizens than we have available.
•   City Management: Fix for an issue that was causing workers to go missing when population went down.
•   City Management: After the citizen is removed from working, adjust the unassigned worker count before subtracting from the total population. There were rare situations that could cause the worker to disappear.
•   Culture: Keep the current culture level of the city after it is captured. The culture production will go to 0, but the culture level must remain the same or else a large city will be able to acquire tiles at the same rate as a smaller city.
•   Exploit: Removed ability to gain additional free settlers/workers by gaming the policy system.
•   Units: City States in games started in the industrial/modern era now correctly produce workers as needed.

UI
•   Pre-Game: The tooltips for unique items in the Loading screen no longer show up until AFTER loading has finished, preventing potential “stuck” UI.
•   Pre-Game: Prevented escape key from being used to corrupt starting parameters while starting a tutorial game.
•   Pre-Game: Multi-player maps added to Single-player as well.
•   Pre-Game: Fixed a rounding issue in the options menu so that values are always integer based for the tooltip delay.
•   Pre-Game: Using ":" in a save filename is no longer considered valid since Windows does not allow this. Players could potentially use this character in a save name without knowing that the file was not created when they exited the dialog.
•   Notifications: Fix notifications that arise after a city is liberated so they show the name properly.
•   Notifications: Extra DOF expiration notifications removed.
•   Notifications: Notifications for denouncement or friendship are only displayed if the active player has met one of the teams.
•   Tool-tips: Tooltips for worker/workboat build recommendations now build dynamically by looking at tile yields for these improvements: camp, pasture, farm, mine, trading post, fishing boats, custom house and manufactory.
•   Tool-tip: Plot Mouse Over text for Natural Wonders will now display the culture yield as if it was in your borders and being worked, similar to how other yields are displayed.
•   Mod Browser: Mod Browser panels now reset their scroll value when a new mod is selected.
•   New Addition: Resource Panel integrated into upper-left Info Panel UI.
•   New Addition: Specialist slots in buildings are now shown in the info tooltip for both the tech tree, production popup, and Civilopedia.
•   Combat Preview: "Bonus VS Cities" is now renamed to "Penalty VS Cities" when it's < 0.
•   Combat Preview: Fix bonus display issue when bombarding an enemy unit (if enemy had bonuses that required “friendly” territory, it would show up in the preview even though they were obviously in enemy territory).
•   Combat Preview: Show Oligarchy Garrisoned Unit bonus for city ranged attacks.
•   City Screen: City Growth meter within the City screen now displays the correct amount.
•   City Screen: Fix the display of the current research progress UI, which made research estimates appear to be incorrect.
•   In-Game: Fix the display of the movement cost for units that can embark.
•   In-Game: Fixed a rounding issue in the military overview (actually, a lack of rounding issue).
•   In-Game: Properly hide the Aircraft selection UI if hidden from view (fog of war, etc.).
•   In-Game: City State's "Quest" icon is now hidden if that City State is at war with your team.
•   In Game: City banner now displays different tooltip for puppet cities that are not owned by the player.
•   In Game: Top Panel now differentiates between unhappiness from regular population and unhappiness from specialists.
•   In-Game: Selecting a unit in the military overview will now select that unit, selecting it twice will now move the camera to it.
•   Victory: Fix UI display of Diplomatic Victory votes (it was displaying votes from dead Civs/City States).
•   Victory: UN Voting and Results screens now have better support for team games.
•   Multiplayer: Human players no longer show an approachability type since that was meant for AI.
•   Multiplayer: Multiplayer diplomacy w/ teams no longer has overlapping text.
•   Diplomacy: There's now a confirmation dialog when you publicly denounce a civ.
•   Diplomacy: Player cannot publicly denounce a civ multiple times in the same turn.
•   Unit Panel: Fixed an erroneous display of a needed upgrade resource if the needed resource quantity was 0 and you are running a deficit on that resource (negative return value).
•   Production: In UI for national wonders that have a prereq building, don't list each individual city that needs the building if the prereq doesn't have to be in EVERY city in the empire. Instead just continue to show the count.
•   Production: City connected by railroad production bonus now correctly displays across all UI.
•   Civilopedia: Multiple updates to Civilopedia functionality and accuracy.
•   Pre-Game: Civillization Name in Load Menu is now truncated if it's too large.

DIPLO
•   Don't allow research agreements if one party has finished the tech tree.
•   Correct opinion code so we can get outcomes of friendly or allied.
•   Fix the AI's deal adjustment so that it doesn't accidentally treat your luxury items as strategic items. This essentially prevented the AI from ever countering the deal with a request for a strategic resource from the other player. It just re-submitted the counter offer, requesting more luxury items, which the player could not see. If accepted, the player would realize too late that all their luxury resources were gone.

WORLD BUILDER
•   Map Resize: Added controls for adding and removing rows of hexes from the top, build, left, or right of a map.
•   Added default “map size” drop-down so that players can set the default number of Civs that they want to play on a map.
•   Fix permanent war setting in the WB so that it reflects properly in the game.

MODDING
•   Support for disabling the Happiness system.
•   Support for disabling the Science/Research system.
•   Support for disabling Social Policy acquisition.
•   Support for disabling the Tutorial system.
•   Properly initialize citizens and trade routes when loading for a scenario with a preexisting empire.
•   Correct a problem with the awarding of contacts with minor civs in games created from WB scenarios.
•   Add "CityCanConstruct" Lua hook.
•   Exposed LoadString to Lua scripts.

ACHIEVEMENTS
•   Fixed issue for Lancer that was stopping the Model of a Modern Major-General achievement from firing.
•   Fixed issue with building type comparison that was keeping the Tomb Raider achievement from firing.
•   Fixed issue that was keeping the Barbary Coast achievement from firing.
•   Fixed issue with the Flying Fortress achievement that would cause it to fire when the action was performed by an AI player.
•   Fixed issue with the God is Great achievement that would cause it to fire when the action was performed by an AI player.

SCENARIOS
•   Mongol: Disable all victory conditions except domination.
•   Disable tutorial across all Scenarios.

CRASH
•   Additional nil checking to prevent possible Lua crashes due to invalid data in the HoF database.
•   Tighten up decal culling to reduce the number of decals rendered per cell (Scroll crash).
•   Fix to "Moai on the edge of the map" crash.
•   Prevent CvDiplomacyAI::DoUpdateEstimateOtherPlayerMilitary Threats from doing a divide by 0 (caused by a city having more damage that hit points).
•   Added in additional protections against using invalid player IDs that were causing crashes in community provided saves.
•   Fix bad cast of PlayerType to TeamType (and resulting crash).
•   Fix random map selection in multiplayer, which could cause a crash.
•   Additional crash protections
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« Reply #335 on: May 03, 2011, 08:56:25 PM »

and the new DLC is live.  I may grab The Vikings one.

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In 1066: Year of Viking Destiny, the throne of England is up for grabs. Take the role of one of four leaders and seize control of the British Isles! Special rules for the scenario ensure that the only way to win is by the cunning use of force. Can you complete the Domesday Book and secure legal rule before your rivals? Use unique units for each faction in the scenario to claim the throne and stand the test of time!
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« Reply #336 on: May 12, 2011, 02:34:01 AM »

hotseat multiplayer is coming.
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« Reply #337 on: July 12, 2011, 05:18:10 PM »

Poor little abandoned thread.  icon_cry

Here's the notes from Steam about the new patch with hotseat and Modding fixes:

Spoiler for Hiden:
- Hot-Seat: Refresh resource icons for each player so that you cannot see another players resource icons above the fog. This also allowed you to see the location of a natural wonder discovered by another player as well. Both have been addressed with this fix.
- Hot-Seat: Fix auto-save issue that was causing “Next Turn” hangs on re-load when players had no AI in the match.
- Policies: Fix an issue that was causing policy finishers to count against the cost of the next policy (should be free).
- UI: Map Options panel now works correctly for both multi-player and single player.
- Modding: Fix problem that caused errors when starting WorldBuilder.
- Modding: Fix problem causing WorldBuilder maps loaded as scenarios to always load the first leader slot instead of the selected leader.
- Exploit: Close exploit that allowed a user to “sell” a free building for gold each turn without losing the building.
- Multiplayer: Because of a hot-seat change, the chat window would end your turn every time a user hit “enter” after typing something in chat. This is now corrected.
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« Reply #338 on: July 15, 2011, 12:14:08 PM »

Ahh, good old Civ...    I have got smashed about 5 games this week....  I need to rework my strats or something.   crybaby

Oh yea, played some hotseat too...   It works fine.
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« Reply #339 on: July 15, 2011, 02:23:35 PM »

you know, I bought this a couple of months ago, bought some DLC, and have yet to play the damned thing.
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« Reply #340 on: July 15, 2011, 03:50:57 PM »

Quote from: CeeKay on July 15, 2011, 02:23:35 PM

you know, I bought this a couple of months ago, bought some DLC, and have yet to play the damned thing.

What black ops is for consoles, Civ is to PC's..   One of those games that just gets played on and off till...   I dunno, till the next one comes out.

You didn't play the witcher 2 either did you?

 
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« Reply #341 on: July 15, 2011, 03:54:37 PM »

Quote from: Morgul on July 15, 2011, 03:50:57 PM

You didn't play the witcher 2 either did you?

played it up to arriving in Flotsam before I got bored and moved on.  with a couple of exceptions pretty much all of the high profile games I was looking forward too this year have turned out to be duds.
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« Reply #342 on: July 15, 2011, 04:52:54 PM »

Quote from: CeeKay on July 15, 2011, 03:54:37 PM

Quote from: Morgul on July 15, 2011, 03:50:57 PM

You didn't play the witcher 2 either did you?

played it up to arriving in Flotsam before I got bored and moved on.  with a couple of exceptions pretty much all of the high profile games I was looking forward too this year have turned out to be duds.

That's basically the beginning of the game.  You have to give an RPG more time to cook than that.
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« Reply #343 on: July 15, 2011, 05:07:26 PM »

Quote from: The Grue on July 15, 2011, 04:52:54 PM

Quote from: CeeKay on July 15, 2011, 03:54:37 PM

Quote from: Morgul on July 15, 2011, 03:50:57 PM

You didn't play the witcher 2 either did you?

played it up to arriving in Flotsam before I got bored and moved on.  with a couple of exceptions pretty much all of the high profile games I was looking forward too this year have turned out to be duds.

That's basically the beginning of the game.  You have to give an RPG more time to cook than that.
true, but the first game had me hooked from the get-go; W2, not so much.  I'll get back to it eventually.
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« Reply #344 on: July 15, 2011, 05:10:31 PM »

Quote from: CeeKay on July 15, 2011, 05:07:26 PM

  I'll get back to it eventually.

This from the guy that never even launched civ 5 yet.   icon_lol
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« Reply #345 on: July 15, 2011, 05:12:03 PM »

Quote from: Morgul on July 15, 2011, 05:10:31 PM

Quote from: CeeKay on July 15, 2011, 05:07:26 PM

  I'll get back to it eventually.

This from the guy that never even launched civ 5 yet.   icon_lol

hey, I only just finished The Saboteur, and I got that game when it was released in December 2009.  same thing with Red Faction Guerrilla, which came out summer 2009.  you got to give these things time biggrin
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« Reply #346 on: July 15, 2011, 05:19:02 PM »

Well, one things for sure.  You got allot of good gaming ahead of you.   I am weirdly envious about your situation.

Meanwhile, I sit here pondering what would happen if I cancelled my plans tonight, bought the viking DLC for civ 5 and locked myself away for the evening.

My buddies would be blowing my phone up....    icon_mad
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« Reply #347 on: August 12, 2011, 05:33:06 PM »

Korea Pack is out: http://store.steampowered.com/app/99612/

so is the Wonders of the Ancient World one: http://store.steampowered.com/app/99614/

on a side note, Morgul will be happy to know that I finally played some of Civ 5.  I still miss how fast things seemed to move in the first Civ game; back then I could usually have muskets before the game hit AD.
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« Reply #348 on: August 12, 2011, 06:29:52 PM »

Quote from: CeeKay on August 12, 2011, 05:33:06 PM

Korea Pack is out: http://store.steampowered.com/app/99612/

so is the Wonders of the Ancient World one: http://store.steampowered.com/app/99614/

on a side note, Morgul will be happy to know that I finally played some of Civ 5.  I still miss how fast things seemed to move in the first Civ game; back then I could usually have muskets before the game hit AD.

You can adjust the pace under game setup and speed things up quite a bit.
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« Reply #349 on: August 17, 2011, 06:37:35 PM »

Alright, I am having a problem.

I am kicking ass, and darius builds the United nations.   about 10 turns later I lose.  Diplomatic victory for him.   I was nuking his ass soon as he built it.

Next game, I am kicking ass.  I build the UN to prevent what happened in the previous game.   UN vote pops up, and alexander wins.

(I am playing huge maps with all victory conditions)

Ok, so, how do I stop this shit?  I cant stop it even when I build the UN?  I could have sword in the other Civ games I could veto the vote, or not bring up a vote, etc if I built it.  Now if I build it I am handing the other guy a victory?  Whats the counter to diplomatic?
  (Except by hording cash and bribing all the city states myself when I see it built)

Diplomatic victory is becoming the only victory it seems in my games.   And yea, I a sort of a lotta tech, lotta war kind of player.   

Anyone has any hints or suggestions on countering diplomatic victories let me know.   Sometimes my was mongering makes the city states so I cant even bribe my way out.     I like diplomatic victory, but I do not want it to be the only victory condition.
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« Reply #350 on: August 17, 2011, 09:04:23 PM »

I usually ally with all of the Culture CS and many of the Food CS, so the AIs seldom get diplo victories on me. If I'm playing a war strategy, I make a point of destroying CS instead of allying with them.

You can also use denunciation and declarations of friendship to enlist AIs on your side, but I find that more erratic than mastering the CS.
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« Reply #351 on: August 17, 2011, 09:40:23 PM »

Quote from: Morgul on August 17, 2011, 06:37:35 PM

Diplomatic victory is becoming the only victory it seems in my games.   And yea, I a sort of a lotta tech, lotta war kind of player.   

Anyone has any hints or suggestions on countering diplomatic victories let me know.   Sometimes my was mongering makes the city states so I cant even bribe my way out.     I like diplomatic victory, but I do not want it to be the only victory condition.

When I start a new game I go into "advanced setup" and turn off diplomatic victories.

If you'd rather leave them on I think the trick is to ally with city states when UN-vote time comes up.
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« Reply #352 on: February 16, 2012, 06:14:16 PM »

looks like religion and espionage are getting a boost with the God & Kings expansion.
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« Reply #353 on: February 17, 2012, 06:28:16 PM »

Quote from: CeeKay on February 16, 2012, 06:14:16 PM

looks like religion and espionage are getting a boost with the God & Kings expansion.

Looks like I am going to be playing the shit out of this game when the changes happen.  I sort of missed the religion aspect myself.
I have taken a good long break from it.

I am looking forward to throwing down another 200+ hours soon.
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« Reply #354 on: March 28, 2012, 04:04:27 PM »

Gods and Kings Expansion..  Any info on what and when?
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« Reply #355 on: March 28, 2012, 04:09:49 PM »

Found this:
The expansion includes 27 new units, 13 new buildings and nine new Wonders. There's also nine new civilizations, including Carthage, the Netherlands and the Celts. Along with two new types of city-states: mercantile and religious.

Scenarios include the medieval period, the fall of the Rome and the (very cool sounding) Empires of the Smoky Skies, "a Victorian science-fiction scenario."Oooh!

Most importantly, however, is the return of religion and the salvation or subjugation of the populace through its means. As players enter the Renaissance, spies can be unlocked to change the course of history through surveillance, theft and the always good fun of a coup.


http://www.joystiq.com/2012/02/16/civilization-5-gods-and-kings-expansion-announced-available-lat/

I am really looking forward to this one, but I still have not found a solid date.

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« Reply #356 on: March 28, 2012, 04:37:17 PM »

Cool-sounding x-pack, Morgul. I'll be reinstalling when it gets released.
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« Reply #357 on: April 04, 2012, 02:47:37 PM »

I could not wait for it, fired up a game last night.  Steam has me clocked in at almost 400 hours now.

Geesh..   retard

I have decided I do not like this product and want my money back.
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« Reply #358 on: April 05, 2012, 03:10:49 AM »

Quote from: Morgul on April 04, 2012, 02:47:37 PM

Steam has me clocked in at almost 400 hours now.

smile  Mine shows almost double that.
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« Reply #359 on: April 05, 2012, 01:40:08 PM »

Quote from: TK-421 on April 05, 2012, 03:10:49 AM


smile  Mine shows almost double that.

It is one crazy game.  Glad someone else has a bad habit too, hah.


Maybe we should join Civanon?

http://www.youtube.com/watch?v=XnRrTEFZs60&safety_mode=true&persist_safety_mode=1&safe=active
« Last Edit: April 05, 2012, 01:45:49 PM by Morgul » Logged
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