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Old 10-18-2010, 01:57 PM   #501
SackAttack
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Join Date: Oct 2000
Location: Green Bay, WI
That should read 'new,' I hope, or else I have to tear Take-Two a new one for emailing me to say that they ARE coming.
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Old 10-18-2010, 02:02 PM   #502
Butter
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What is a "standard bias start"?
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Old 10-18-2010, 05:16 PM   #503
Buccaneer
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Quote:
Originally Posted by Butter_of_69 View Post
What is a "standard bias start"?

Each civ tends to favor a set of resources/terrain/location that plays toward their UA, UU and/or UB bias. For example, Iroquois starting in a large forest; Egypt starting near marble.
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Old 10-19-2010, 05:29 AM   #504
Ben E Lou
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Location: Greensboro, NC
Is it just me, or can you pretty much always get another Civ to back off an attack on your city-state ally as long as said c-s hasn't declared permanent war?
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Old 10-19-2010, 05:58 PM   #505
Buccaneer
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I would go even further in saying that you can usually get a civ to stop fighting and to give you almost every thing he or she has. But the permanent war thing is a drag when the civ initiated hostilities in the first place.
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Old 10-20-2010, 09:19 AM   #506
Ben E Lou
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Join Date: Oct 2000
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Upcoming Changes (Updated 10/14) - 2K Forums

Upcoming Patch Info...

Quote:
Also, many people have been asking for an ETA on when this patch will be released. I said I'd do what I can to get some sort of ETA and now I have it for you. However! I am about to do something I don't normally like to do: Give an ETA. Big emphasis on the E. So what I am about to tell you is the current estimation of when it will be available. This patch is not done with testing at the current time, and most everyone in software development has experienced the dreaded last minute showstopper bug that forces a delay. This could happen! So, with all of that in mind:
The patch will be available as early as next week.


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
  • Added new tab to the Economic Overview Screen: "Resources & Happiness." (new 10/14)
  • Added option to activate the mp score list in single player (for “always up” score similar to Civ IV.) (new 10/14)
  • The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action. (new 10/14)
MODDING
  • Category list now displays correctly
  • “Installed” panel now displays ALL versions of a mod but prevents the user from enabling multiple versions. (new 10/14)
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.
  • City - Make sure Puppets don't construct buildings that require Resources. (new 10/14)
  • City - Add a Puppet city strategy that turns off training buildings and emphasizes gold. (new 10/14)
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.
  • Taller than wide map crash fix. (new 10/14)

When the patch is actually released I'll unstick and close this thread.
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Old 10-20-2010, 06:46 PM   #507
Buccaneer
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Location: Colorado
and added today

Quote:
UI
* 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. (new 10/20)
* Added Yield & Culture tool-tip info to the production popup. (new 10/20)
* Tweak information on the Global Politics tab in the Diplomacy Overview screen. (new 10/20)

GAMEPLAY
* Balance - Disbanding units now provides only 10% of their production cost in gold. (new 10/20)
* Request – Enable “one more turn” button if you lose, but are still alive. (new 10/20)

AI
* 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. (new 10/20)

Finally some small improvements in tactical AI and removing overpowered features.
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Old 10-21-2010, 02:43 AM   #508
Jughead Spock
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Join Date: Aug 2008
Location: Lowcountry, SC
Cool, moving in the right direction, for sure.

The more I've played it, the more it's definitely felt like it needs a patch or three. I'm still not complaining, because I'm overwhelmingly positive about the changes they did make. Once it's patched to BTS-era IV, it'll be awesome.
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Old 10-21-2010, 02:56 AM   #509
Jughead Spock
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Join Date: Aug 2008
Location: Lowcountry, SC
Holy smokes, it's coming to Mac this 'holiday season'. Awesome. I don't have a Mac, but I know a few hardcore Civvies that do.
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Old 10-22-2010, 10:58 AM   #510
Ben E Lou
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Join Date: Oct 2000
Location: Greensboro, NC
Patch Released.


Quote:
1.0.0.62
Released 10/22/2010
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
  • 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.
MODDING
  • Category list now displays correctly
  • “Installed” panel now displays ALL versions of a mod but prevents the user from enabling multiple versions.
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
  • 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.
  • 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.
  • Taller than wide map crash fix.
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Old 10-22-2010, 11:25 AM   #511
gi
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Location: Berkley, MI
Good, will test out LAN multiplayer tonight and verify it doesn't crash.
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Old 10-22-2010, 11:39 AM   #512
Butter
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Location: Dayton, OH
Sweet.

Does it work with saved games?
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Old 10-22-2010, 10:48 PM   #513
Buccaneer
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Location: Colorado
For those with the Deluxe version trying to load a saved game with the new patch, wait till early next week for the hotfix.
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Old 10-26-2010, 08:56 AM   #514
Jughead Spock
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Join Date: Aug 2008
Location: Lowcountry, SC
At first glance, the patch seems to be doing its job. At least as far as peace treaties go anyway.

Minor rant... I took my laptop on a trip this weekend. Played Civ (offline) on the train ride over. Got to the hotel, can't start because I can't connect to Steam. No internet all weekend, so no Civ. Wouldn't say I was pissed, but I can certainly see why people are frustrated now.

Especially with the 'you have no network connection. Visit this website for support' Crazy.
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Old 10-26-2010, 10:34 AM   #515
gi
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Join Date: Mar 2002
Location: Berkley, MI
Still have crashes in multiplayer. Seem to be less now, but once every hour or so, hard crash that makes the screen go black or all goofy. Hard reset is only option.
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Old 10-26-2010, 08:27 PM   #516
Ben E Lou
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Join Date: Oct 2000
Location: Greensboro, NC
Heh.

I am at war with France. They're ahead of me tech-wise. I managed to take Chartres from them, but I know I can't take more, so I built a Citadel on the side of Chartres facing their next city.

I put a Companion Cavalry in it. France then built Cherbourg two hexes away. The city is hitting my Cavalry every turn, but not doing enough damage to drop it below 9 HP. I'm collecting free unit experience from this. I wonder how long it'll last.
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Old 10-26-2010, 09:04 PM   #517
Ben E Lou
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+2 levels so far, with no immediate end in sight.
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Old 10-26-2010, 09:08 PM   #518
Eaglesfan27
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Quote:
Originally Posted by Ben E Lou View Post
+2 levels so far, with no immediate end in sight.

I've seen that as well in my games. Some definite improvements to the AI are needed. I'm still having fun with the game despite these areas of concern.
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Old 10-26-2010, 10:00 PM   #519
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I think it's called XP Spamming or something like that. You can even do that early on against Barbarians since they will keep spawning from the camp.
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Old 10-27-2010, 08:17 AM   #520
Ben E Lou
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Quote:
Originally Posted by Eaglesfan27 View Post
I've seen that as well in my games. Some definite improvements to the AI are needed. I'm still having fun with the game despite these areas of concern.

Quote:
Originally Posted by Buccaneer View Post
I think it's called XP Spamming or something like that. You can even do that early on against Barbarians since they will keep spawning from the camp.

Well, this is one of those things that falls more into the camp of "exploit" than "AI failing." In every case I can think of but this very odd one, an AI city should absolutely be hitting the most dangerous enemy unit in its radius every turn. Given that it wouldn't work at all in MP since the human simply wouldn't hit it, I say "just don't do it" when playing SP if you want a challenge. I'm doing it in this game just out of my own curiosity, but I won't do it again.
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Old 10-27-2010, 10:32 AM   #521
bulletsponge
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Quote:
Originally Posted by Buccaneer View Post
I think it's called XP Spamming or something like that. You can even do that early on against Barbarians since they will keep spawning from the camp.

you can only max 30 xp against barbarians though
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Old 11-04-2010, 09:42 PM   #522
Passacaglia
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Location: Big Ten Country
Okay, time for me to buy this thing! I'm looking at steam, and it's got Civ V for 49.99, Civ V Digital Deluxe for 59.99, and Babylon for 49.99. Are there better version or cheaper prices out there?

EDIT: Or is steam the only place you can buy it digi-download? I thought I read something about there being several versions of the game, but it seems like there's really just Civ V, and Civ V plus Babylon.

Last edited by Passacaglia : 11-04-2010 at 09:51 PM.
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Old 11-10-2010, 07:43 PM   #523
Buccaneer
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Info on the next patch.

Quote:
AI
Worker AI improvements .
Update to tactical AI pillaging code. Additionally, always check to make sure it’s not trying to pillage in an enemy dominance zone.
AI victory emphasis improvements (more efficient end-game when focusing on Science and Diplo victories).
AI should colonize other continents regularly.
AI will emphasize production of an Ocean going explorer unit when the time comes.
Adjust Napoleon to make him more likely to go for culture.
More aggressive second wave expansion (mostly off shore) after initial empire building and consolidation has occurred.
Optimization when finding routes (pathfinder improvement).
Multiple tweaks and bug fixes.
AI will now build ranged and mobile units more in line with the flavor settings.
Multiple defensive AI tweaks.

GAMEPLAY
Cities heal more quickly.
Only allow one upgrade per unit from a goody hut.

UI
Tweaked the single-player score list to hide the civs of unmet ai players.

DIPLO
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).

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).

MISC
Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game.


Finally a good step in the right direction in making this game more playable. I've stopped playing a month ago and could pick it up again if this patch is good. I think we still need some major AI 1upt tactical changes but those might take a while.
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Old 11-10-2010, 08:20 PM   #524
Big Fo
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That is some good news. I haven't played this in awhile, partially do to a slew of good games that have come out recently but also because there are a number of bothersome flaws. At least a few of them might not be so bad after this patch.
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Old 11-11-2010, 02:32 PM   #525
heybrad
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Sorry if this has already been asked, but how does licensing through Steam work if I want to install CIV 5 on my home PC and a laptop? Is it even possible?
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Old 11-11-2010, 02:33 PM   #526
Passacaglia
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I think you can have the game on as many computers as you want, just not running at the same time.
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Old 11-11-2010, 02:47 PM   #527
heybrad
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Thanks.
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Old 11-11-2010, 02:53 PM   #528
Ksyrup
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Location: In Absentia
I'm almost embarrassed to say this, but I have hardly touched the game since I bought it. And I don't really have an interest in playing it any time soon, either. I don't know why.
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Old 11-12-2010, 09:52 AM   #529
chesapeake
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Quote:
Originally Posted by Ksyrup View Post
I'm almost embarrassed to say this, but I have hardly touched the game since I bought it. And I don't really have an interest in playing it any time soon, either. I don't know why.

I got 3.5 full games out of it and it appears that I am now done. I don't know whether to blame this iteration of the game or Civ IV for being such an outstanding game that I played out my Civ needs for a few years.
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Old 11-12-2010, 10:01 AM   #530
Ksyrup
This guy has posted so much, his fingers are about to fall off.
 
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Location: In Absentia
Yeah, I kinda feel like it's the latter, simply because I haven't played enough of the new one to hate it or anything.
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Old 11-12-2010, 10:08 AM   #531
bhlloy
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I played a couple of games and then put it down, probably for good unless a patch comes out that really gets people raving about it again. It just felt like some of the bugs/new features made the game much easier than it should have been and killed some of the depth of Civ 4. It was definitely a 50% love, 50% hate deal with the new features... if I go back to Civ it will be Civ 4.
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Old 11-12-2010, 10:12 AM   #532
Passacaglia
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Have I been missing something, or is there no way to allocate between tax, science, and culture now?
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Old 11-12-2010, 11:09 AM   #533
chesapeake
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Quote:
Originally Posted by Passacaglia View Post
Have I been missing something, or is there no way to allocate between tax, science, and culture now?

No more sliders. Essentially cash comes from working tiles, science production is based on population and culture comes primarily from buildings. There are a host of exceptions and modifications.
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Old 11-12-2010, 12:06 PM   #534
Big Fo
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Now that I have played a few games of Civ V, I think what I'd really love is Civ IV: BTS with a hexagonal map, one unit per tile, and an AI that is good at fighting with one unit per tile.

Last edited by Big Fo : 11-12-2010 at 12:08 PM.
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Old 11-12-2010, 12:24 PM   #535
Butter
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I don't know, I like some of the building progressions now, but the tech tree and the buildings are almost TOO linear, and the AI makes it a little too easy for you to get where you want to go.

It just seems like the design is a little off, but I can't put my finger on exactly why. It takes way too long to build things now, and the penalty/maintenance for buildings is too great.

As someone said (not sure if it was here or one of the Civ boards), this is the first Civ game that seems to be all about how not to build units, buildings, and cities and still win.
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Old 11-12-2010, 12:26 PM   #536
bhlloy
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Quote:
Originally Posted by Big Fo View Post
Now that I have played a few games of Civ V, I think what I'd really love is Civ IV: BTS with a hexagonal map, one unit per tile, and an AI that is good at fighting with one unit per tile.

+infinity
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Old 11-12-2010, 12:59 PM   #537
Toddzilla
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I find it strange to be plugging along and around 1300 AD you discover another Civ that has 13,000 GP. Happens in every game, no matter the difficulty. How the hell does one civ just sit back and rake in the cash?
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Old 11-12-2010, 01:41 PM   #538
AlexB
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Originally Posted by Big Fo View Post
Now that I have played a few games of Civ V, I think what I'd really love is Civ IV: BTS with a hexagonal map, one unit per tile, and an AI that is good at fighting with one unit per tile.

but without the espionage
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Old 11-13-2010, 08:20 AM   #539
Passacaglia
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Does anyone know exactly what a 'pact of cooperation' is? I can't find it in the manual.
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Old 11-15-2010, 12:53 PM   #540
chesapeake
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I've wondered the same thing myself. It seems to play as an unofficial alliance of sorts. But, as near as I can tell, there are no formal obligations involved.
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Old 11-15-2010, 03:24 PM   #541
Celeval
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My impression is that's a positive diplomatic value, and future negative impacts will be more impactful if done during the cooperation pact.
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Old 11-17-2010, 06:41 PM   #542
Toddzilla
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Location: Burke, VA
I remember in Civ4 there were a large variety of strange maps - mazes, a wheel with a hub, etc.

Are there any available for Civ5?
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Old 11-17-2010, 11:21 PM   #543
Passacaglia
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Quote:
Originally Posted by Celeval View Post
My impression is that's a positive diplomatic value, and future negative impacts will be more impactful if done during the cooperation pact.

So there's no documentation of what it actually means? That's insane.
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Old 11-18-2010, 07:18 PM   #544
Buccaneer
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Location: Colorado
New info on the upcoming patch

Quote:
AI

* Worker AI improvements.
* Update to tactical AI pillaging code. Additionally, always check to make sure it’s not trying to pillage in an enemy dominance zone.
* AI victory emphasis improvements (more efficient end-game when focusing on Science and Diplo victories).
* AI should colonize other continents regularly.
* AI will emphasize production of an Ocean going explorer unit when the time comes.
* Adjust Napoleon to make him more likely to go for culture.
* More aggressive second wave expansion (mostly off shore) after initial empire building and consolidation has occurred.
* Optimization when finding routes (pathfinder improvement).
* Multiple tweaks and bug fixes.
* AI will now build ranged and mobile units more in line with the flavor settings.
* Multiple defensive AI tweaks.
* Never use ranged units to provide flanking bonuses. (Added 11/18)
* Improve AI use of protected bombard attacks (melee in front, ranged in the rear). (Added 11/18)
* Worker priority adjustments (prioritize pillaged tiles, etc.). (Added 11/18)
* Further pathfinder optimization. (Added 11/18)


GAMEPLAY

* Cities heal more quickly.
* Only allow one upgrade per unit from a goody hut.
* Science building track adjustments (cost, specialist slots, GP Points, etc). (Added 11/18)
* Amount of damage caused during naval combat increased. (Added 11/18)
* Melee horse units combat value lowered, and now receive a penalty when attacking cities. (Added 11/18)
* Lowered bonuses received from Maritime city-states. (Added 11/18)
* Removed maintenance from defensive buildings. (Added 11/18)
* Multiple unit upgrade track adjustments. Most (but not all) units now have a full upgrade path from start to finish. (Added 11/18)
* Open terrain penalty lowered. (Added 11/18)
* Policies must be selected the turn they are earned. (Added 11/18)
* Promotions must be selected the turn they are earned. If it’s as a result of combat, then the beginning of the next turn. (Added 11/18)


UI

* Tweaked the single-player score list to hide the civs of unmet ai players.
* Added game option to disable automated workers from removing features. (Added 11/18)


DIPLO

* 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).


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).


MISC

* Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game.

Now I am confident that Civ5 is heading in the right direction. The initial release was "dumbed downed" and I wonder if they would keep it that way or work on reducing or eliminating the cheese, exploits and overpowered features and elements.
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Old 11-19-2010, 10:41 PM   #545
Celeval
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Wow, major changes in there - that'll knock out a lot of the "agreed-upon" strategies at this point. Probably a good thing.
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Old 11-19-2010, 11:17 PM   #546
Schmidty
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Join Date: Apr 2001
Location: Early, TX
I have a strange, annoying problem. I suddenly can't play Civ 5 in DirectX 11, even though I've always been able to before. It says I need Service Pack 2, but I have have Windows 7, not Vista.

For some reason, I can't post in the forums at all. I emailed a mod, but haven't heard back yet. Frustrating.
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Old 11-20-2010, 12:33 PM   #547
Jughead Spock
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Imagine the patch should be literally any day now, since the Mac version hits on Nov. 23.
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Old 11-20-2010, 07:15 PM   #548
Flasch186
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Quote:
Originally Posted by Schmidty View Post
I have a strange, annoying problem. I suddenly can't play Civ 5 in DirectX 11, even though I've always been able to before. It says I need Service Pack 2, but I have have Windows 7, not Vista.

For some reason, I can't post in the forums at all. I emailed a mod, but haven't heard back yet. Frustrating.

I never have been able to.
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Old 11-25-2010, 04:39 PM   #549
MizzouRah
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Location: Troy, Mo
I've finally had some time to get into Civ 5 and I'm having a blast.
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Old 12-03-2010, 07:24 PM   #550
Buccaneer
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Location: Colorado
Ok, now it's adding up to something serious - almost like a new game. Here are the additions to the list above:

Quote:
AI

* AI will be more aggressive about pursuing Diplo victory if they are wealthy. (Added 12/3)
* AI more effective with building, moving, and using aircraft and anti-aircraft more effectively. (Added 12/3)
* AI more likely to effectively use siege units in a city attack. (Added 12/3)
* Better nuke targeting by AI. (Added 12/3)
* Tactical AI Tuning: Reduce chance of AI civs making "suicide" attacks. (Added 12/3)
* Multiple tweaks and bug fixes. (Added 12/3)


GAMEPLAY

* Increased city strength ramp-up based on technology. (Added 12/3)
* Catapults and Trebuchets now weaker against units but stronger VS cities, and reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities. (Added 12/3)
* Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). (Added 12/3)
* Reduced effects of Forbidden Palace and Meritocracy (Happiness per city). (Added 12/3)
* Reduced points from Wonders & Cities, increased points for population. (Added 12/3)
* Reduced culture needed for first plot acquisition. (Added 12/3)
* New Building: Circus Maximus (National Wonder for happiness track). (Added 12/3)
* New Building: National Treasury (National Wonder for economic track). (Added 12/3)
* Unhappiness beyond a certain point breeds rebels within your empire, based on the number of cities a player has. (Added 12/3)
* Reduced amount of food needed for cities to grow at larger sizes. (Added 12/3)
* Tradition branch balance (Landed Elite and Monarchy improvements). (Added 12/3)
* Liberty branch balance (Settler training bonus now only applies to capital). (Added 12/3)
* Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this). (Added 12/3)
* 3 new additional Natural Wonders added to gameplay, with accompanying “rarity” code. (Added 12/3)
* Multiple Tech Tree tweaks to address “slingshot” tech exploits. (Added 12/3)
* Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty. (Added 12/3)
* Reduced and balanced combat bonuses. (Added 12/3)


UI

* Additional updates to the Global Politics screen. (Added 12/3)
* Added game option to disable turn-blocking promotions and policy choices. (Added 12/3)


DIPLO

* Additional AI attitude tool-tips for cases that were not already covered. (Added 12/3)


MODDING

* Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units. (Added 12/3)
* Added GameEvents system for overriding Gameplay DLL specific functionality. (Added 12/3)
* Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks". (Added 12/3)
* Multiple SDK Updates (details to come with full patch notes). (Added 12/3)


Last edited by Buccaneer : 12-03-2010 at 07:25 PM.
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