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wraith676

Civ 5

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It's not just any unit, you have to unlock it in the tech tree first ; D

True, but I have trouble finding the "instant floaties" tech...

Edited by Mac Dude

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It's Optics Macdude :)

lol, instant floaties would have been more obvious :)

 

Anyway, I don't like the change but I'll stop whining (for the moment!)

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still yet to dowload the 4.5gb (cant afford to dowload that much out of the cap) just the play the game after paying for it.

 

whats peoples thoughts on it? call to power is what got me into the civ series.

Edited by tunksy

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There are some good new things and some things unfortunately removed.

 

Good things

The Unique civ traits are pretty useful, and very diverse, which is good.

City states

Combat is better imo (no more stacks of 50 units)

Ranged combat is great

Hexes

 

Bad things

Religion removed

Civ based happening (I liked being able to manage each cities happiness)

City Health

Government types (The new policy thing is ok, but doesn't really feel like government)

Wonders seem a little less useful

Great people seem less useful and less frequent

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There are some good new things and some things unfortunately removed.

 

Good things

The Unique civ traits are pretty useful, and very diverse, which is good.

City states

Combat is better imo (no more stacks of 50 units)

Ranged combat is great

Hexes

 

Bad things

Religion removed

Civ based happening (I liked being able to manage each cities happiness)

City Health

Government types (The new policy thing is ok, but doesn't really feel like government)

Wonders seem a little less useful

Great people seem less useful and less frequent

those goods are very good, i think im gonna miss all the bad list :( i actually liked the religion and goverment types and always built certain wonders and it was essential to keep ppl happy. Edited by tunksy

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Patch is out:

 

http://www.shacknews.com/onearticle.x/66140

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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Does anyone know how to enable dual monitor play in civ? Is it a different procedure for nvidia cards as opposed to amd?

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Headsup for anyone else that might get stuck with this issue - went to load the game to patch it and have a muck around for a few hours, and now I'm stuck redownloading the whole game.

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Where is that DLC? I can't seem to find it in Steam, but I can see lots of blog mentions.

 

 

 

Gotta admit, really not liking this game. So many little things (like not being able to quick combat unless starting a new custom game) that really let this down.

I want to play it, but after a while when I do it just feels really unbalanced and I just give up.

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damm...i have to get this when its on sale....that DLC looks temping..

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There are some good new things and some things unfortunately removed.

 

Good things

The Unique civ traits are pretty useful, and very diverse, which is good.

City states

Combat is better imo (no more stacks of 50 units)

Ranged combat is great

Hexes

 

Bad things

Religion removed

Civ based happening (I liked being able to manage each cities happiness)

City Health

Government types (The new policy thing is ok, but doesn't really feel like government)

Wonders seem a little less useful

Great people seem less useful and less frequent

those goods are very good, i think im gonna miss all the bad list :( i actually liked the religion and goverment types and always built certain wonders and it was essential to keep ppl happy.

 

Wait for the first expansion and I'm sure we'll see a few of those things.

 

I'm still playing it, but the whole 'end turn cant do anything' issue is the worst thing about multiplayer, so I've been playing single a bit instead, (usually I'd play multiplayer with a few mates).

 

To hijack just a little though, we've started playing HoMM V TotE again in anticipation of HoMM VI next year. The one thing I've noticed with HoMM is that it's always been a great hotseat game, (we've been playing since II; III was played the most, and even though I really liked IV, no one else really did). It's funny because I whinge about Civ multiplayer, and yet, I don't mind taking turns on the one PC with HoMM, because in some ways, knowing where the enemy is and how big he is makes it all the more fun. There's always a slow build up, lots of drinks, lots of boasting, lots of theorising and complaining about how Undead are OP, (which they are), and ultimately a few big battles to decide the outcome.

Edited by Periander

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It's rather telling that this thread has dropped to the second page of this forum :(

I've barely played any game in the last few weeks, let alone having the time to sit and dedicate to Civ.

 

Or maybe people aren't posting in here because they're playing a marathon length game!

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^^ this TBH. Sorry Firaxis, I see where you were going with this, but it just lacks soul - the wonder of discovery, the supple ecstasy of founding a city next to bright suny river, the idea of your empire as you would imagine it, rather than a dull grey simplified world. CIV V just bored me quickly TBH - with the exception of tactics there's much less to it than even the unexpanded CIV IV. Will wait for some DLC to come out before making a final judgement, but this has been the biggest let down for me this year.

 

FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU game design I dislike!

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anyone up for multi player I am hosting a game tonite :)

 

 

look for 4 Corners Quick!

 

[edit]

 

jebus... a 4 player tiny map with 8 city states still took around 3 hours to progress on quick game speed... 8|

 

next time I might set one up starting at the modern age..

 

drop me a pm if anyone wants to do schedualed games :)

Edited by Betzie

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In the world builder, i made a custom map but i want me (player 1) to start at a specific location. WHen i put starting location and specify all my players. all the time i start the map/scenario im always starting at the same region.

 

anyone know how i can fix this?

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I finished all difficulties up to Diety... boy is it annoying at the Immortal level when you dont have any city-state allies.

 

Oh well, kinda stick of the game, played 40 hours in less then a week, time for something else for a while, lol.

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