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Author Topic: Civilization V  (Read 26111 times)

Papersatan

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Re: Civilization V
« Reply #100 on: 08 Oct 2010, 17:42 »

Obviously she'd like Bryan's Equine traits.
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Storm Rider

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Re: Civilization V
« Reply #101 on: 09 Oct 2010, 04:50 »

Jesus, who even told you about that?
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ackblom12

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Re: Civilization V
« Reply #102 on: 09 Oct 2010, 07:05 »

The easier question Bryan is who doesn't know.

So I finally managed to finish a Huge game on King. Gave up on a game I was playing with Askia when Hiawatha finally declared war and proceeded to beat me into a pulp with a ridiculously large army and decided to go with a different approach. Won with Ghandi doing the Bollywood challenge. By the end of that the end turn was taking a full 60 - 90 seconds and it was painful as hell. I got the achievement though, so now I can wait for patches to make huge maps more bearable.
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look out! Ninjas!

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Re: Civilization V
« Reply #103 on: 09 Oct 2010, 16:14 »

That reminds me of playing Civ IV and The Witcher on my old pc. I'd have my mobile handy so whenever it felt the need to take a long pause I'd play some snake. Not ideal, but oh well, I now have a quad-core.
« Last Edit: 12 Oct 2010, 22:19 by look out! Ninjas! »
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look out! Ninjas!

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Re: Civilization V
« Reply #104 on: 12 Oct 2010, 22:21 »

So I finally got my copy in the mail after what seemed like fifty turns, and I've played a game and decided that this is the best civ. It probably won't go as deep as Beyond the Sword did, but to criticise it as not having as much content as a game that has had two expansions is silly. But everything just seems to work better than vanilla civ IV.

Now, how to cheat the deluxe/pre-order civs and that into my regular edition.
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DavidGrohl

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Re: Civilization V
« Reply #105 on: 13 Oct 2010, 07:43 »

So I finally got my copy in the mail after what seemed like fifty turns, and I've played a game and decided that this is the best civ. It probably won't go as deep as Beyond the Sword did, but to criticise it as not having as much content as a game that has had two expansions is silly. But everything just seems to work better than vanilla civ IV.

That was my conclusion to the 'T'.
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ackblom12

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Re: Civilization V
« Reply #106 on: 13 Oct 2010, 08:00 »

Good news! Patching is due here in a few weeks and they already have a good list of things that will fixed.

Here is the 2k Thread.

Quote
You guys have been asking for an update about what we're working on to improve the game, and today I am happy to give it to you.

This is the list of updates to the game that the developers have been working on the past couple weeks. This isn't necessarily the complete patch notes for the next patch, but it's what I have so far.

Keep in mind that these are just the first batch of changes that will go in to the first major patch. We're planning more improvements (such as the much-asked-for Hotseat and Pitboss) that will be coming in a later patch.


UI
Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.
Aircraft banner corrections – now when you rebase an aircraft, the number will move with it.
Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.
Selecting a great general will no longer cause yield icons to appear.
Added option to disable auto-unit cycling.
Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the “open” side, and not be able to scroll the map in that direction.
Misc additional fixes to mouse controls, and other interface issues.
Rounded out financial information in the Economic Overview screen. Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.
Auto-populate save menu with save file name
Allow selection of other cities by hex from within the city screen
Added detailed trade route info to Economic Overview screen

MODDING
Category list now displays correctly

GAMEPLAY
Workers - Added option to force workers to ignore manually made improvements (so they don’t change what you decide was best for a plot).
Workers - Fixed bug where number of turns to complete were incorrect in build action button tool-tip.
Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more.
Economy – Increased city wealth setting to 25%
Economy – Multiple fixes to the way trade-routes are tabulated and recognized.
Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).
Trade – Found and corrected a Trade problem that could cause your Resource inventory to multiply.
City States - Fixed a bug where you could not gift aircraft to city states.
Military - Medic promotion now only provides healing bonus for adjacent units.
Military – Fix for Minuteman movement.
Military – Correct promotions for “archer-like” units (horse archers, chariots).
Military - Embarked units will no longer slow enemy land units
Military - Improved unit cycling logic. Camera will jump around much less.
Balance - Engineers +1 hammer

AI
Military – Better handling of unit need (navy vs land, etc.) .
Military - AI will tend to build ships to deal with blockaded cities more often
Military – Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces
Diplomacy – AI will be more reluctant to offer or accept open border agreements with more powerful opponents.
Diplomacy – Fix for never ending deals (peace, research agreements, etc).
City – City specialization and city focus improvements.
City - Cities that are Avoiding Growth will not grow while that option is selected
Workers – Priority of trading posts reduced, and rebalanced priorities on other improvements
Workers – Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing.

MULTIPLAYER
Exploit – Fix for gifting unit exploit
Chat – Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.
Deals – Additional deal validation put in place to verify deals before they are committed

MISC
Research treaties that end because you declare war will no longer grant the free tech
Save/Load – Fix for corrupted saves being experienced by some players in late-game.
Map - Huge map crash-during-load fix that were reported on some specific systems.
Map – Terrain caching fix that could cause problems for certain video cards (the “glowing red orbs” seen on the map are an indicator of this).
Map – Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations)
Strategic View – Crash fix for units rendering in background.
Strategic View – Fix for selecting units either standing on a city plot, or garrisoned in the city plot.
Eyefinity – Better handling of leader scenes when using Eyefinity displays.
Tutorials – Many tutorial tweaks and adjustments.
Multiple crash fixes.

I'm actually pleasantly surprised to see AI fixes and gameplay balancing coming in this early, I assumed it would all be bug fixing. Either way I'm happy to see these coming in, especially the increase in production for Engineer specialist, the ability to sell buildings and the ability to remove auto unit cycling. It all looks like a good start though.

Judging by the thread, it also sounds like this may not be a complete list of the fixes coming in on this patch. Good times!
« Last Edit: 13 Oct 2010, 08:34 by ackblom12 »
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Gemmwah

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Re: Civilization V
« Reply #107 on: 16 Nov 2010, 17:30 »

My best friend gave me this for my birthday. My life is now over.
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oh good god 4lko jaeger bomb. Holy goood god what have I done.
 :psyduck: psyduck is the most appropriate right now. FUUUUKC
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