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Sid Meier's Civilization 5


Corey

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bash sam se smorio nedostatkom sinematika zbog kojih je kraj bash antiklimaktichnan. Nadam se da je to samo zbog ripa igrice, jer mi je chudno potpuno odsustvo sinematika osim intra... secam se, josh iz vremena dvojke, malih videa uz svako cudo. I da, ova civ mi ima nekako najmanji replayability faktor od svih dosadasnjih

It's nice to be good, but it's nothing compared to being bad

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btw opet igram malo, i primetim da mi se prihod odjednom smanjio, a nisam izgubio nista od lux.resursa i nista od trgovine nije bilo poremeceno. i onda pogledam povecalo se odrzavanje jedinica, a ni jednu jedinicu nisam napravio.... posle par turnova se opet povecalo odrzavanje jedinica za 2-3 zlatnika po turnu iako nista nisam dirao po tom pitanju... wtf?

jel moze negde da se vidi koliko koja jedinica kosta za odrzavanje, ponaosob :)

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Ja prestadoh da igram ovo vec vise od nedelju dana :\

Jednostavno kad sam presao jednu partiju koja je trajala boga oca, odigrah jos jednu sa drugom civilizacijom i onda me naglo smorilo, nije vise to to.

Nekako sam se debelo smorio i za to sto kad pobedis u igri nista se ne desi, nikakva kul animacija, nista. Samo kao "gg" i nazad na menu screen.

Vracam se na starcraft 2 :D

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ok al zasto mi je jedno 30 godina varirao trosak jedinica +-10, za pocetak to je bitno :)

IMHO (to jest malo je moje misljenje malo sam procitao) - Sto duze odmice partija to je odrzavanje vojske vece + ono sto zasigurno znam je da jedinice kostaju vise sto se nalaze dalje od tvojih granica.

btw - ako ocete da pravite pare u gradu, nemojte da "proizvodite" wealth nego pravite scoute i disband u gradu :)

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g, pare u gradu su kad 10% productiona pretvaras u wealth

znam to, iz sarminog posta ona fora za disband skauta u gradu... nisam stigao da probam :)

logicno bi bilo da savremenije jedinice kostaju vise za odrzavanje... al ne znam gde to da se proveri

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patch koji ce uskoro

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)

eta, najranije se moze ocekivati tokom sledece nedelje

u sledecem planiraju hotseat i jos dosta toga... za jedno 6 meseci bice ovo sasvim drugacija, bolja igra :)

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