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Sid Meier's Civilization 5


Corey

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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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