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Civilization VI

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svuda smaraju za bradavice, na fejsu, na youtubetu utd utd

a ako sistem ne smara sa svojom cenzurom, onda to rade feministkinje i tako ta zgadija

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Да ли је могуће да не могу да се виде могуће руте за трговину ако изузмемо оне из града у коме се налази трејдер који је селектован у том тренутку?  Мислим, игра има сигурно већих проблема од овога (на челу са АИ квалитетом), али ово ми делује толико ван памети да немам речи...

 

 

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nope, skapirao sam da sagorim na poluzavrsenoj igri i posle mi bude muka da je igram kada je igra zavrsena (min godinu dana kasnije plus jos koja ekspanzija)

resio sam da ovaj civ sacekam godinu dana

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13 hours ago, rebro said:

Да ли је могуће да не могу да се виде могуће руте за трговину ако изузмемо оне из града у коме се налази трејдер који је селектован у том тренутку?  Мислим, игра има сигурно већих проблема од овога (на челу са АИ квалитетом), али ово ми делује толико ван памети да немам речи...

 

 

S obzirom da trejd ruta ima range, ne znem koliki ni od čega zavisi, kada selektujes trejdera prikazuje ti samo rute do kojih može da stigne sa te pozicije.

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Нисмо се разумели. 

Јасно ми је то за трејдера, али постоји опција `trade route overview` у горњем десном углу на ком између осталог има таб `аvailable routes` где не пише апсолутно ништа. У петици је ту био списак свих могућих рута, небитно да ли у том моменту имаш караван/cargo ship или не.

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Meni se svidja igra. Ai malo da se opravi, vise opcija da ubace. Ne smeta mi sto su agresivni u early gejmu, ne mozes vise sa 3 vojnika da izbegavas ratove celu partiju. Recimo mrzim sto ja njemu ne mogu da kazem da skloni vojsku sa moje granice, ili bar to nisam nasao. Ili to sto kad ti objavi rat a vojska mu je vec u tvojoj teritoriji tu i ostaje. Nije kao u Civ5 gde mu automatski izbaci vojsku iz zemlje. Takodje AI mnogo glupo napada, rekao bih da je gori od Civ5 po tom pitanju. 

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U civu 5 si mogao da imaš tri vojnika celu partiju samo ukoliko si dosta napredniji od kompa, ako nisi, odmah te napada, naročito neki agresivniji vođa.

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Nije tacno, mogao si sa diplomatijom da odrzavas dobre odnose sa komsijom ili koliko ih ima i da prodjes celu partiju bez rata. Nebitno sto imas manje vojske. Mnogo puta sam imao po jednog vojnika po gradu i bio u alijansi sa komsijama, tako do tehnoloske pobede. 

Cak i u Civ6 sam sada pobedio tako, izuzetkom sto sam ratovao u pocetku. Posle toga sam sklopio alijansu sa jednim koji mi je blizu i do kraja nisam ratovao iako su me se svi odrekli. 

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Mora ovde jedan patch pod hitno. Jebeni War Cart ( zamena za war charriot ) kod Sumera nema maintenance i nema penalty protiv anti cavalry jedinica. 

edit: available from turn 1

Edited by kristijan

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evo ga patch notes

ajde odigrajte malo patchovano pa bacite generalne utiske trep trep :)  fali mi godisnja doza civke pa dal da pocinjem peticu ili da se spremim za ovaj deo :)

 

A new update is available for Sid Meier’s Civilization VI today. The “Fall 2016 Update” will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam. 

This update adds DirectX 12[en.wikipedia.org] support to Civilization VI, starting with AMD cards and NVIDIA Maxwell-series-or-later cards - please make sure your drivers are up to date. Support has also been added for Logitech ARX[gaming.logitech.com]. For more information on each of these, please click their respective link. 

Today you’re also able to play a whole new scenario called “Cavalry and Cannonades,” and settle on two new map types, “Four-Leaf Clover” and “Six-Armed Snowflake.” These maps are playable both online and off, and were designed to encourage more conflict by forcing players to move toward the center. For the full list of what’s in this latest update, please see below. 

Firaxis Games and 2K are committed to making Civilization VI the best experience possible and will continue to support the title. If you have any feedback on this update or just the game in general, please let us know in the 2K Forums[forums.2k.com] or here on Steam. Stay civilized!

[NEW] 
• Maps 
- Added a balanced six player map. 
- Added a balanced four player map. 
• ‘Cavalry and Cannonades’ Scenario Added 
- Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units. 
- Larger starting army and additional starting techs. 
- Time limit: 50 turns. 
- Goal: Possess the largest territory. 
• DX12 Support 
• Complete Logitech ARX Support 

[GAMEPLAY UPDATES] 
• Added additional notifications. 
• Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available. 
• Added additional Hotkey support (next unit, next city). 
• Added the ability to rename cities. 
• Added UI to show the next tile a city will grow to. 
• Added a visual cue for Barbarian Scouts that are alerted to your city. 
• Changed Dan Quayle rankings. 

[BALANCE CHANGES] 
• Added prerequisite project (Manhattan Project) for Operation Ivy. 
• Added Metal Casting as a prerequisite for Economics tech. 
• Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city. 
• Adjusted relationship decay rates. 
• Reduced the effectiveness of cavalry production policies. 
• Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization. 
• Reduced border incursion warnings if the troops are within their own borders. 
• Increased the number of Great Works of Writing slots in the Amphitheater to 2. 
• Increased Counterspy operation time. 
• Increased the cost of Religious units and applied additional charges. 
• Units may no longer be deleted when they are damaged. 
• Deleting a unit no longer provides gold. 
• Updated Island Plates map to have more hills and mountains. 
• Units may no longer remove features from tiles that are not owned by that player. 
• Fallout now prevents resource harvesting. 
• Barbarian camps must spawn further away from low-difficulty players’ cities. 

[AI TUNING] 
• Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism. 
• Adjusted AI understanding of declared friendship. 
• Adjusted the AI approach to beginning and ending a war based on potential gain and loss. 
• Increased AI competitiveness in building a more advanced military. 
• Increased AI usage of Inquisitors. Especially Phillip. 
• Increased AI value of upgrading units. 
• Increased AI use of Settler escorts. 
• Tuned AI usage of units that cannot move and shoot, like Catapults. 
• Tuned AI city and unit build planning. 
• Improved the ability of city-states to maintain a strong military. 

[BUG FIXES] 
• Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly. 
• Fixed Royal Navy Dockyard not getting the right adjacency bonuses. 
• Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players’ Great Walls as potential connection points. 
• Fixed a unit cycling error with formations. 
• Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state. 
• Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates. 
• Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points. 
• Fixed an issue with wonders when transferring city ownership – conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel. 
• Fixed an issue where the Settler lens would not always show the right information to the player. 
• Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired. 
• Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions. 
• Fixed some crashes with units. 
• Fixed an issue where multiple leaders of the same civilization would frequently show up in a game. 
• Fixed an issue where Trade Route yields were doubling in some instances. 
• Units in formations now break formation before teleporting between cities. 
• The achievement ‘For Queen and Country’ was unlocking too frequently. 
• AI with neutral relationships should accept delegations barring exceptional circumstances. 
• Can no longer declare a Joint War if it is invalid for either party. 
• Save game files should no longer be case sensitive. 
• Certain wonders were sending extra notifications. 
• Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war. 
• Liberating a civilization back to life will now bring them back into the game properly. 
• Observation Balloon range bonus was being incorrectly applied when stacked. 
• Text and grammar fixes. 

[VISUALS] 
• Buildings on snow will now have snow on them. 
• Added an Industrial Barbarian Encampment. 
• Added a ranger tower to National Parks. 
• Fixed some issues with buildings not culling around other world items properly. 
• Fixed an issue with some Districts not showing properly. 
• Miscellaneous polish applied to multiple improvements, districts, and buildings. 

[MULTIPLAYER] 
• Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected. 
• Allow multiplayer lobby's private game status to be toggled once the lobby has been created. 
• Cap the max players to 12. 
• Added LAN player name option to options screen. 

[UI] 
• Added the number of specialists working a tile. 
• Added some additional icons for espionage, promotions, etc. 
• Added additional Civilopedia shortcuts, including right clicking a unit portrait. 
• Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy. 
• Added Trade Route yields to the Reports screen. 
• Added City Center to the City Breakdown panel. 
• Added rewards and consequences to mission completed popups. 
• Updated the leader-chooser when beginning a new game. 
• Updated the end game Victory screen. 
• Updated the multiplayer staging room. 
• Updated city banners. 
• Updated Espionage mission chooser flow. 
• Updated to display what cities are getting amenities from each resource. 
• Changed resource icon backings to reflect the type of resource it is. 
• Auto-scroll to the first Great Person that can be claimed. 
• Improved search functionality in the Civilopedia. 
• Removed Barbarian data from player replay graphs. 
• ESC now closes the Tech, Civic, and Eureka popups. 
• When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game. 

[AUDIO] 
• Added some missing mouseover sounds. 
• Fixed the Oracle quote. 
• Fixed an issue where the Advisor voice was not playing in some languages. 
• Fixed compatibility issues with some sound cards, especially those set to high playback rates. 

[MISC] 
• Added a setup option "No Duplicate Leaders" that is enabled by default. This option prevents multiple players from selecting the same leader. 
• Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option. 
• Plot Tooltip Delay is now available in the Options menu. 
• Auto Cycle Units is now available in the Options menu. 
• Benchmark updates. 
• Credits updated. 

 

Edited by G!!!

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On 10/26/2016 at 10:19 AM, G!!! said:

nope, skapirao sam da sagorim na poluzavrsenoj igri i posle mi bude muka da je igram kada je igra zavrsena (min godinu dana kasnije plus jos koja ekspanzija)

resio sam da ovaj civ sacekam godinu dana

qft

ja ću da počnem (možda) sa ispeglanom peticom, sada.

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Drugar koji je dosta igrao Civ 5 kaže da je šestica odlična, a i vidim na Steamu da je sabio preko 130 sati u njoj, rekao bih da ne laže :D

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ja sam probao iso tamo negde kada je izasla, i jbg meni je ono njesra bilo, ai je bio nikad tupaviji npr

e sad takva je i vanila petica bila pa na kraju ispade solidna igra

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Realno V je postala do jaja igra tek u drugoj godini od izlaska, a posle svih DLC-a je bas bas do jaja. Zato verujem da ce tako biti i sa VI, samo me je zanimalo da li su barem ispeglali pocetne bagove.

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