Civilisation V

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  • #76279
    TurksMeister
    Participant

    I will be working on my PC all night – just let me know when you are ready.

    Will have to stop at 12 ish though as its a school night!

    #76280
    TurksMeister
    Participant

    Verdict: Fun but since Al and I were on different continents we never saw each other the entire game… and then steam crashed and we lost all our progress!

    I reckon with a few XDC on, it will be great fun, but they need to iron out some issues first!

    #76281
    Alzir
    Keymaster

    I’d still like to see whether we have actually lost our progress because the game normally autosaves by default. Two player in civ multiplayer is a funny sort of case because normally you’ll end up being seperated somehow, with either an ocean or multiple Civs in between each other. On the rare occasions when you start beside each other, you can have a problem if your goal is to play cooperatively, as one player could be blocking the other from expanding. It can work really well if you’re beside each other as well of course, but likewise the game can also work really well when seperated by oceans.

    I was at a slight disadvantage last night because I had no neighbours (I think that might have been because we were playing with 3 rather than 4 AI players, but while this can stunt progress in some respects, it means I can expand at my own pace for the first 150 – 200 turns, and support the other player more and more as we approach the modern era, from a stronger position.

    The game would get really interesting if we added a 3rd player (or more) into the mix, because you’d then have to start getting aggressive on each other, and it’d be interesting to see how alliances would work over multiple games – would a backstab in one game affect an alliance in another for example?

    Anyway, I wouldn’t mind trying this again Turks if you’re up for it, maybe adding an extra AI into the game this time, saving regularly (if no auto save), and see how stable the connection is this time.

    #76282
    TurksMeister
    Participant

    Im around from 10 ish tonight so would be up for another go (totally addicted to this game! [almost justifies the expensive graphics card Doc made me get, and I have barely used!])

    Im interested to know how it would work if we were both on the same team. In Age of Empires you would literally both be playing as the same charactor – sharing resources and so forth – allowing one person to concentrate on the economy and the other on buiding an army – worked quite well…

    OldPhart – get the demo and then buy because it is awesome!

    #76283
    TurksMeister
    Participant

    From: http://uk.pc.ign.com/articles/111/1119474p1.html

    There will be the ability for the host to save the game while playing online and reload at a later time. It appears that each participant will have auto-save files stored on the fly that can be loaded later even if you weren’t the host. There’ll be more to talk about once the final version is made available, but this seems like solid way to keep longer online contests going.

    Looks promising… maybe I lost the option after you disapeard.

    #76284
    Alzir
    Keymaster

    Playing as a team I think you do share resources, and you add to each other’s research. Personally I think it makes the game too easy vs the AI, but we could always try. The sharing in team games happens even when you’ve not met, and when you’ve only 1 of one resource. You also have to meet and By keeping teams off, you have to first meet each other, and then manage resources in order to decide what you can spare to aid your partner. They may have changed this though, and the AI may handle it better than I currently think it will (though I doubt this), so I’m fine with trying it.

    Also the ability to save a multiplayer game was surely included in the game, but it might have been unavailable either because it requires access to Steam Cloud, and that was down at the time, or because the game has not been coded with an option to save when the game crashes (which in the words of Insane, would be gay, but I think this is unlikely). I suspect we would not have had a problem, and I’d have been able to simply rejoin you if Steam was working properly last night. That the game seemingly relies on steam itself to establish a stable peer to peer connection, is a little worrying.

    #76285
    Alzir
    Keymaster

    I think I’m starting to get used to this. I’ve solved the production issue, I think, and decided that naked aggression is quite possibly the way forward with the game. I still have some gripes, in that the AI is terrible when it comes to war, although if it gets ahead of you in Tech you can face a challenge. The secret seems to be in how you micromanage your city’s workforce, something that wasn’t really that important in previous versions of civ at the level I’m used to playing.

    One thing I’m really struggling with though is that the French seem to have a really powerful leadership bonus, with their cultural buff. This would be ok except that I didn’t realise how much French rage I had within myself, and I’m finding it impossible to stomach playing as them. I actually prefer playing Germans or Japs 😯

    #76286
    Alzir
    Keymaster

    First proper patch appears to have been released this week, changes below:

    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.

    Some of those are quite encouraging, and I’ll be interested to see how much affect they have. The AI and puppet city changes, in particular, are very welcome.

    #76287
    TurksMeister
    Participant

    Does it update itself, or do I need to download from somewhere?

    Bought through steam

    cheers

    #76288
    Alzir
    Keymaster

    Steam will automatically update it.

    #76289
    SilverSides
    Participant

    Got it last week, it seems to have been simplified from civ4 but this isnt nesesarly a bad thing, though there does seem to be less shiney toys and tech to play with. Ive never played a Civ on-line so i’ll have to give it ago sometime but it’s always seemed to be far too time consuming game for on-line. Lots of bugs still need ironing out, for some reason i have to watch the start-up animation through over 50% before i can get to the menu. 🙄

    #76290
    TurksMeister
    Participant

    I have that too Silver – v frustrating… confused why that wasnt removed with the patch (I havent noticed any changes post patch – do I have to do anything, or is it litterally all automatic?)

    #76291
    Alzir
    Keymaster

    Most of the time it’s automatic Turks, and kicks in when steam is running idle, but sometimes requires a restart to trigger.

    Oh and I have that same problem Silver, but it’s only slightly irritating. The game also feels a bit dumbed down to me, but it’s not too bad once you get into it and past some of the changes. I actually had a game the other week which I thought was going to lead me into a new period of Civ addiction, but a few nights out put an end to that. As things stand at the moment though, the game is definitely not as good as Civ4, simply because the AI is so easy to beat in war.

    #76292
    SilverSides
    Participant

    Yeah it should be automatic turks but im not sure mine has updated, no changes that i noticed and the intro still plays for two long, tis strange watching it with Gandalfs voice so often.

    Anyways yeah the AI seems abit crap but then i havnt tried Deity yet, the City states add a good way of waging mini war without a full on civ attacking you, a good addition imo. Its yet to grab me but then the Civs have been rainy sunday type of game for me for ages now.

    ps, am i the only one who played a good few hours before figureing out how to get units across the seas, i actually ended up googleing for transport ship types 😳

    #76293
    Alzir
    Keymaster

    ps, am i the only one who played a good few hours before figureing out how to get units across the seas, i actually ended up googleing for transport ship types

    lol no you weren’t. Not sure if I had to google it, but I spent a lot of my first game wondering how to do it. I was stuck on an island by myself too 😆

Viewing 15 posts - 31 through 45 (of 60 total)
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