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Civilization V + DLC's, G&K, BNW - Page 126

Forum Index > General Games
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xDaunt
Profile Joined March 2010
United States17988 Posts
July 01 2013 02:07 GMT
#2501
On July 01 2013 10:42 rezoacken wrote:
thank you for your time xDaunt.

Is Liberty considered better for warmongering ? I've always assumed so since you get many cities but I'm not sure if the advantages really are interesting for conquest or if trad is all fine.

I use tradition most of the time for my warmongering. Liberty works too, and is even preferable if you start annexing a lot of cities, though.
Sub40APM
Profile Joined August 2010
6336 Posts
Last Edited: 2013-07-01 22:50:36
July 01 2013 22:50 GMT
#2502
A 3 minute run down of Venice and Shoshone. Also, looks like they gave barbarians horsemen, how does that work? barbarian camps ontop of a strategic resource of a -50 penalty due to strategic resource being missing?

screamingpalm
Profile Joined October 2011
United States1527 Posts
July 02 2013 00:11 GMT
#2503
I too have started up playing again, was going to wait for the expansion to release, but couldn't do it lol. I seem to do OK on Immortal but Diety kicks my ass. Wanted to try it out after watching Mad Djinn's LP's... that guy is off the chain. :D
MMT University is coming! http://www.mmtuniversity.org/
xDaunt
Profile Joined March 2010
United States17988 Posts
July 02 2013 00:26 GMT
#2504
Yeah, I started playing again, too. Been getting my ass kicked in the early game due to expanding a little too greedily on immortal.
Sub40APM
Profile Joined August 2010
6336 Posts
July 02 2013 00:38 GMT
#2505
me too, but lately my random rolls have all been rolling out denmark 2-3 times in a row, makes me mildly angry at what a dumb civ the Danes are.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
Last Edited: 2013-07-02 01:53:11
July 02 2013 01:52 GMT
#2506
On July 02 2013 07:50 Sub40APM wrote:
A 3 minute run down of Venice and Shoshone. Also, looks like they gave barbarians horsemen, how does that work? barbarian camps ontop of a strategic resource of a -50 penalty due to strategic resource being missing?

http://www.youtube.com/watch?v=K-Kkj1YLQNI&feature=youtu.be


There are no Faith ruins, lol.

A little disappointed, but there is still free tech...
https://twitter.com/SufficientStats
Sub40APM
Profile Joined August 2010
6336 Posts
July 02 2013 01:54 GMT
#2507
? I remember in a preview by the Firaxis guys that they specifically said you can do the faith thing to jump start your religion
Sub40APM
Profile Joined August 2010
6336 Posts
July 02 2013 18:21 GMT
#2508
http://www.2kgames.com/blog/the-civilization-v-brave-new-world-team-answers-your-questions-part-5

Except for France: What changes will there be to "old" civilizations in Brave New World? Especially now that the Zulu trait has become very similar to the German one e.g.

The French changes are the largest, but there are others as well. For example, Arabia now has caravans with extended range and its trade routes spread the home city’s religion twice as effectively. We’ve also updated India’s Mughal Fort so the gold it used to earn after Flight was researched (for tourism at that location) has now been replaced with actual Brave New World-style Tourism.

So...the only changes to India are the Mguhal Forts...that were 'changed' in the sense that they just had inserted the new game mechanics into them? lame.
Sub40APM
Profile Joined August 2010
6336 Posts
July 02 2013 22:39 GMT
#2509
also, the new patch went live today that is suppose to bring many of the improvements in multiplayer and 'numerous tweeks' to combat ai.
rezoacken
Profile Joined April 2010
Canada2719 Posts
Last Edited: 2013-07-02 22:55:46
July 02 2013 22:51 GMT
#2510
Here are the notes:

+ Show Spoiler +

from http://forums.2kgames.com/showthread.php?247316-New-patch-en-route
1.03.18
(Released 7/2/13)

MULTIPLAYER
New Mode - Sequential - Similar to the way Single Player works, each player takes turns making their moves.
New Mode - Hybrid - turns are simultaneous as they've worked in the past, but when wars are declared, any players involved in the wars switch to sequential until the war is resolved. All other uninvolved players still play simultaneous.
New Mode - Pitboss - Your game can now run in a server mode, which allows players to connect, take their turn, disconnect, and come back later. Email notifications and steam notifications are built into the system. Once the system has received a healthy amount of feedback from the community, we will also include a stand-alone Pitboss server that does not require a steam account to run.
Added an "Observer" mode to watch a multiplayer game.
Added ability to play custom maps in multiplayer. Host and all players must place custom maps in the main games "maps" directory to be usable.
Added ability to kick a player in-game.
Added ability to save a game configuration from the Staging room, so players can keep various "favorite" game settings ready to go.
Reworked hot-join code to make hot-join much more reliable.
Reworked host migration to be more reliable.
Reworked lobby, added multiple improvements to the way games are setup, and added flexibility when loading a save, and all players are no longer available to play. Also added slot-type pull-downs so host can define the slot-type (like Open, Human Required, AI, and Closed).
Game will now auto-start when all humans have readied up.
Added hours/seconds label to turn timer edit box.
Tracked down and squashed many more causes of out-of-syncs and connection issues, as well as other general bugs.
Additional polish, notifications for kicks, disconnects, reconnects, host changes, multiple UI and tooltip additions and improvements, etc.


GAMEPLAY
Fixed an issue that caused workers building improvements to constantly "wake up" when hostile units were not close by.
Hun Battering Ram promotions which allows only city attacks are now lost upon upgrade.
Fix an issue where the plot under a city would not be worked after trading/gifting it.
Crabs should no longer spawn in lakes.
Many additional subtle updates to tool-tips, and information exposed to players.


IN-GAME ART/SOUNDS
New Forest and Jungle art for all terrain types.
New Road and Railroad art.
Touched up color on various terrain pieces, as well as some of the texture transitions.
Fix Rock of Gibralter national wonder so that it's surrounding terrain displays properly (there may still be rare cases where this can still occur).
Reduced texture sized on many models in-game (buildings, improvements, some leaders, etc.).
Added missing "Selection" sound entries for some base game units.


AI
Military: More aggressive AI city attacks.
Military: Refine larger unit formations, and adjust the AI to use these against City-States if appropriate.
Military: Make Great Generals more aware of danger nearby.
Military: The AI will now prioritize capturing original capitals and cities that were originally theirs.


UI
UI will now change based on the DLL that is active (base game, Gods and Kings, or Brave New World).
New Declare War Pop-up that includes an overview of all connected events (like trades that will be cancelled, City-State allies, etc.)
New Single-Player leaderboards for main game, scenarios, DLC, and mods. To add leaderboards to a mod, add the "SupportsLeaderboards" property to its mod properties.
Added a pop-up that tells the user that the game data is changing when DLC/Scenarios are activated/deactivated.
Maintenance-free units are now properly tracked in the Economic Overview.
Planes and Nukes are now considered Military Units in the Unit overview.
Fixed issues with the city Garrison ring not displaying correctly.
Natural Wonders that create Happiness will now display the yield properly in the plot tool-tip.
Fix some issues that would cause the terrain yield icons to be incorrect, or sometimes missing.
Religion: Fixed a bug where unknown civs would be revealed (via Icon) in the Religion Overview.
Add in a player option called "Quick Selection Advance" which will have the auto-unit-selection advance to the next unit without waiting for the animation to complete.
When the active player's turn starts, make sure all their city range strike icons are correct.
Multiple general fixes and improvements to touch-screen functionality.
Replay graphs are now much more accurate.
Planes and Nukes are now considered military units in the overview.
Fixed a bug in which units were not properly sorted by name in the military overview.
Correct some issues that would cause unit icons to disappear.
Multiple subtle UI improvements throughout the game.


MODS AND STEAM WORKSHOP
Fixed an issue that would cause some mods to download over and over from Steam Workshop.
Changed the way the mod database is built so that the mod library is managed correctly.
Fixed an issue with World Builder which could cause it not to launch properly on some users computers.


I don't play MP so I don't know how much it's important for those players. Rest seems cool, let's see if combat is slightly harder.
Either we are alone in the Universe or we are not. Both are equally terrifying.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
Last Edited: 2013-07-02 22:56:08
July 02 2013 22:55 GMT
#2511
Natural Wonders that create Happiness will now display the yield properly in the plot tool-tip.


FINALLLYYYYYY

On July 03 2013 03:21 Sub40APM wrote:
http://www.2kgames.com/blog/the-civilization-v-brave-new-world-team-answers-your-questions-part-5

Show nested quote +
Except for France: What changes will there be to "old" civilizations in Brave New World? Especially now that the Zulu trait has become very similar to the German one e.g.

The French changes are the largest, but there are others as well. For example, Arabia now has caravans with extended range and its trade routes spread the home city’s religion twice as effectively. We’ve also updated India’s Mughal Fort so the gold it used to earn after Flight was researched (for tourism at that location) has now been replaced with actual Brave New World-style Tourism.

So...the only changes to India are the Mguhal Forts...that were 'changed' in the sense that they just had inserted the new game mechanics into them? lame.


I am pretty sure instead of generating gold, it generates tourism.... which is actually decent.
https://twitter.com/SufficientStats
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
July 02 2013 23:09 GMT
#2512
I love the new multiplayer hybrid mode, fuck yeah!
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
KaoReal
Profile Joined May 2010
Canada340 Posts
July 02 2013 23:13 GMT
#2513
Wow, this news is getting me pretty excited! Hybrid mode sounds really interesting, but I can't really imagine it in action. I guess I will have to play an in-house game to see the mechanics behind it.
Life can only be understood backwards, but must be lived forward
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
July 02 2013 23:26 GMT
#2514
Imagine the Inca starting near Kilimanjaro...
"Smokey, this is not 'Nam, this is bowling. There are rules."
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
July 02 2013 23:28 GMT
#2515
I definitely like Shoshone a shitton, but I guess that would mean you won't get much social policies at all
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
July 03 2013 00:02 GMT
#2516
Wow, great patch. I pretty much only play this game in co-op multiplayer in Local Network mode and there are some pretty glaring disconnect and desync/hang issues that could pop up from time to time. Looks like a lot of those have been addressed, so looking forward to testing it out!
Moderator
Coppermantis
Profile Joined June 2012
United States845 Posts
July 03 2013 01:11 GMT
#2517
Fixed an issue that caused workers building improvements to constantly "wake up" when hostile units were not close by.


About time.

Blazinghand *
Profile Blog Joined December 2010
United States25562 Posts
Last Edited: 2013-07-03 04:13:41
July 03 2013 04:13 GMT
#2518
I really like hybrid mode, this patch is great. I've been having a few problems in multiplayer since the new patch though...

[image loading]

but otherwise it looks great
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Gonff
Profile Joined May 2010
United States686 Posts
July 03 2013 04:27 GMT
#2519
On July 02 2013 09:11 screamingpalm wrote:
I too have started up playing again, was going to wait for the expansion to release, but couldn't do it lol. I seem to do OK on Immortal but Diety kicks my ass. Wanted to try it out after watching Mad Djinn's LP's... that guy is off the chain. :D

The same thing happened to me. MadDjinn is unbelievable. Hopefully he'll discuss these patch notes in his next Beyond the Monument episode. There are some great improvements in there.
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
July 03 2013 05:24 GMT
#2520
On July 03 2013 13:13 Blazinghand wrote:
I really like hybrid mode, this patch is great. I've been having a few problems in multiplayer since the new patch though...

[image loading]

but otherwise it looks great

try uninstalling hamachi tungle etc.
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
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