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Civilization V

Eine Diskussion über Civilization V im Forum PC Strategie. Teil des Strategie-Bereichs; Da gerade "probiers gratis aus" Wochenende auf Steam ist.. (DU erzählst selbst vom Steamdeal und hast verpennt dases gratis ist ...

  1. #81
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    Avatar von Apokus
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    was konstruktives
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    was konstruktives
    Da gerade "probiers gratis aus" Wochenende auf Steam ist.. (DU erzählst selbst vom Steamdeal und hast verpennt dases gratis ist bis Sonntag Abend? Siehe Spotlight Rechts oben auf der Shopseite^^) probiers aus?
    Oder scheiterts an der Bandbreite etc?

    Ich persönlich würde sagen für den 10er machst nix falsch. Hab selbst schon genug Stunden reingebuttert.. alternativ für 5€ halt Colonization.. auch damit machst nix falsch ^^
    Ich bin das Endprodukt von 4.5 Milliarden Jahren Evolution. Wenn ich einen Job ohne Strom und ohne Internet hätte haben wollen, hätte ich auch in der Höhle bleiben können. Oder auf den Bäumen in besagtem Dschungel.

  2. #82
    Mac Moneysac
    Avatar von dezi
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    Civ5 hat Laune gemacht - am meisten halt wenn Du es im MP zockst. Ich selbst habe es (bis auf den höchsten) Schwierigkeitsgrad aber x-fach besiegt. Spionage is halt immer noch net so prall wie man sich das iwie wünschen würde. Die Religion hat dem Game aber gut getan. Ansonsten ist die Steuerung und das UI sehr gut. Wenn ich da vergleiche wie lange ich bei Endless Space gebraucht habe zur Einarbeitung

    Bisl nervig werden halt große Partien im Late (wenn man da mal so 50+ Truppen verschieben will und diese sind halt nimmer stapelbar wie früher). Taktisch ist aber auch viel möglich. Insgesamt hab ich es aber mit ~100h vllt net ganz so lange gespielt wie ich gedacht hätte (selbst D3 kam ja auch ~250 und das fand ich im Vgl. iwie weniger motivierend). Ist halt das Problem das man bei nem Civ mal mitten in ner Partie merken kann das man keine Chance mehr hat bzw. eben der Start oft doch sehr wichtig ist (für mich ist dann das Neustarten iwie unmotivierend). Iwie ist es halt auch nicht ganz so dynamisch wie in nem richtigen RTS.

    Das neue Addon werde ich mir aber vermutlich dennoch holen (speziell wenn da auch Assigard mal wieder vorbeischnippst). Für den Preis ansich kannste da ansonsten nicht viel falsch machen. Civ ist dann immer noch n sehr gutes (auch optisch gesehen) Game für ne Session ohne Stress / Webanbindung.

    Persönlich find ich aber in diesem Genre aktuell Endless Space interessanter bzw. direkt Crusader Kings 2.

    The night is dark and full of terrors.

  3. #83
    Mainforum-Moderator
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    Zitat Zitat von Apokus Beitrag anzeigen
    Da gerade "probiers gratis aus" Wochenende auf Steam ist.. (DU erzählst selbst vom Steamdeal und hast verpennt dases gratis ist bis Sonntag Abend? Siehe Spotlight Rechts oben auf der Shopseite^^) probiers aus?
    Oder scheiterts an der Bandbreite etc?
    Daran das ich derzeit nicht Zuhause an meinem Rechner bin
    "Linux is an operating system built to do things well, not simply."
    Michael Fahey (Kotaku.com)

  4. #84
    Mac Moneysac
    Avatar von dezi
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    Mein BNW Key ist eben eingetroffen

    The night is dark and full of terrors.

  5. #85
    Der vierte Reiter
    Avatar von Asgard
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    Hui is das auch schon draussen. Muss ich mich ma schlau machen wasset da alles neues gibt. Dann werd ich mir das wohl auch mal holen.

  6. #86

  7. #87
    Es ist okay_
    Avatar von SUCKYSUCK_
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    Also ich wär bei ner Partie dabei, jedoch nur über Tunngle, da ich ansonsten 'Verbindungsprobleme' habe. :>

    Bin aber der übelste Noob und spiel erst seit 3 oder 4 Tagen. Mein erstes Civilization, aber ich hab mich gut eingefunden glaub ich
    Nichts zeigt das Alter eines Menschen so sehr, wie wenn man die neue Generation schlecht macht.

  8. #88
    Gutmensch
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    Zitat Zitat von SUCKYSUCK_ Beitrag anzeigen
    Mein erstes Civilization, aber ich hab mich gut eingefunden glaub ich
    Berühmte letzte Worte.
    Oh, the devil will find work for idle hands to do...

  9. #89
    Mac Moneysac
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    Civ V Brave New World Fall Patch Notes
    9/30/2013

    [UI]

    New map options on the Setup Game menu. Now, DLC map packs are grouped into folders without having to go to Advanced Setup. Additionally, all the extra maps are placed in an “Additional Maps” folder.
    Warmonger UI improvements:
    Now there are 4 different levels of concern displayed by the AI about the player's warmongering.
    Added a tooltip to the city banner for each city owned by a civ you are at war with that shows the warmonger penalty and/or liberation bonus.
    Added a tooltip for warmonger penalty and/or liberation bonus to the Annex/Liberate/Puppet popup.
    Trade Route Improvement: Update the UI to reflect the change in Trade Route gold if a Trade Route policy is picked.
    Added "Click to move" and "Click to view" radio buttons to improve the behavior of clicking on a great work in the "Your culture" tab.
    Deal History tab on the diplomacy screen now shows more relevant information.
    Air Combat Preview: added preview of damage your bombarding air unit would take. Note that this information does not include damage from intercepting aircraft or anti-air units.


    [BALANCE]

    Warmonger Penalty
    Warmonger penalty for conquering a city is now halved with other civs that are also at war with the civ being conquered.
    Make the building up of warmonger threats more exponential than linear (Minor - Major - Severe - Critical)
    Research Agreements
    Adjusted the cost for Research Agreements based on era. The cost increase should now be more linear to coincide with the gross gold-per-turn of AI civs, and also slightly cheaper when Research Agreements can first be used.
    Will now only be cancelled with a Declaration of War or by elimination of one of the involved Civs. Denunciations no longer cause the RA to yield zero beakers upon completion of the agreement.
    Both Civs will now only get the minimum of the two beaker counts (to balance out Rich getting Richer mechanic weakness).
    Tourism: Further Benefits from Tourism when Influential with another Civ
    Science (from Trade Routes)
    Familiar: +1 Science per trade route
    Popular: +2 Science per trade route
    Influential: +3 Science per trade route
    Dominant: +4 Science per trade route
    Diplomacy/Espionage
    Familiar: Just 1 turn to Establish Surveillance in influenced civ's cities
    Popular: Surveillance boost (from above) plus Spies operate at an effective rank 1 level higher than actual rank in influenced civ's allied city states
    Influential: Surveillance boost (from above) plus Spies operate at an effective rank 1 levels higher than actual rank in influenced civ's cities and allied city states
    Dominant: Surveillance boost (from above) plus Spies operate at an effective rank 2 levels higher than actual rank in influenced civ's cities and allied city states
    Conquest
    Familiar: -25% reduction in Unrest time and Population loss
    Popular: -50% reduction in Unrest time and Population loss
    Influential: -75% reduction in Unrest time and Population loss
    Dominant: no Unrest time; no Population lost
    Abilities of Great Musician, Great Writer, and Great Scientist now scale properly based on game speed
    Social Policies and Tenets
    Social Policies: Added Mercenary Army social policy to Commerce (allows purchasing of Landsknechts). Trade Unions old effect (cheaper road/rail maintenance) moved to Wagon Trains.
    Social Policies: Move double Trade Mission gold from Commerce finisher to Entrepreneurship.
    Social Policies: Boost City-State trade bonus from +1 Gold to +2 Gold on Merchant Confederacy.
    Social Policies: Merchant Navy now provides +4 Culture and +4 Production in the city with the East India Company.
    Social Policies: Theocracy - Temples increase city gold output by 25% instead of 10%.
    Social Policies: Boost Warrior Code from +25% to Great General creation up to +50%
    Social Policies: Boost Navigation School to +50% Great Admiral points (to mirror the earlier change to Warrior Code for Great Generals).
    Social Policies: Switch Ethics policy (Aesthetics tree) to Cultural Exchange (increase Tourism modifier for Open Borders, Shared Religion and Trade Routes by 15% each). The policy now gives bonuses to Open Border and Trade Routes.
    Tenet: Order - Iron Curtain now also boosts yields on internal trade routes by 50% (on water routes the +100% modifier becomes +150%; effectively those only go up by 25% from 200% to 250%).
    Tenet: Autocracy - Futurism now +250 Tourism for each Great Writer/Artist/Musician created (instead of +100).
    Tenet: Weaken both bonuses from Arsenal of Democracy
    Tenet: Spaceflight Pioneers: Remove +10 Science in Capital; add free Great Engineer and Great Scientist instead.
    Tenet: Gunboat Diplomacy tenet now makes military units 50% more effective at intimidating City-States. Also rearranged tooltip text for bullying score so that the positive factors are always first, for readability
    Civ-Specific Balance
    Germany: Added the Hanse unique building (Replaces Bank, includes Bank bonuses, and +5% Production per City-State Trade Route across your civilization, not just cities that have a Hanse).
    Germany: Boosted camp conversion rate to 67%.
    Japan: Give Japan an Ocean start bias
    Japan: Japan: Samurai can build fishing boats.
    Japan: Bushido has a new additional effect: +1 Culture from fishing boats and +2 Culture from atolls.
    Japan: Zero no longer requires Oil
    Science Victory: Spaceship parts require twice the time to build (or twice the gold to buy) to increase the value of the Space Victory tenets.
    World Congress
    Congress: Gain 2 Delegates from a failed World Leader proposal (was 1).
    Congress: Made Diplo Victory more difficult by increasing the delegates needed to win (2 more on Duel, 7 more on Standard, 9 more on Huge). Also exposed delegate equation values to XML for future tweaking and ambitious modders.
    City-State Influence: Cleaned up influence calculations when a City-State is killed, to ensure a future liberator will be the undisputed ally and receive the intended reward.
    Ally influence is set to 45 (becomes Friends).
    Friends influence is set to 15 (becomes Neutral).
    Neutral influence is set to 0.
    Negative influence remains as it was.
    When liberated, the liberator's influence is set to 150 (becomes Ally).
    3 New Pantheons
    Earth Mother: +1 Faith from Copper, Iron, and Salt.
    God-King: +1 Culture, Faith, Gold, Production, and Science from the Palace
    Sun God: +1 Food from Bananas, Citrus, and Wheat
    Trade Routes: All City-State Trade Routes get +1 Base gold. Gold bonus from having a route connected to a city with a Market or Bank halved (from 2 to 1). Applies to unique versions of these buildings also.
    Great Admirals now have a "Change Port" command. If either moving into a port or starting the turn in one, they can consume the rest of their moves to jump to another port city under their control.
    Archaeology
    Great Works of Writing (like the Rosetta Stone) now available from 30% of the Hidden Antiquity Sites. An alternative use of these is to create a "Cultural Renaissance" (equal to a Great Writer's Political Treatise).
    There are now diplomatic bonuses for building Landmarks in both city state and major civ territory.
    Air Combat
    New stacking limits on air units in cities. Starts at 6; increased to 10 when you add an Airport. Game Concept text updated to match this change.
    Player now receives a warning that projected damage can go up if the air unit is intercepted; number of visible enemy anti-air units that haven't fired is also given in combat preview.
    Air Combat: Award experience to intercepting planes and firing AA guns
    Change rules for razing cities to make it so the Holy City of any religion cannot be razed.


    [AI]

    Custom AI per Civ
    Custom worker code for Brazil: Automated workers will no longer remove jungle unless there's a resource on it (ie: bananas). Workers will remove jungle for resources (like spices and bananas) but otherwise will build Brazilwood Camps.
    Custom settlement AI for Brazil: Includes player suggestions of city sites near jungle for Brazil.
    Custom settlement AI for Indonesia: Doubled the fertility on lucrative sites that are not on the same continent as previous cities. This should help Indonesia to better use it's UA.
    Custom settlement AI for Netherlands: Will now tend to favor marshes and flood plains when choosing a site to settle.
    Custom settlement AI for Morocco: They should now consider desert favorable when making settlement choices/suggestions.
    Custom settlement AI for Spain: Settling next to Natural Wonders should now be extremely attractive to Spain.
    Custom settlement AI for Inca: Inca should now consider hills more favorably; hills bordered by one or more mountains get an additional bonus.
    Air Combat AI: Never rebase aircraft to a city being razed.
    Deal AI
    Deal AI: Never ask for something from the human that we don't consider having any value (such as Open Borders from a distant civ).
    Deal AI: make AI aware of the value of Open Borders as players close in toward Culture Victories;
    Deal AI: Make it so the AI will never pay more than about 15 gold-per-turn. There were cases before of 40+ gold-per-turn.
    Fix a legacy bug that prevented the AI from ever putting together offers for a luxury that a human player now has available for trade.
    Deal AI: fix valuation of Open Borders so AI never says "I want to negotiate passage" but doesn't put anything on the table.
    Deal AI: Have the AI accept totally even trades with the human (before they always wanted some small bonus, even when swapping embassies ... assuming they weren't putting the embassies on the table themselves).
    Deal AI: AI now understands how to put things on YOUR side of the deal table.
    Deal AI: Embassies now worth 35 Gold base (so AI will almost always consider them worth 1 gold-per-turn).
    Deal AI: Embassy cost scales based on deal duration (so 1 GPT over 45 turns is worth it on slower speeds)
    Deal AI: AI properly values Gold in hand over GPT, so over 30 turns it won't get 150 for 5GPT. Instead only 85% of that.
    Deal AI: Slight increase (about 7%) in the value the AI gives you in gold/gold-per-turn for things (this helped with getting them to always offer 1 GPT for Embassy).
    Deal AI: Don't give such a huge (90%) discount on open borders with friendly players. Reduced to 65%.
    Tactical AI
    Tactical AI: Reduce overkill percentage from 50% to 25%. Previously, the AI would gather up much more strength than needed before trying to kill an enemy unit, which could bog down AI operations.
    Tactical AI: Make sure units moving in formation don't use extra MP to "wander" a tile or two after their primary (formation) move for the turn completes.
    Operational AI
    Operational AI: On water maps (Archipelago, Islands, etc.) allow land operations to have a few units "spill out” onto water tiles so the operation doesn't get bogged down trying to get to its target. Also don't use the bigger city attack formation (16 units) on such a map (use 12 instead).
    Operational AI: Weight barbarian camps within 10 tiles of one of your cities heavily; start up operations to eradicate them quickly.
    Military AI
    Military AI: Civs with very high FLAVOR_OFFENSE settings (7+) will buy military units with spare gold more frequently. Will boost the number of early attacks we see, especially on high difficulties.
    Military AI: when rebasing air units, prioritize carriers within operations over those that aren't assigned to an operation
    Homeland AI: Fix bug in ExecuteMovesToSafestPlot() where it would consider leftover moves from another unit, meaning the safest plot was not actually chosen. This essentially makes the AI better at determining safe plots to run to when a unit has to flee from danger.
    Policy/City AI: Added a player strategy to focus on religious buildings and wonders if the AI has started the Piety social policy tree.
    Diplomacy AI: Increase chance of City-State conquest if that City-State is a neighbor on your way to get to a targeted major power.
    Ideology AI: If it’s possible to take a Level 3 tenet, make sure the AI always takes the one available that matches their current Grand Strategy choice.
    Space Race AI: Don't consider capitals to be "medium cities". This change allows AI to start Apollo Program far earlier in Information Age starts where few cities are "Large" until 30+ turns in.
    Great General AI: Fix rare case of AI trying to plant a Citadel on a tile that already had one.
    Great Admiral AI
    Great Admiral AI: The AI now takes advantage of the Transfer Port move to get Great Admirals out of dangerous cities and into the largest bodies of water
    Great Admiral AI: Have the AI send Great Admirals out with more naval operations; have them stack with friendly units like Great Generals do on land.
    Great Admiral AI: Improve the operational movement code for admirals to get to their targets.
    Changed MINIMUM_SETTLE_FERTILITY to 20000, up from 5000 to keep AI civs from settling worthless plots. Added some logging code to track plot values.
    Congress AI: When an Embargo on an AI player is proposed, that player will always use all of its Delegates towards preventing the Embargo.
    Archaeology AI: Make it possible that the AI will choose to gain the diplo benefit by turning an antiquity site into a Landmark in city state territory
    Science AI: upped the flavor numbers on Library, University, Public School, and Laboratory. Removed 'MILITARY_TRAINING' flavor from Library and University. Added culture flavor to University to support Archaeologist generation.


    [GAMEPLAY]

    19 new Great Works of Art. This is to address players running out a bit too early in larger games.
    Added 3 more City-States (Vilnius, Bogota and Wellington, one of each type).


    [SDK]

    Beta password for the SDK tool required to access new content.
    Added ability to swap player slots while in the staging room.
    Stand-alone pitboss server app now included with the SDK.
    New SDK launcher that includes the pitboss server (see addendum for quick-start guide).


    [MULTIPLAYER]

    Dedicated server added via SDK.
    A human player's civ icon will now show as unmet in a multiplayer match until the local player has met that civilization. The human player's name will be known even when unmet. Made this consistent between the score list and the turn queue.
    Additional refinement of hot-join system.
    Players joining multiplayer games now delay the transition to the staging room until they have completely registered with the game.
    Making the pitboss network modes selectable from the multiplayer select menu.
    Now possible to switch player slots/civs in the staging room. This allows new players to select the ai civ they wish to replace when hot joining or loading a saved game.
    Additional stability fixes.


    [SCENARIOS]

    Civil War Scenario Balance: apply a gentler scaling to city defense strength based on percentage of tech tree researched.


    [MODDING]

    Sound modding now supported. Added a "Reload Audio System" option to ModBuddy. Example mods will be uploaded to Steam Workshop at launch.


    [BUGS]

    Fixed an issue where you receive a Free Building in a city that had hard built the same building. Before the hard-built building would be sold off (deleting its effect) but due to a logic area the effects for the same (free) building would not be reapplied. Should fix Aqueducts from the Tradition finisher, Broadcast Towers from CN Tower, etc.
    Fixed an issue causing Indonesia to get unique luxuries when acquiring a city on another continent through conquest or trade.
    Statue of Libery +1 production now applies to Writer and Musician specialists
    Fixed a World Congress AI logic error where the number of Great Person improvements a player owned was counted incorrectly.
    Fixed a World Congress AI logic error which had cultural players valuing some resolutions less than they should.
    Mongol Scenario: restore custom names for at start Mongol units.
    Fixed a bug where gold per turn gained from resolutions would not be displayed correctly. There are no resolutions that give gold per turn, but modders can use it.
    The denouncement counter (Declare War pop-up) now properly counts down rather than always reporting 49.
    Make Harbor tooltip consistent with other buildings such as Markets and Banks (they all say “additional 1 Gold” instead of 2 gold – this is then multiplied by 2 before the final gold amount is listed for a SEA trade route).
    Fixed an issue where the total number of techs a player could steal was being zeroed out prematurely, causing the tech steal to never resolve.
    Properly enforce restriction that you can't found a pantheon when a religion has been enhanced and a number of pantheons have been created equal to the maximum number of religions allowed on that size map.
    Tutorials – The tutorials now enforce that only the base game rules and UI are used for tutorials.
    Additional misc bug fixes.
    via: http://forums.civfanatics.com/showth...3#post12808433

    The night is dark and full of terrors.

  10. #90
    Mac Moneysac
    Avatar von dezi
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    The night is dark and full of terrors.

  11. #91
    Mainforum-Moderator
    Avatar von Little.
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    Nur so als Public Service Announcement: Die Linux/SteamOS Version ist heute erschienen.
    Ist auch überraschenderweise ein nativer Port und kein Wrapper.
    "Linux is an operating system built to do things well, not simply."
    Michael Fahey (Kotaku.com)

  12. #92
    Es ist okay_
    Avatar von SUCKYSUCK_
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    Passend dazu hat Steam grad ein richtig gutes Angebot (Das beste das ich bisher gesehen habe).

    Civ 5 + beide Addons + alle DLCs für 13,19 Euronen

    Lohnen tut es sich auf jeden Fall, wenn man mit dem Genre was anfangen kann.
    Nichts zeigt das Alter eines Menschen so sehr, wie wenn man die neue Generation schlecht macht.

  13. #93
    Zitat Zitat von Little. Beitrag anzeigen
    Ist auch überraschenderweise ein nativer Port und kein Wrapper.
    Was heisst das? Rein interessehalber.
    Have you ever fucked on cocaine Nick?

    It's nice.

  14. #94
    Mainforum-Moderator
    Avatar von Little.
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    Bei einem nativen Port wird das Spiel, die Engine, etc pp sozusagen umgeschrieben damit es direkt unter dem entsprechenden Betriebssystem läuft. Ein Wrapper ist grob gesagt sowas wie ein Emulator. In dem führst du meist nur die Originalversion aus und der Wrapper "übersetzt" dann die DirectX/Windows-spezifischen Anfragen in für das entsprechende Betriebssystem (hier Linux) verständliche Befehle (und anders herum). Das funktioniert meist auch überraschend gut, aber leider auch nicht immer wie man derzeit an The Witcher 2 sehen kann. Wird daher meist eher als "Quick and Dirty" Lösung benutzt, insbesondere weil viele Entwickler glauben sie könnten so Zeit und Geld sparen.
    "Linux is an operating system built to do things well, not simply."
    Michael Fahey (Kotaku.com)

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