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Old 10-12-2010, 21:05   #51
barbu1977
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Originally Posted by grahamiam View Post
However, this does not bother me as much as it apparently bugs others (Beam) I'm looking at this as a trickle-expansion method, rather than a large, one-shot release expansion. I mean, if these civs are ready for prime time (I know, I know), why not release them now for a nominal charge rather than waiting till all 8 or 10 new ones are done? 5 x 8 = 40, about the price of an expansion, so it's ok to me. Warlords had 6 new civs and 10 leaders and was sold for about $40, iirc. BtS was bigger, with 10 and 16, but it had the original 6 and 10, so was really 4 and 6 + a bunch of scenarios + fucking spying.
I agree if you compare to Warlords. But at some point they will need go get a real expansion that corrects balancing issues (New tech, New Units). Like was conquest and BtS). I realy wish they will stay out of DLC for those.
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Old 10-12-2010, 23:20   #52
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Full patch notes:

Quote:
Originally Posted by 2K Greg View Post
Hey guys,

I just posted the full list of changes for next week's patch over on the 2K Forums

Here it is:

Apologies for these patch notes not listing which changes are new since the last update; this is a rewritten list with all of the changes, and also provides more details about a lot of the items that you guys have been asking about.


[AI]

[TACTICAL AI]
  • Proper evaluation of which enemy units can reach my units next turn.
  • Sorting enemy targets (within a class) by damage.
  • Combine bombardment fire from cities with other ranged fire where possible.
  • Never target a city for a ranged attack when they are already at (or going to be at) 1 health.
  • Have the tactical AI be more aggressive about fortifying units that aren't moving anyways.
  • Make all forms of guarding improvements the lowest priority tactical AI moves.
  • Don't mark tiles adjacent to enemy at sea as good for flank attacks -- there is no flanking at sea.
  • Update to tactical AI pillaging code - now prioritize enemy land resources and trade routes (never regular mines or farms). Always uses the check to make sure AI is not trying to pillage in an enemy dominance zone. Barbarians will still target everything.
  • Never use ranged units to provide flank bonuses.
  • Reduce chance of AI civs making "suicide" attacks.
  • Changes to better protect the capital or any city with an enemy within 5 tiles.

[VICTORY]
  • AI will be more aggressive about pursuing Diplo victory (bribing City States) if they are wealthy.
  • AI will be more aggressive about building Spaceship parts when going for Science victory.

[CIVS]
  • Tweak a few leader settings to be more likely to use their traits.
  • Adjust Napoleon to make more likely to go for culture.

[COMBAT/UNITS]
  • AI will not use Horse as defenders on hills as much.
  • AI will often build more defensive troops.
  • AI will more aggressively hunt barbs in the early game.
  • Slightly more naval units.
  • AI will now build ranged and mobile units more in line with the flavor settings for the team - in general, this means more mobile units.
  • AI now builds, deploys, and uses air units more effectively.
  • Allow AI to build more units if above Prince.
  • AI will be more likely to build and bring siege units in a city attack.
  • Better nuke targeting by AI.
  • Won't build AA if no air threat.
  • Allow AI or automated human explorers to move to edge of sight range and then explore again.

[EXPLORATION/EXPANSION]
  • AI will emphasize getting an Ocean going explorer unit when the time comes.
  • AI slightly more likely to settle off home continent.
  • AI should colonize other continents regularly.
  • AI second wave expansion more aggressive.
  • Improve the AI's chances of setting up protected bombard attacks.
  • Settlers: should handle watery maps better.
  • AI will grab goody huts on other land masses.
  • AI will grab empty barb camps more often.

[WORKERS/CITY AI]
  • Large Cities should be more willing to build happiness and gold buildings.
  • Workers prioritize repair builds higher than other builds.
  • AI will be more likely to build a wall on any city that was an original capital.
  • Builder tasking now calculates yields appropriately during golden ages and weighs tiles according to how much stuff they provide overall as well as their maximum yield of a certain type.
  • More likely to build up economy early.
  • Multiple worker AI improvements.

[MISC]
  • Factor GS into flavors more.
  • Disband obsolete units even if not losing money.
  • Upgrade units a bit more.
  • Tweak flavors of policies a bit.
  • Have AI factor Grand Strategy into picking policies.
  • AI will factor grand strategy into tech choices a bit more.
  • AI don't send a barb expedition if defenses are critical.
  • AI less likely to pick a city on an inland sea for serious naval production.
  • Additional pathfinder optimization.

[GAMEPLAY]

[CITY/BUILDINGS]
  • Added "National Treasury" national wonder, which requires Markets in all cities. Provides +8 Gold per turn to the city in which it's built.
  • Added “Circus Maximus” national wonder, which requires Colosseums in all cities.. Provides 5 Happiness.
  • Library now has no specialist slots.
  • Wat now has two specialist slots.
  • Public school now has 1 Science per pop, +1 free Great Scientist point, +1 Culture for 3 gold maintenance.
  • Observatory now has 1 specialist slot.
  • Research Lab has two specialist slots.
  • Public school now provides 1 beaker per pop for 3 gold maintenance.
  • Watermill now provides +2 good and +1 production for 2 gold maintenance.
  • Paper Maker now has no specialist slots.
  • Circus now has +2 happiness and no maintenance.
  • Theatre now has +5 happiness.
  • Stadium now has +5 happiness.
  • Reduced production cost and maintenance for the Courthouse.
  • Courthouse can now be purchased in a city (although it is expensive).
  • Removed maintenance from city defense buildings (Walls, Castle, Military Base).
  • City defense buildings now help cities heal.
  • Increased city strength ramp-up based on technology.
  • Reduced effects of Forbidden Palace and Meritocracy (Happiness per city).
  • Reduced amount of food needed for cities to grow at larger sizes.
  • Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this).
  • Ironworks now gives 10 hammers instead of a % bonus.
  • National College now gives +5 science in addition to the % bonus.
  • Hermitage gives 5 culture in addition to its previous bonus.
  • Raze/Unraze exploit fixed.
  • Cities being razed are unhappy about it (only during the razing process).
  • Cities heal more quickly.

[UNITS/PROMOTIONS]
  • Cavalry can now go obsolete with Combustion.
  • Stealth bombers cannot use carriers.
  • Only allow one upgrade per unit from a goody hut.
  • Add second embarkation promotion ("Defensive Embarkation").
  • Amount of damage done during naval combat increased.
  • All melee horse units get penalty attacking cities.
  • Increased city attack penalty for mounted and armor units to 50% (from 40%).
  • Lancers (and Lancer UUs) upgrade to helicopter.
  • Lowered combat value of Horseman and Companion Cavalry.
  • Promotions must be picked the turn they're earned.
  • Can no longer promote a unit that has fought during the turn (instead, the promotion comes up the beginning of the following turn).
  • Catapults and Trebuchets now weaker against units but stronger VS cities.
  • Reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities.
  • Reduced some combat bonuses: flanking (15 to 10), Great Generals (25 to 20), Discipline (15 to 10), Military Tradition (2x to 1.5x).
  • Remove requirement for aluminum on Mobile SAM.
  • Lower open terrain penalty to 10% .
  • Marsh is now 3 moves to enter (Chariots do not move quickly through it anymore).
  • Cavalry now upgrade to tanks.

[CITY STATES]
  • Reduced bonuses from Maritime city-states - Friends: +2 food in capital, +0 food in other cities - Allies: +3 food in capital, +1 food in other cities
  • Only the first 3 units gifted to a city-state will earn Influence now.
  • Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty.

[HAPPINESS]
  • If an empire reaches -20 Happiness, it goes into revolt, and rebels start appearing throughout the empire, based on the number of cities.
  • Amount of Happiness needed to trigger a Golden Age reduced.
  • Amount of Happiness needed to trigger a Golden Age now increases as the number of cities in the empire goes up.

[POLICIES]
  • Landed Elite (Tradition Branch) now reduces culture cost of border growth by 2/3.
  • Monarchy (Tradition Branch) now provides +1 Gold per 2 pop in the Capital..
  • Liberty now provides a Settler training bonus to only the capital, and not every city.
  • Tradition now provides +50% growth in the capital.
  • Theocracy now reduces Unhappiness by 25% .
  • Reformation now gives a 10-turn GA.
  • Adopting Rationalism now gives a 4-turn GA.

[TECH TREE]
  • Add link between Military Science and Dynamite.
  • Add link between Civil Service and Education.
  • Add link between Economics and Scientific Theory.
  • Add link between Chivalry and Acoustics.
  • Research overflow now works correctly (extra beakers after completing a tech will rollover to the next tech).

[GENERAL]
  • Fixed bug where clicking on a city plot wouldn't select the garrison.
  • Natural wonders now award culture (if worked) and happiness (if in border) if that trait is assigned to a wonder in XML.
  • Players must now always adopt Policies immediately, and cannot defer picking until later.
  • Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). Razing cities will not raise your policy cost ceiling.
  • Reduced culture needed for first plot acquisition from 20 to 15.
  • 3 new Natural Wonders and rarity code for both base game and New World scenario.
  • Reduced points from Wonders (40 to 25) & Cities (10 to 8), increased points for pop by 1 (3 to 4).
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Old 10-12-2010, 23:22   #53
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Continued:

Quote:
Originally Posted by 2K Greg View Post
[DIPLOMACY]
  • AI's attitude towards you is now visible in the diplo screen and diplo drop-down.
  • Added info tooltip for an AI leader's mood. Lists things that are making an AI player happy/upset.
  • New diplo system: Declaration of Friendship (public declaration with diplomatic repercussions).
  • New diplo system: Denounce (public declaration with diplomatic repercussions).
  • New custom leader responses (Serious Expansion Warning, Aggressive Military, Luxury Exchange, Borders Exchange, Gift Request, etc.).
  • Not agreeing to a friend's request now results in a relations hit.
  • Third party AIs can now respond when a player makes a DoF or denounces someone. What they say is based on the situation - e.g. if you make friends with someone they don't like, they'll scold you.
  • AI leaders will now sometimes ask their friends to denounce one of their enemies as a show of support, and refusing to denounce someone when an AI asks can now make them very upset.
  • AI is now capable of denouncing friends (aka, backstabbing) and added backstabbing info to diplo overview screen.

[UI]
  • Add XP bar for air units, do not allow XP for air units attacking a city that is already down to its last hit-point.
  • Change ActivePlayer's name to "You" in single player in score list.
  • Added game option to disable automated workers from removing features.
  • Fixed bug where Happiness from garrisoned units wasn't being listed in Happiness info tooltip.
  • Load Map function will now display correct size and type of saved map.
  • New “Angry Genghis” loading screen (replaces the “fluffy-bunny Genghis” loading screen).
  • Added setup options to allow players to defer choosing Policies and Promotions right away.
  • Show the river penalty when attacking city across river (the penalty was there but was not being shown in the preview).
  • Global politics screen updated to reflect new diplo system.
  • Can no longer Force End Turn (shift-enter) through blocking notifications. CAN now use it to skip over units which need orders.
  • Multiple tweaks and bug fixes.


[MISC]
  • Fix small bugs with adding long roads around existing features.
  • Fixed bombard arrow across world wrap.

[MODDING]
  • Parent category counts now include counts of child categories.
  • Selecting/deselecting a category now automatically selects/deselects it's children and its parent.
  • Tweaked category name truncation to better fit names.
  • Hide categories w/ no children and a count of 0.
  • Added support for fallback languages (if mod is not translated, fall-back to English so text keys are not showing).
  • The pager for the installed mods tab of the mods browser is now displayed in the correct location.
  • Long values for properties such as "Special Thanks" will no longer extend past the edge browser frame.
  • Categories refresh much faster now in the mods browser.
  • Multiple additional tweaks and fixes to the mod browser.
  • Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units.
  • Added GameEvents system for overriding Gameplay DLL specific functionality.
  • Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks".
  • Multiple SDK updates (new version to go live shortly).

[SERIALIZATION/SAVES]
  • Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game. This heightened the risk of late-game our of memory crashes significantly.
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Old 11-12-2010, 04:05   #54
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Originally Posted by barbu1977 View Post
But at some point they will need go get a real expansion that corrects balancing issues (New tech, New Units). Like was conquest and BtS). I realy wish they will stay out of DLC for those.
Yep, which is why I'll avoid the micro-expansions as I suspect the "real" expansion will have the micros + additional stuff.

Quote:
Originally Posted by Socrates
And I even dislike the expansion pack method more and more now. It's so little effort on their part compared to the effort to set up the core game, while it's almost the same price as the vanilla game. Again, why ?
Money? It pays for the bug-fix work, which is usually pretty significant for a Firaxis product
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Old 11-12-2010, 05:24   #55
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No fixes for bugged multiplayer, no PB, no PBEM, not even a hotseat. Otherwise, it should be better.
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Old 11-12-2010, 06:39   #56
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No fixes for bugged multiplayer, no PB, no PBEM, not even a hotseat. Otherwise, it should be better.
Defined as FUBAR and it's definitely killing my interest.

With the time away from civ, I've helped by 7 and 10 yr old improve in chess. Our Chinese language school has a chess club, and they've joined. 7 yr old now wants to play me everyday.

10 yr old was getting killed every week till Thanksgiving. Since then, he's earned 2 forfeits and 1 draw, all against players that were beating him previously. He then showed me a paper on Wednesday, 8 or 9 messy diagrams, but he was very proud of them. I asked what the heck he was showing me, and he said that him and 2 friend in school were plotting opening moves. 3 to 7 moves on each diagrams. Openings for 5th graders! I beamed

If you have a good chess book recommendation for younger players, I'd be much obliged.
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Old 11-12-2010, 12:34   #57
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Originally Posted by akots View Post
I'm afraid you won't be able to continue after patching and would have to start a new game. They'll be changing a whole lot so saves most likely will not be compatible.
Doesn't matter really, I've retried the map 6 times and it's impossible to get around Babylon's initial aggression.
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Old 11-12-2010, 13:41   #58
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Originally Posted by grahamiam View Post
Money? It pays for the bug-fix work, which is usually pretty significant for a Firaxis product
We don't sign a support contract when we're buying the game. Heck, even Microsoft doesn't sell Service Packs for Windows, which are major updates !

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No fixes for bugged multiplayer, no PB, no PBEM, not even a hotseat. Otherwise, it should be better.
You do all realize that the very existence of CDZ is for playing multiplayer on a franchise named Civilization ?
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Old 11-12-2010, 18:34   #59
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... If you have a good chess book recommendation for younger players, I'd be much obliged.
Well, good book has to written by a good player and this is the most important. I am regularly going to Borders being unemployed at the moment and have some time to spare and notice an array of books like "We teach you to win every game" or "Best strategies on hammering on your opponent" or "How to win a club tournament" written by some very mediocre players which even I have a chance to beat. Indeed, I met a few of these mostly US players (masters with ratings around 2200) on FICS and they are usually quite lame.

So, I would try to get some decent book for the kid, not very thick or difficult but written well and which will EXPLAIN things, not just tell what to do and when.

A brief list might include:
1. Capablanca "Chess Fundamentals". I read it when I were 13 or 14 so might be a bit steep to a 10-yo but it is very well written.
2. Lasker "Manual of Chess". A little bit too thick but Lasker likes to EXPLAIN and he makes the reader understand. It is a big book but reads easily and is very self-explanatory. IIRC, I read it when I were 11 or 12 and thoroughly enjoyed it.
3. Nimzovich "My System". It is for a more mature reader but parts of it can be started early. It explains the magic behind putting pieces on the right squares and is basically not an entertainment but a thorough strategy guide.

Fisher and Karpov wrote a number of short books for beginners aka "Bobby Fisher Teaches Chess" and similar stuff. It is very simple but can be short and entertaining endeavor.

Oh, a good thing is that you can download most of these books without paying too much from torrents or if you still want a hard copy, they are sold online at substantial discounts.
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Old 11-12-2010, 19:28   #60
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You do all realize that the very existence of CDZ is for playing multiplayer on a franchise named Civilization ?
That's sooo 2004.
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