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Civilization V


tunch

Öne çıkan mesajlar

Sene sonuna kadar beklemeye gerek yok; iki gun once AI ile ilgili degisiklikler de iceren bir patch cikti.

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.
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  • 2 hafta sonra ...
  • 2 hafta sonra ...
Yama gayet şahane olmuş. Sırf 25% Wealth'in bile oyuna hatırı sayılır derecede etkisi var.

Daha da iyisi geliyor. O önceden bahsedilen AI ve Diplomasi yaması. Henüz bütün içerik ve çıkış tarihi açıklanmadı.


said:
AI

* Worker AI improvements .
* Update to tactical AI pillaging code. Additionally, always check to make sure it’s not trying to pillage in an enemy dominance zone.
* AI victory emphasis improvements (more efficient end-game when focusing on Science and Diplo victories).
* AI should colonize other continents regularly.
* AI will emphasize production of an Ocean going explorer unit when the time comes.
* Adjust Napoleon to make him more likely to go for culture.
* More aggressive second wave expansion (mostly off shore) after initial empire building and consolidation has occurred.
* Optimization when finding routes (pathfinder improvement).
* Multiple tweaks and bug fixes.
* AI will now build ranged and mobile units more in line with the flavor settings.
* Multiple defensive AI tweaks.


GAMEPLAY

* Cities heal more quickly.
* Only allow one upgrade per unit from a goody hut.


UI

* Tweaked the single-player score list to hide the civs of unmet ai players.


DIPLO

* 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).


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).


MISC

* Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game.


Ayrıca Hotseat ve Pitboss modları yama ile gelecekmiş. (bedava)
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  • 3 hafta sonra ...
Yama listesine bir sürü şey eklenmiş. Son hali:

said:
AI

* Worker AI improvements.
* Update to tactical AI pillaging code. Additionally, always check to make sure it’s not trying to pillage in an enemy dominance zone.
* AI victory emphasis improvements (more efficient end-game when focusing on Science and Diplo victories).
* AI should colonize other continents regularly.
* AI will emphasize production of an Ocean going explorer unit when the time comes.
* Adjust Napoleon to make him more likely to go for culture.
* More aggressive second wave expansion (mostly off shore) after initial empire building and consolidation has occurred.
* Optimization when finding routes (pathfinder improvement).
* Multiple tweaks and bug fixes.
* AI will now build ranged and mobile units more in line with the flavor settings.
* Multiple defensive AI tweaks.
* Never use ranged units to provide flanking bonuses. (Added 11/18)
* Improve AI use of protected bombard attacks (melee in front, ranged in the rear). (Added 11/18)
* Worker priority adjustments (prioritize pillaged tiles, etc.). (Added 11/18)
* Further pathfinder optimization. (Added 11/18)
* AI will be more aggressive about pursuing Diplo victory if they are wealthy. (Added 12/3)
* AI more effective with building, moving, and using aircraft and anti-aircraft more effectively. (Added 12/3)
* AI more likely to effectively use siege units in a city attack. (Added 12/3)
* Better nuke targeting by AI. (Added 12/3)
* Tactical AI Tuning: Reduce chance of AI civs making "suicide" attacks. (Added 12/3)
* Multiple tweaks and bug fixes. (Added 12/3)


GAMEPLAY

* Cities heal more quickly.
* Only allow one upgrade per unit from a goody hut.
* Science building track adjustments (cost, specialist slots, GP Points, etc). (Added 11/18)
* Amount of damage caused during naval combat increased. (Added 11/18)
* Melee horse units combat value lowered, and now receive a penalty when attacking cities. (Added 11/18)
* Lowered bonuses received from Maritime city-states. (Added 11/18)
* Removed maintenance from defensive buildings. (Added 11/18)
* Multiple unit upgrade track adjustments. Most (but not all) units now have a full upgrade path from start to finish. (Added 11/18)
* Open terrain penalty lowered. (Added 11/18)
* Policies must be selected the turn they are earned. (Added 11/18)
* Promotions must be selected the turn they are earned. If it’s as a result of combat, then the beginning of the next turn. (Added 11/18)
* Increased city strength ramp-up based on technology. (Added 12/3)
* Catapults and Trebuchets now weaker against units but stronger VS cities, and reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities. (Added 12/3)
* Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). (Added 12/3)
* Reduced effects of Forbidden Palace and Meritocracy (Happiness per city). (Added 12/3)
* Reduced points from Wonders & Cities, increased points for population. (Added 12/3)
* Reduced culture needed for first plot acquisition. (Added 12/3)
* New Building: Circus Maximus (National Wonder for happiness track). (Added 12/3)
* New Building: National Treasury (National Wonder for economic track). (Added 12/3)
* Unhappiness beyond a certain point breeds rebels within your empire, based on the number of cities a player has. (Added 12/3)
* Reduced amount of food needed for cities to grow at larger sizes. (Added 12/3)
* Tradition branch balance (Landed Elite and Monarchy improvements). (Added 12/3)
* Liberty branch balance (Settler training bonus now only applies to capital). (Added 12/3)
* Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this). (Added 12/3)
* 3 new additional Natural Wonders added to gameplay, with accompanying “rarity” code. (Added 12/3)
* Multiple Tech Tree tweaks to address “slingshot” tech exploits. (Added 12/3)
* Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty. (Added 12/3)
* Reduced and balanced combat bonuses. (Added 12/3)


UI

* Tweaked the single-player score list to hide the civs of unmet ai players.
* Added game option to disable automated workers from removing features. (Added 11/18)
* Additional updates to the Global Politics screen. (Added 12/3)
* Added game option to disable turn-blocking promotions and policy choices. (Added 12/3)


DIPLO

* 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).
* Additional AI attitude tool-tips for cases that were not already covered. (Added 12/3)


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).
* Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units. (Added 12/3)
* Added GameEvents system for overriding Gameplay DLL specific functionality. (Added 12/3)
* Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks". (Added 12/3)
* Multiple SDK Updates (details to come with full patch notes). (Added 12/3)


MISC

* Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game.


Daha birşeyler eklenir mi bilmiyorum ama şu haliyle bile çok iyi. Henüz çıkış tarihiyle ilgili bir bilgi yok ama yakın olsa gerek.
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AI improvementlara görmeden inanmam ama live görürse büyük ihtimal iskenderli deity diplomatic victory yalan olur, meh. Bazı değişiklikler cidden şahane olmuş

said:
Only allow one upgrade per unit from a goody hut.
Lowered bonuses received from Maritime city-states.
Multiple unit upgrade track adjustments. Most (but not all) units now have a full upgrade path from start to finish.
Policies must be selected the turn they are earned.
Promotions must be selected the turn they are earned. If it’s as a result of combat, then the beginning of the next turn.
Reduced culture needed for first plot acquisition.
Multiple Tech Tree tweaks to address “slingshot” tech exploits.


Bunlar çok iyi değişiklikler. Gerçekten oyunu kıran, random etkisini büyüten veya tek tip oynamaya iten taktikler değiştirilmiş.

Öte yandan

said:
Removed maintenance from defensive buildings.
Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this).


çok saçma olmuş. Tam "oyun tek tip oynanmaktan kurtuluyor" derken, oyunu yavaşlatan ve turtlea iten değişiklikler olmamış. Etkileri çok büyük olurmu olmazmı şimdiden kestiremiyorum da inşallah zorunluluktan ziyade turtlizationcılara minik bonus olarak kalırlar.
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e onların da upkeepi var eşşek gibi ?

edit: yani eşşek gibi derken savunma binaları 1-3-5 gibi düşük miktarlarda seyrederken, özellikle çağlar ilerledikçe ünite upkeepleri 10+ dan başlıyor. Gemiler, uçaklar falan hele akla zarar. Yoksa tabiki mobil ünite > sabit defans.
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  • 2 hafta sonra ...
Diplomasi göstergeleri olmamış. Hala fazla detaysız. Oyunun ne denli dengesiz bir diplomasi yapısı olduğunu gözler önüne sermiş. 500 gold verip başkasına saldırtmak 1500 sene türlü kıyaklar geçip, uğruna savaşa girip dostluğunu kazanmaktan daha efektif çünkü dostun bile olsa 20 turn sonra canı çekince çat diye dalıyor.

Genel olarak süper bir yama. Özellikle bina değişiklikleri şahane olmuş. Oyun çıktığı günden çok farklı hale geldi.
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arcane said:

Diplomasi göstergeleri olmamış. Hala fazla detaysız. Oyunun ne denli dengesiz bir diplomasi yapısı olduğunu gözler önüne sermiş. 500 gold verip başkasına saldırtmak 1500 sene türlü kıyaklar geçip, uğruna savaşa girip dostluğunu kazanmaktan daha efektif çünkü dostun bile olsa 20 turn sonra canı çekince çat diye dalıyor.
bu gerçekte de böyle ama :)
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Diplomaside müttefikliğe doğru giden iyi ilişkiler de vardır. Civ'de öyle birşey yok. Cooperation pact ile iyi ilişkiler arasında bağ kurulamamış. Ayrıca Europa Universalis değil ki bu.

DLC yanılmıyorsam 10 dolar. Oyunu 25'e almış biri olarak EHEHEÖHÖÖHÖ diyorum kendilerine. Gerçi Civ bonusları beğensem belki paraya kıyardım.
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  • 2 ay sonra ...
said:
Hey guys, it's pretty uncommon for a company to release a patch on Friday. The reason being that if there are issues, it might not be possible to get them resolved before people go home for the weekend. So don't hold your breath for today.

http://files.sharenator.com/fuuuuuuuuuuuuuuuuu2_David_Cameron-s386x294-59750-580.jpg
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