arcane Mesaj tarihi: Kasım 7, 2016 Paylaş Mesaj tarihi: Kasım 7, 2016 neden diplomasi kasmayalim? neden sadece ve sadece agresif oynamak yeterli? domination tek galibiyet turu degil, onun bir ipucu olmasi lazim... ezelden beridir arkadan vurma kaideleri var ama hicbir zaman pozitif iliski kurmaya calismak bu denli bos bir ugras, bu kadar kotu sonuclanan bir sey degildi. herkes biliyor yemeyip icmeyip unite basip kazanmayi da, pangea acmasini da (ortaokulda yapardik onu). sisteme bakilirsa iki yamaya duzelebilecek, gecici bir durum. ote yandan burada "ne geregi var mammoth basip kazaniyorum" yazmis olmanin utanci baki. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
DoruK Mesaj tarihi: Kasım 8, 2016 Paylaş Mesaj tarihi: Kasım 8, 2016 pasif bir kisiliksen yapacak bir sey yok tabii. tek yol domination diyen olmadi. full science gidip tum productioni kulture veya wonderlara basarken kardesim diye gecinen montezuma savas acinca gelip aglamayin diye. sen kalkip ulkeni savunacak/saldirmayi dusuneni caydiracak bir ordu kurmuyorsan oyunu kazanmayi planlayan diger ulkenin opportunistligini suclayamazsin. sen istiyorsun ki adam otursun senin culture veya diplomatic victory'ni izlesin kenarda. sen de askersiz gez nasilsa bu mallar yesilde dalmaz diye. beceremeyip sonra multi atinca 3. turnden aglayip cikiyorsunuz yaa bana daldi haksiz yere diye. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
arcane Mesaj tarihi: Kasım 8, 2016 Paylaş Mesaj tarihi: Kasım 8, 2016 oyundaki diplomasi bozuk. en kolay zorlukta da bozuk, en zorunda da bozuk. gandhi komsunken de bozuk, montezuma komsunken de bozuk. wonder farmlarken de bozuk, en agresif liderin iki misli ordu dizmisken de. oynanis ve ai'in fitratini da mazisini de takriben iki oyun, dort expansion once kabul ettim. ai kendine makul gelen sartlarda savas acmasin diyen ben degilim. cikar catismasi olmasin gibi bir dusuncem de yok. mesele negatif relations kalemlerinin daha fazla olmasi, daha kolay olusuyor olmasi, (sinira ordu koyma ornegindeki gibi) olusmamasi gerekirken olusmasi. haliyle deal ve discussionlara yansiyor. ai'lar arasi iliskilerde bile bu absurdlugu gozlemlemek mumkun. sistem ve gameplay tartisiyorum. bunu "hadi age of atalim ama no-rush" olarak algilayabiliyorsan diyebilecegim baska bir sey kalmadi. meh. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
DoruK Mesaj tarihi: Kasım 8, 2016 Paylaş Mesaj tarihi: Kasım 8, 2016 ai'nin diplomasi dahil her alanda sacmaladiginda hemfikiriz zaten. cs 1.5 botlari daha akilli hareket ediyordu. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sam Mesaj tarihi: Kasım 8, 2016 Paylaş Mesaj tarihi: Kasım 8, 2016 ordu basıkken de saldırıyor ai military score'un 10 katı olsa da, o iddia bayağı mesnetsiz. arcane'in dediği doğru. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
tunch Mesaj tarihi: Kasım 8, 2016 Paylaş Mesaj tarihi: Kasım 8, 2016 Cuce said: Early gamede agresiflik çok etkili. Barittan önce kendi kitabı veya panfeada 3 adamı şömine etmemek için sebep yok milattan önce 5bin yılında ne dostluğu zaten. bakmışlar yabancı bişey görmüşler herkes savaşmış. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
arcane Mesaj tarihi: Kasım 10, 2016 Paylaş Mesaj tarihi: Kasım 10, 2016 dostluk değil abi o, acaba bunun sopası benim sopamdan büyük müdür, sapanı benim sapanımdan uzağa atıyor mudur diye temkin :P Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Komutan Mesaj tarihi: Kasım 18, 2016 Paylaş Mesaj tarihi: Kasım 18, 2016 Patch gelmiş. [NEW] • Maps - Added a balanced six player map. - Added a balanced four player map. • ‘Cavalry and Cannonades’ Scenario Added - Combat scenario with reduced unit maintenance costs and no strategic resource requirement for units. - Larger starting army and additional starting techs. - Time limit: 50 turns. - Goal: Possess the largest territory. • DX12 Support • Complete Logitech ARX Support [GAMEPLAY UPDATES] • Added additional notifications. • Added a “time defeat” for running out of time. This is always disabled if a Score Victory is available. • Added additional Hotkey support (next unit, next city). • Added the ability to rename cities. • Added UI to show the next tile a city will grow to. • Added a visual cue for Barbarian Scouts that are alerted to your city. • Changed Dan Quayle rankings. [BALANCE CHANGES] • Added prerequisite project (Manhattan Project) for Operation Ivy. • Added Metal Casting as a prerequisite for Economics tech. • Adjusted religious pressure when a religion is first founded to give them more resilience and convert the city. • Adjusted relationship decay rates. • Reduced the effectiveness of cavalry production policies. • Reduced Warmonger penalties in most instances, and adjusted how this reacts to returning versus keeping a city. The last city conquered from a player now provides a heavy warmonger penalty, even if you have a Casus Belli against this player, because you are wiping out a civilization. • Reduced border incursion warnings if the troops are within their own borders. • Increased the number of Great Works of Writing slots in the Amphitheater to 2. • Increased Counterspy operation time. • Increased the cost of Religious units and applied additional charges. • Units may no longer be deleted when they are damaged. • Deleting a unit no longer provides gold. • Updated Island Plates map to have more hills and mountains. • Units may no longer remove features from tiles that are not owned by that player. • Fallout now prevents resource harvesting. • Barbarian camps must spawn further away from low-difficulty players’ cities. [AI TUNING] • Adjusted AI victory condition focus to increase their competitiveness in Science and Tourism. • Adjusted AI understanding of declared friendship. • Adjusted the AI approach to beginning and ending a war based on potential gain and loss. • Increased AI competitiveness in building a more advanced military. • Increased AI usage of Inquisitors. Especially Phillip. • Increased AI value of upgrading units. • Increased AI use of Settler escorts. • Tuned AI usage of units that cannot move and shoot, like Catapults. • Tuned AI city and unit build planning. • Improved the ability of city-states to maintain a strong military. [BUG FIXES] • Fixed some production Social Policies, Great People, and Pantheon bonuses that were not applying correctly. • Fixed Royal Navy Dockyard not getting the right adjacency bonuses. • Fixed some issues with how the Great Wall was built by players and AI, including proper connection to mountains and removing other players’ Great Walls as potential connection points. • Fixed a unit cycling error with formations. • Fixed a bug where the first military levy that expired would return all levied units (including those levied from other city-states) to that city-state. Now it should only return the levied units that actually originally belonged to the one city-state. • Fixed several issues when Airstrips and Aerodromes are occupied, including forced rebasing of enemy units and UI updates. • Fixed an exploit that allowed ranged and bombard units to gain experience when attacking a district with 0 hit points. • Fixed an issue with wonders when transferring city ownership – conquering a city with a wonder would not track that wonder, and could lead to problems when attempting to use Gustave Eiffel. • Fixed an issue where the Settler lens would not always show the right information to the player. • Fixed an issue where AI would counter gold changes with the change desired, rather than the total amount of gold desired. • Fixed an issue where the Tutorial intro and outro videos would appear off-center in certain resolutions. • Fixed some crashes with units. • Fixed an issue where multiple leaders of the same civilization would frequently show up in a game. • Fixed an issue where Trade Route yields were doubling in some instances. • Units in formations now break formation before teleporting between cities. • The achievement ‘For Queen and Country’ was unlocking too frequently. • AI with neutral relationships should accept delegations barring exceptional circumstances. • Can no longer declare a Joint War if it is invalid for either party. • Save game files should no longer be case sensitive. • Certain wonders were sending extra notifications. • Players will no longer receive any warmongering penalties from a joint war partner for actions in that joint war. • Liberating a civilization back to life will now bring them back into the game properly. • Observation Balloon range bonus was being incorrectly applied when stacked. • Text and grammar fixes. [VISUALS] • Buildings on snow will now have snow on them. • Added an Industrial Barbarian Encampment. • Added a ranger tower to National Parks. • Fixed some issues with buildings not culling around other world items properly. • Fixed an issue with some Districts not showing properly. • Miscellaneous polish applied to multiple improvements, districts, and buildings. [MULTIPLAYER] • Turn timers are always disabled on the first turn of a new game. This happens regardless of the advanced start or turn timer type selected. • Allow multiplayer lobby's private game status to be toggled once the lobby has been created. • Cap the max players to 12. • Added LAN player name option to options screen. [UI] • Added the number of specialists working a tile. • Added some additional icons for espionage, promotions, etc. • Added additional Civilopedia shortcuts, including right clicking a unit portrait. • Added the signature to the diplomacy action view/deal view so that we can differentiate between duplicate players. Also added multiplayer screenname in diplomacy. • Added Trade Route yields to the Reports screen. • Added City Center to the City Breakdown panel. • Added rewards and consequences to mission completed popups. • Updated the leader-chooser when beginning a new game. • Updated the end game Victory screen. • Updated the multiplayer staging room. • Updated city banners. • Updated Espionage mission chooser flow. • Updated to display what cities are getting amenities from each resource. • Changed resource icon backings to reflect the type of resource it is. • Auto-scroll to the first Great Person that can be claimed. • Improved search functionality in the Civilopedia. • Removed Barbarian data from player replay graphs. • ESC now closes the Tech, Civic, and Eureka popups. • When loading a game, the era blurb will be the current era of the saved game, rather than the starting era of the game. [AUDIO] • Added some missing mouseover sounds. • Fixed the Oracle quote. • Fixed an issue where the Advisor voice was not playing in some languages. • Fixed compatibility issues with some sound cards, especially those set to high playback rates. [MISC] • Added a setup option "No Duplicate Leaders" that is enabled by default. This option prevents multiple players from selecting the same leader. • Updated leader screen to support enabling/disabling bloom according to the 'Enable Bloom' graphics option. • Plot Tooltip Delay is now available in the Options menu. • Auto Cycle Units is now available in the Options menu. • Benchmark updates. • Credits updated. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Norak Mesaj tarihi: Aralık 8, 2016 Paylaş Mesaj tarihi: Aralık 8, 2016 https://www.youtube.com/watch?v=zBFoIjob_b8 Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
arcane Mesaj tarihi: Aralık 8, 2016 Paylaş Mesaj tarihi: Aralık 8, 2016 ha ha ha acilista sean bean'i oldurduk ne komik! tipini direkt koymamis olmalari... cartoon yap ama sean bean yap yine. bu aptal cinematice zaman ve para harcamis olmalari... of. iyi dusunulmus tek bir sean bean sahnesi yeterdi. mesela civ V intro gibi bir kurgu ama sean bean. tek yapmalari gereken buydu. you had one job. civ 3'de kim vardi hatirlamiyorum. nimoy sahaneydi. 5'deki adini bilmedigim dayi zaten belli ki voice acting prosu, inanilmazdi. sean bean layik bir unlu. iyi de gitmis. umarim bir sonraki oyunda sesi disinda yararlanmayi da akil ederler. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
tunch Mesaj tarihi: Aralık 8, 2016 Paylaş Mesaj tarihi: Aralık 8, 2016 eski zamanlardaki princelerden çok daha kolay değil mi zorluk seviyesi? Özellikle rome ile başlayıp 3-4 tane legion yaptığınızda komşu 2-3 ülkeyi o 4legion ile temizleyebiliyorsunuz rahatlıkla. Daha önceki civlerde bu kadar kolay olduğunu hatırlamıyorum orta zorluk seviyesinin. Bu gece bi 5 deniyeceğim nasıl olduğunu görmek için.. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
arcane Mesaj tarihi: Aralık 8, 2016 Paylaş Mesaj tarihi: Aralık 8, 2016 evet öyle abi önceki sayfalarda tartışılmıştı. eski oynadığının üzerine 1 veya 2 koyup öyle oynamak lazım. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
huun Mesaj tarihi: Aralık 9, 2016 Paylaş Mesaj tarihi: Aralık 9, 2016 oyunun zorluk anlayışı barbar spamlamak. deityde bile diğer civler baya zayıf. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Aceace Mesaj tarihi: Aralık 9, 2016 Paylaş Mesaj tarihi: Aralık 9, 2016 Yalnız barbar diyip geçme piliz. 2 slinger ve archery yoldayken 2 horseman 1 horse archerla resmen Moğol istilasını yaşıyosun. Açıkçası early game'de daha fazla barbar olması güzel. Sorun işin bokunun çıkmış olması. Durdurulmayacak zamanda gelip üstünden geçebiliyolar. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
huun Mesaj tarihi: Aralık 9, 2016 Paylaş Mesaj tarihi: Aralık 9, 2016 yok ya çok dengesiz şu anda. geçen bir oyunda nefret ettim kaç gündür elimi sürmedim. 10 numero ordu yaptım komşu cive dalmaya yola çıktım. aramızda bir yerde ki pis de bir yerde barbar kampı spawn oldu herifleri aşıp gidene kadar rakip civ çağ atladı falan. gidemedim :( zaten ordu da çarçur oldu nefret ettim. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
axedice Mesaj tarihi: Aralık 9, 2016 Paylaş Mesaj tarihi: Aralık 9, 2016 Hahaha barbara takılıp üstüne bide ai a karşı kaybetmiş yetersiz lelelel Domination victorynin tek sorunu çoook uzun sürmesi, ai ı nasıl civ5in bile gerisinde yapabilmişler anlamak zor. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Sam Mesaj tarihi: Aralık 9, 2016 Paylaş Mesaj tarihi: Aralık 9, 2016 antik çağ savaşları öyle ya, oyunun eskiden beri sıkıntısı. hedefe gidene kadar yoluna geciktiren birşey çıkmayagörsün. sean bean için de üzüldüğüm tek şey evvelden beri sırf muricalı söylemiş diye bayağı saçmasapan, hatta yer yer alakasız alıntıları söyletmeleri hem wonder hem tech'ler için. eskiden arada iyi birşeyler olurdu, artık tamamen sean bean'in sesini duymak için dinlenir oldu. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Komutan Mesaj tarihi: Aralık 21, 2016 Paylaş Mesaj tarihi: Aralık 21, 2016 İki yeni dlc gelmiş, biri Polonya'yı ekliyor. https://www.youtube.com/watch?v=5hAk3rrySRs Bir de patch var: [NEW] Added Earth map (Standard size) Added “Alert” action for units Put a unit to sleep until they spot an enemy unit Scenario setup menu Jump into Scenarios more easily within the Single Player menu. This only shows up when a single player scenario is available and enabled (as can be found in both of the new DLCs!) Added new replay option to Wonder completion movies [GAMEPLAY UPDATES] Religious units may now Fortify Until Healed Coastal Raids can now pillage districts in addition to the buildings within Great Admirals are no longer allowed to spawn on wonders in water tiles (ex. Huey, Great Lighthouse) so they cannot become stranded in lakes [BALANCE CHANGES] Cities can no longer receive yields from more than one regional building per type; they take the highest (ex. production from multiple Factories) Cities can no longer receive amenities from more than one regional building per type; they take the highest (ex. amenities from multiple Stadiums) Decreased production costs of Wonders progressively From the Industrial era (about -10%) to the Atomic era (about -40%). Decreased production costs of all Space Race Projects by 40%. Increased research costs of Technologies and Civics progressively From the Industrial era (about +5%) to the Information era (about +20%). Increased Faith from Mission Increased Culture from Chateau Lowered the minimum unit upgrade cost Improved clarity on Warmongering penalties associated with taking a civ’s final city Most Civilization unique districts now require population to construct (like normal districts) Spaceport district no longer requires population to construct [AI TUNING] Improved AI Deal negotiations and analysis Improved AI handling of Promises; including that they are more likely to agree if they like you, and also will consider how trustworthy a civ is by whether they’ve kept previous promises Improved tactical handling of Great Admirals and Great Generals Improved AI interest in Terracotta Army Improved handling of leaf techs Improved building of Forts Improved resource grabbing in late game Improved Last Viking King agenda’s analysis for who is in bottom percentage of navies Improved handling of several complaint or kudo messages from AI Rebalanced Catherine’s evaluation of the ‘no spying’ Promise AI will not try to convert unconvertible cities [BUG FIXES] Fixed several unique buildings that weren’t getting their yields increased by various game effects (ex. Policies) Fixed an issue that allowed the Goddess of the Harvest pantheon bonus to stack Fixed it so loading screens now show the correct text and play matching VO Fixed an issue that blocked certain relationship-based diplomatic actions Fixed an issue where incomplete Encampment districts were able to attack Fixed an issue where you could declare war on friends or allies by moving units Fixed an issue where AI could declare war on a civ with whom they were already at war Fixed an issue that caused a Multiplayer lobby to require joining players to have Additional Content that wasn’t actually needed Fixed a bug that caused Apostles to run out of promotions Fixed a bug where gaining policy slots mid-turn could block progression Fixed issues caused by trading lots of Great Works at the same time Fixed an issue where turn timers weren’t loading correctly from a save Fixed an issue where Rome’s roads would connect to too many adjacent roads Fixed issue where civs could get another civ’s exclusive agenda Fixed multiple links to the Civilopedia Fixed issue that could cause menu music to play twice and overlap itself Fixed an issue that could cause private MP games to become public Fixed multiple text & grammatical issues Fixed multiple crashes [VISUALS] Added new art for National Parks Updated Mines for several eras Updated Swordsman Improved city fading during combat [MULTIPLAYER] Hallowed Ground scenario is no playable on huge maps VO now plays correctly when loading a save [UI] Resource Report now correctly shows resources from several sources: Great People abilities Diplomatic Deals Checkboxes for toggle yields and grid now stay in sync with hotkeys Improved differentiation in Government Lens hex colors Added Defeat icon to the End Game Results screen [AUDIO] Added sound effect for Quick Save hotkey Polonya senaryosunda Türkler de var ama yönetilemiyorlar. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
arcane Mesaj tarihi: Aralık 21, 2016 Paylaş Mesaj tarihi: Aralık 21, 2016 iyi ki satin almamisim OOOOOOHHH OOOOOOOOHHHHH. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
bingildak Mesaj tarihi: Aralık 21, 2016 Paylaş Mesaj tarihi: Aralık 21, 2016 diğer bütün civler gibi çıktığında patladı galiba Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Roqq Mesaj tarihi: Aralık 21, 2016 Paylaş Mesaj tarihi: Aralık 21, 2016 Oyun zaten eurocentric değilmiş gibi ilk dlcde Avrupa'dan bir memleket çıkarmışlar ya. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
razzRaziel Mesaj tarihi: Aralık 21, 2016 Konuyu açan Paylaş Mesaj tarihi: Aralık 21, 2016 diplomacy çöp, daha öncekiler çıkışta bu kadar kötümüydü hatırlamıyorum. ucuzlanınca alınır Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
Cuce Mesaj tarihi: Aralık 22, 2016 Paylaş Mesaj tarihi: Aralık 22, 2016 dem hips olmus ama Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
razzRaziel Mesaj tarihi: Aralık 22, 2016 Konuyu açan Paylaş Mesaj tarihi: Aralık 22, 2016 said: My army can’t move because they’re besieged by a shambling horde of Buddhist missionaries from Japan. So here’s my Edgar Allen Poe unit trying to get out of Rome, where he was born, to reach the Great Library, where he can put The Raven and The Tell-Tale Heart on the shelves. Except there’s a Buddhist missionary from Japan parked on the Great Library. Poe can’t get in. He can’t share The Raven and The Tell-Tale Heart with the rest of the world. He has to wait until the AI for Japan shuffles that Buddhist missionary to another tile without shuffling another Buddhist missionary back onto the tile. Is this working as intended? of hislerimi anlatmış Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
arcane Mesaj tarihi: Aralık 22, 2016 Paylaş Mesaj tarihi: Aralık 22, 2016 din sanata mani oluyor. gercekci simulasyon. Link to comment Sosyal ağlarda paylaş Daha fazla paylaşım seçeneği…
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