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Civilization 5

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  • Registered Users Posts: 56 ✭✭PeterHughes


    I hadn't met the Americans at that stage but I sure they would have sided with the English and the Russians. WWII all over again.


  • Registered Users Posts: 6,661 ✭✭✭Blitzkrieger


    Depends on your game but on my first one there was two other civs beside the Indians left on my continent and I had already wiped out three. The final two had been sending me messages about not liking my agressiveness and declared war when I attacked the Indians. I was having a great time attacking on 5 fronts until I hit the 70 city bug :(


  • Closed Accounts Posts: 7,346 ✭✭✭Rev Hellfire


    Any word on when they expect to have the other multi-player modes available, pitboss and pbem especially ?

    *grumble* can't believe they left that out...


  • Registered Users Posts: 27,645 ✭✭✭✭nesf


    Any word on when they expect to have the other multi-player modes available, pitboss and pbem especially ?

    *grumble* can't believe they left that out...

    They've said they're going to patch in multiplayer for free and not require people to buy an expansion to get it. Haven't seen any firm dates put forward for such a patch though.


  • Moderators, Music Moderators Posts: 4,723 Mod ✭✭✭✭Gonzovision


    From 2k Games forum
    You guys have been asking for an update about what we're working on to improve the game, and today I am happy to give it to you.

    This is the list of updates to the game that the developers have been working on the past couple weeks. This isn't necessarily the complete patch notes for the next patch, but it's what I have so far.

    Keep in mind that these are just the first batch of changes that will go in to the first major patch. We're planning more improvements (such as the much-asked-for Hotseat and Pitboss) that will be coming in a later patch.


    UI

    Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.
    Aircraft banner corrections – now when you rebase an aircraft, the number will move with it.
    Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.
    Selecting a great general will no longer cause yield icons to appear.
    Added option to disable auto-unit cycling.
    Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the “open” side, and not be able to scroll the map in that direction.
    Misc additional fixes to mouse controls, and other interface issues.
    Rounded out financial information in the Economic Overview screen. Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.
    Auto-populate save menu with save file name
    Allow selection of other cities by hex from within the city screen
    Added detailed trade route info to Economic Overview screen


    MODDING

    Category list now displays correctly


    GAMEPLAY

    Workers - Added option to force workers to ignore manually made improvements (so they don’t change what you decide was best for a plot).
    Workers - Fixed bug where number of turns to complete were incorrect in build action button tool-tip.
    Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more.
    Economy – Increased city wealth setting to 25%
    Economy – Multiple fixes to the way trade-routes are tabulated and recognized.
    Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).
    Trade – Found and corrected a Trade problem that could cause your Resource inventory to multiply.
    City States - Fixed a bug where you could not gift aircraft to city states.
    Military - Medic promotion now only provides healing bonus for adjacent units.
    Military – Fix for Minuteman movement.
    Military – Correct promotions for “archer-like” units (horse archers, chariots).
    Military - Embarked units will no longer slow enemy land units
    Military - Improved unit cycling logic. Camera will jump around much less.
    Balance - Engineers +1 hammer


    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.


    MULTIPLAYER

    Exploit – Fix for gifting unit exploit
    Chat – Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.
    Deals – Additional deal validation put in place to verify deals before they are committed


    MISC

    Research treaties that end because you declare war will no longer grant the free tech
    Save/Load – Fix for corrupted saves being experienced by some players in late-game.
    Map - Huge map crash-during-load fix that were reported on some specific systems.
    Map – Terrain caching fix that could cause problems for certain video cards (the “glowing red orbs” seen on the map are an indicator of this).
    Map – Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations)
    Strategic View – Crash fix for units rendering in background.
    Strategic View – Fix for selecting units either standing on a city plot, or garrisoned in the city plot.
    Eyefinity – Better handling of leader scenes when using Eyefinity displays.
    Tutorials – Many tutorial tweaks and adjustments.
    Multiple crash fixes.



    When the patch is actually released (no ETA right now; I'm working on that!) I'll unstick and close this thread.


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  • Registered Users Posts: 7,989 ✭✭✭youcancallmeal


    Anyone got any tips for improving performance. I'm running an I5-750, GTX 280, 4GB Ram. Loading between turns isnt too bad, usually about 5-10 secs later in the game. The worst is every time there is a FMV diplomacy screen the game hangs for up to 10 seconds while loading up the animation. Its really annoying when all you to do is say goodbye :mad: Can those animations be turned off I wonder?


  • Registered Users Posts: 5,112 ✭✭✭Blowfish


    Anyone got any tips for improving performance. I'm running an I5-750, GTX 280, 4GB Ram. Loading between turns isnt too bad, usually about 5-10 secs later in the game. The worst is every time there is a FMV diplomacy screen the game hangs for up to 10 seconds while loading up the animation. Its really annoying when all you to do is say goodbye :mad: Can those animations be turned off I wonder?
    I had the same thing. There's an option to change the video quality in the settings. If you put it all the way to the left, it just shows a still image of the leader rather than the animation and the annoying hanging bit goes away.


  • Registered Users Posts: 7,989 ✭✭✭youcancallmeal


    Cheers I'll give that a go so :)


  • Registered Users Posts: 3,087 ✭✭✭Static M.e.


    Couple of Questions if I may,

    What building should definetly be in every city for overall productivity?
    At the moment Im building Monuments, Granerys and Markets..


    After I attack a city, I always Anex it, build a courthouse so I can use the city. Why would you ever create a Puppet State? What benefit does it bring?


    What is the best way to keep City States on your side? I give them gold to raise influence but it seems to only last for a small time before I have to make another payment. Should I gift them units?

    Cheers


  • Registered Users Posts: 462 ✭✭lunacyfoundme


    Annexing obviously decreases happiness. I found myself in an unfortunate situation before where I went to war with the Ottomans and after annexing two of their cities they offered me a peace deal which gave me every one of their cities bar the capital. I annexed them all this lead to serious unhappiness levels (-33). So productivity wen through the floor and the cities were taking 60 turns to build a courthouse. Def wont do that again. I don't like making puppets cause I like to control every city I own but they would be useful enough if you wanted to take a city some cheeky civ built to close to your territory but don't want to control it yet or raze it.

    Fulfilling missions city states give you is the best way of gaining influence I've found. That seems to really boost your influence. I think giving units is the least influential thing to do unless maybe they specifically request them i.e. if they're under attack.

    Not great with the productivity tbh I usually build granaries and markets anyway for money and food and use mines for production.

    I haven't gotten playing the game enough so far to learn much more but I think they need to lower the building maintenance costs and factors affecting happiness. I'm finding it really hard to make a good regular income and maintain cities when the pop grows.


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  • Registered Users Posts: 3,087 ✭✭✭Static M.e.


    Good Information lunacyfoundme, thanks


  • Registered Users Posts: 5,112 ✭✭✭Blowfish


    Productivity for me is usually just to build all money generating buildings and a monument, then focus on whatever I'm specialising the city into.


  • Registered Users Posts: 14,823 ✭✭✭✭ShaneU


    DLC announced, and some of it is free!

    http://www.eurogamer.net/articles/2010-10-18-civ-v-dlc-dated-detailed
    eurogamer wrote:
    Sid Meier's Civilization V is set to get brand new downloadable content later this month, publisher 2K Games has announced.

    The Mongols Civilization and Scenario Pack, free to all current users, sees Genghis Khan joining the fray. You'll be tasked with expanding your Mongolian empire from the steppes of Asia to Europe's doorstep.

    The Babylonian Civilization Pack, previously available as part of the Sid Meier's Civilization V Digital Deluxe Edition, adds Babylonian ruler, Nebuchadnezzar II. Look out for new Babylonian bowmen units there too. The pack costs $4.99 in the US - we're chasing a UK price tag now.

    These two offerings amount to the first DLC released for the game, which out-maneuvered Eurogamer's Quintin Smith last month, winning an impressive 8/10.

    Both packs will be available for download on PC from 25th October.


  • Registered Users Posts: 462 ✭✭lunacyfoundme


    Twould be nice if they released a patch that fixed some of the known issues first. I wont be paying for DLC until the fix the basic game first.


  • Closed Accounts Posts: 1 lasner12002


    I just bought Civilization 5 for my laptop and I'm experiencing some lag. The unit/map movements are lagging and choppy and the leader screens are frozen. My laptop meets the requirements to play the game. I just don't know what else to do. Any suggestions?


  • Registered Users Posts: 7,989 ✭✭✭youcancallmeal


    I just bought Civilization 5 for my laptop and I'm experiencing some lag. The unit/map movements are lagging and choppy and the leader screens are frozen. My laptop meets the requirements to play the game. I just don't know what else to do. Any suggestions?

    I think its just that the game is very poorly optimized and doesnt scale well at all to systems that just about meet the requirement. Only thing you can hope for is that they sort out performance issues with upcoming patches. Like I mentioned earlier the leader screens also freeze on me too. I turned down the settings to minimum and it still hangs for about 10 seconds before you can click on any of the buttons, very frustrating.


  • Moderators, Technology & Internet Moderators Posts: 17,133 Mod ✭✭✭✭cherryghost


    Annexing obviously decreases happiness. I found myself in an unfortunate situation before where I went to war with the Ottomans and after annexing two of their cities they offered me a peace deal which gave me every one of their cities bar the capital. I annexed them all this lead to serious unhappiness levels (-33). So productivity wen through the floor and the cities were taking 60 turns to build a courthouse. Def wont do that again. I don't like making puppets cause I like to control every city I own but they would be useful enough if you wanted to take a city some cheeky civ built to close to your territory but don't want to control it yet or raze it.

    Planned Economy or Police State policies can help that ;)


  • Moderators, Motoring & Transport Moderators Posts: 9,733 Mod ✭✭✭✭Tenger


    I think its just that the game is very poorly optimized and doesnt scale well at all to systems that just about meet the requirement. Only thing you can hope for is that they sort out performance issues with upcoming patches.............very frustrating.

    Think I'll be waiting for my new laptop before picking this up.


  • Registered Users Posts: 462 ✭✭lunacyfoundme


    Planned Economy or Police State policies can help that

    Yeah I never really checked those out cause I don't tend to warmonger much. I prefer to grab some widespread territory and build outside inward. I find the liberty and patronage policies most useful for my style. Then rational later on for development.


  • Registered Users Posts: 3,087 ✭✭✭Static M.e.


    I just bought Civilization 5 for my laptop and I'm experiencing some lag. The unit/map movements are lagging and choppy and the leader screens are frozen. My laptop meets the requirements to play the game. I just don't know what else to do. Any suggestions?

    I play on 3 maybe 4 year old laptop using the Directx 9 settings and it works fine. Directx 10 fails.


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  • Registered Users Posts: 462 ✭✭lunacyfoundme


    Theres some thing with the way its programmed. Its programmed in DX10c which a lot of gfx cards dont support (including my geforce 880 gtx :mad:) so those cards can only run DX9. I tried DX11 and it would run for a while but always crash eventually. Its still fairly choppy on my pc though with all the gfx turned down low (1980 x 1080 resolution) on Intel dual core, 4 gig memory, 1 gig 8800 gtx W7. Hopefully some patches will help performance.


  • Registered Users Posts: 522 ✭✭✭Gneez


    ShaneU wrote: »

    Wow, talk about milking the franchise, its barely released and already they are trying to milk a few more quid out of it. As someone that bought and played the original Civ back in the day, and Civ II and Civ III and Civ IV all on their release days I'm gonna give this one a miss, from what I've heard its dumbed down hugely with awful AI and half arsed concepts.


  • Moderators, Music Moderators Posts: 4,723 Mod ✭✭✭✭Gonzovision


    CIV V received its first major patch. Also 2 free DLC's available on the 25th. Genghis Khan and 25 scenarios. Babylonian Civ will be available for purchase for $4.99


  • Moderators, Music Moderators Posts: 4,723 Mod ✭✭✭✭Gonzovision


    New hotfix being released soon
    Greetings!

    I have a quick update for you this morning. Here is the list of changes going in to the hotfix. I do not have an ETA for the hotfix, but it will be very soon.

    Legacy saves for players who own Babylon will work correctly.
    Mods that broke (will not load, and saves would crash on load) as the result of the .62 patch (full Civ mods mainly) now work correctly.
    Scenario menu glitch corrected.


  • Registered Users Posts: 4,507 ✭✭✭TheChrisD


    Annoyingly the patch didn't retroactively fix neverending peace treaties etc.

    Thankfully an A-bomb did :D


  • Registered Users Posts: 6,661 ✭✭✭Blitzkrieger


    I wonder can I go back and finish my games that crashed because of the 70 city bug....


  • Registered Users Posts: 4,507 ✭✭✭TheChrisD


    I wonder can I go back and finish my games that crashed because of the 70 city bug....

    Yes. By the end of the game I had to stop due to it, I think I had about 100 cities.


  • Registered Users Posts: 6,661 ✭✭✭Blitzkrieger


    'twas very annoying. I always like to play on a huge planet so you'd only be getting into the swing of things when you hit the 70 city mark. TBH, the game is won at that stage and it's just a race against the clock.


  • Registered Users Posts: 8,806 ✭✭✭Lafortezza


    Is anyone else having a problem understanding diplomacy? I don't get why the AI never trades 1 luxury resource for one of mine, I always have to throw in a 2nd one to get them to agree.

    And I usually play continents, but when i meet the new AI's after I get caravels they always seem to hate me after a little while even though we have had zero interaction. On the diplo summary screen they are listed as 'Hostile'.


    I'm enjoying the game so far but it just feels very limited compared to Civ 4 BTS. It's still got that "just one more turn" feel to it but most of my games seem to follow a very similar pattern.

    Scout, build a couple of cities, tech to horsemen, own some AI, rex the rest of the land, tech to late game units and decide how I want to win.
    I've seen some comments about how production is hard to come by in cities, but I usually befriend some maritime City States and tell my cities to focus on production tiles.
    Only thing I ignore a bit is culture as I'm trying to increase my tech/money/happiness.


    What do people mostly do with their gold? I've been using it for city states and buying infrastructre if I can afford it. I definitely miss the sliders from Civ 4.


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  • Registered Users Posts: 4,507 ✭✭✭TheChrisD


    lafortezza wrote: »
    Is anyone else having a problem understanding diplomacy? I don't get why the AI never trades 1 luxury resource for one of mine, I always have to throw in a 2nd one to get them to agree.

    It all depends, how much higher than them are you in the score? I just finished a game there (4 players, as France going for the 1 city thing, won by Culture) and I got traded 1 for 1 every time because my score was comparable to theirs.
    lafortezza wrote: »
    And I usually play continents, but when i meet the new AI's after I get caravels they always seem to hate me after a little while even though we have had zero interaction. On the diplo summary screen they are listed as 'Hostile'.

    Sometimes they'll just turn hostile if you start attacking other players or city-states.
    At that point once they bring up the screen of them insulting me, I then go on a rampage and steamroll them entirely.
    lafortezza wrote: »
    I've seen some comments about how production is hard to come by in cities, but I usually befriend some maritime City States and tell my cities to focus on production tiles.

    Oh god yea, production is impossible to come across really, since you no longer have the ability to build Workshops - as well as the fact that Mines only add +1, and Lumber Mills only +1 until Steam Power. It makes the Great Engineer's Manufactory even more important, as well as teching up the Order Policy track to Communism (+5 production per city)
    lafortezza wrote: »
    What do people mostly do with their gold? I've been using it for city states and buying infrastructre if I can afford it.

    City states and units primarily, since I'm always making buildings.


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