Civilization V - Civ: causing all nighters since 1991
4,842 replies, posted
[QUOTE=Tigster;25561654]Is there an easy concrete way to skip the opening cinematic?[/QUOTE]
It's been posted. Read the thread.
You'd probably also need an SSD to quickly load the game data into your considerable ram.
[QUOTE=Tigster;25561654]Is there an easy concrete way to skip the opening cinematic?[/QUOTE]
I asked earlier. It's not really worth it. Otherwise you get to sit there and look at a black screen until the game is done loading. The cinematics at least let you know that your computer has not, in fact, locked up.
[QUOTE=Bomimo;25562286]Core i7 980X
16 GB DDR3 SDRAM
4x 480 GTX sli
would probably do it. I dislike the way they load during the cinematic. It kinda ruins it... and it gets tiring watching it all the time.[/QUOTE]
PCI-E SSD would work better (would also probably cost more though).
Seems some sort of update just got applied through Steam for Civ V deluxe (at least). It adds links to the soundtrack and movie files.
Too bad it broke the game as now i get a runtime error when ever i try to load my saved game. I was doing so well in it too!
[editline]22nd October 2010[/editline]
[QUOTE=Zah;25577351]Seems some sort of update just got applied through Steam for Civ V deluxe (at least). It adds links to the soundtrack and movie files.
Too bad it broke the game as now i get a runtime error when ever i try to load my saved game. I was doing so well in it too![/QUOTE]
eh, fuck
[url]http://forums.2kgames.com/forums/showthread.php?t=95986[/url]
Seems you can get civ 5 for just £2.35 : [url]http://savygamer.co.uk/2010/10/23/civilization-v-pc-2-35/[/url]
But it's UK only. Any kind soul willing to gift it to me?
fuck my civilization v still wont work
it just says "game not available" every damn time i press play and it stays at "starting download" on the damn library on steam
steam support isnt helping at all how do i fix this
Bumping this due to patch, check out steam or news node for patch notes
Unfortunately the new patch creates an incompatibility with previous saves for users with the Digital Deluxe version, but they are creating a fix for it. Meanwhile, here's the full changelog for the recent patch:
[quote]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
* Added new tab to the Economic Overview Screen: "Resources & Happiness."
* Added option to activate the mp score list in single player (for "always up" score similar to Civ IV.)
* The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action.
* If there are less than 5 buildings still needed to construct a National Wonder, the production popup tool-tip now lists which cities lack them.
* Added Yield & Culture tool-tip info to the production popup.
* Tweak information on the Global Politics tab in the Diplomacy Overview screen.
MODDING
* Category list now displays correctly
* "Installed" panel now displays ALL versions of a mod but prevents the user from enabling multiple versions.
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
* Balance - Disbanding units now provides only 10% of their production cost in gold.
* Request - Enable "one more turn" button if you lose, but are still alive.
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.
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.
* Taller than wide map crash fix. [/quote]
[quote]* Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).
* Economy - Increased city wealth setting to 25%[/quote]
And the rich get richer
[QUOTE=HolyCrusade;25615233]And the rich get richer[/QUOTE]
And the poor (everyone but myself on my save) get poorer.
I usually play for a couple of hours, and that's it. No all nighters for me. Still a great game.
Fuck you Elizabitch! Be cooperative or die!
On one of my saves, as Germany, I conquered all of Europe, Asia, the Middle East, and North Africa.
Then I just said fuck it and took over Africa and won the game.
Didn't even see the Americas or southeast asia.
I have this weird bug that says i have 26,540 unhappiness from number of cities.
And 930 something from population.
But total unhappiness is 190. Really weird.
Anyone got the stats on Ghengis?
YES Satellites reveals the world map again :D
[QUOTE=Capitulazyguy;25643912]YES Satellites reveals the world map again :D[/QUOTE]
Via patch or mod? Haven't played in like 2 weeks.
Meh for WHATEVER REASON the Economy Mod now crashes my 400 turn save game everytime I load it with it on. Get a "Runtime Error". It worked perfect before.
Oh well, I've been kinda wanting to start a new game anyways since the new patch. My game was turning pretty predictable and I wanted to try playing with the larger scale mod and with updated version of all my mods.
[QUOTE=Kilr;25661408]Via patch or mod? Haven't played in like 2 weeks.[/QUOTE]
Patch.
Moctezuma was pissed OFF when I conquered the smug bastard's empire.
Not sure if I just learned from my mistakes from the previous game, or if Japan is overpowered.
But I'm having a much easier time on Emperor difficulty with them. Though it might have just been me learning from my mistakes. Like not making a large enough army and getting flooded by Ottoman riflemen. This game I went straight for rifle tech and knocked out the two major powers next to me while they were still using musketmen.
Its so fun watching my 1HP rifleman take out a full HP mirror unit while defending as Japan.
NOT! FUCKING! FAIR!
I was playing as Napoleon developing the Utopia project. 10 turns left......and 2050 comes into the party and makes Suleiman win!
FUCK YOU CIV 5! Is there some sort of mod to STOP the unnecessary and obnoxious 2050 limit?
On some funnier notes:
- I saw a puddle of water in the middle of a land tile and England had 2 ships in it for some reason.
- Suleiman kept saying how worrying he found the fact I had so many units near his borders. Never mind the fact he expanded quite literally all around my borders, the one who's in the wrong is ME.
[QUOTE=Bomimo;25550670]Something's wrong there. My Q9550 at 3.4 GHz takes about 15 seconds in the very endgame.[/QUOTE]
My i3-330m 2.13 GHz takes about the same lategame, if not slightly more.
[QUOTE=Sir Whoopsalot;25676488]NOT! FUCKING! FAIR!
I was playing as Napoleon developing the Utopia project. 10 turns left......and 2050 comes into the party and makes Suleiman win!
FUCK YOU CIV 5! Is there some sort of mod to STOP the unnecessary and obnoxious 2050 limit?
On some funnier notes:
- I saw a puddle of water in the middle of a land tile and England had 2 ships in it for some reason.
- Suleiman kept saying how worrying he found the fact I had so many units near his borders. Never mind the fact he expanded quite literally all around my borders, the one who's in the wrong is ME.
[/quote] i love that. their hypocrisy is often what wins me the game... since i slap then senseless for being biggots. just ask Gandhi and Bismark[quote]
My i3-330m 2.13 GHz takes about the same lategame, if not slightly more.[/QUOTE]
My sis just got tat cpu yesterday in her laptop.
[QUOTE=Sir Whoopsalot;25676488]Is there some sort of mod to STOP the unnecessary and obnoxious 2050 limit?[/QUOTE]
Yeah, turn it off when you set up a game.
Started playing as Mongolia using a huge Tectonics world (from the mod library), with a few mods (like economy mod v4, larger scale mod, etc).
Goddamn barbarians are EVERYWHERE and every civ is making wonders out of the ass while I'm still trying to get my army amassed. Good news is I just captured a city state and discovered ghandi, plus have a great general.
Once I take care of some city states I'm going to try and settle in the barbarian-infested lands to the south, which conveiently enough looks just like mordor (with only one way in as it's surrounded by mountains and ocean).
Needs something to make it just a bit better no idea what it is though :roflolmao: really though Civ 4 I could play for hours on end but Civ 5 is just missing that "fun" factor
[QUOTE=Sir Whoopsalot;25676488]NOT! FUCKING! FAIR!
I was playing as Napoleon developing the Utopia project. 10 turns left......and 2050 comes into the party and makes Suleiman win!
FUCK YOU CIV 5! Is there some sort of mod to STOP the unnecessary and obnoxious 2050 limit?[/QUOTE]
Set Up Game->Advanced Setup->You can choose which victories to allow.
Can anyone give me a legitimate reason why I shouldn't be an expansionist asshole? While I usually have at least 7 cities after a little bit, every AI is just making their second or third one. I know culture advancements slow down and happiness decreases from too many cities but science, resources, military production capacity and empire power in general increase by a huge amount. Why would anyone not want to get more cities?
They wouldn't. Building cities is basically the road to victory in CiV. On the Americas Cradle of Civilisation map I've got cities all the way up the east Brazilian coast and up into Central America. I'm expanding into the Caribbean islands, the west coast and up into Mexico. The only things in my way are Darius being a dick and Alexander having a tiny city on the Yucatan.
[editline]28th October 2010[/editline]
I've got 4 times the score of the man in 2nd place.
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