Sid Meier's Civilization Series (VII)
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PumpAction
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PostPosted: Sat, 29th Oct 2016 21:35    Post subject:
Never played Civ 4 Poker Face

Mister_s wrote:
I don't have much experience with 6 yet, but in 5 peace meant shit. some asshole declares war -> I destroy a few cities -> asshole begs for mercy -> peace -> dipshit declares war again after a few turns. It was driving me nuts Mad


Yeah, but I bet if I'd do the same they'd give me ultra warmongerer penalty Mad Mad Mad


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4treyu




Posts: 23124

PostPosted: Sun, 30th Oct 2016 00:48    Post subject:
PumpAction wrote:
Never played Civ 4 Poker Face

Mister_s wrote:
I don't have much experience with 6 yet, but in 5 peace meant shit. some asshole declares war -> I destroy a few cities -> asshole begs for mercy -> peace -> dipshit declares war again after a few turns. It was driving me nuts Mad


Yeah, but I bet if I'd do the same they'd give me ultra warmongerer penalty Mad Mad Mad


Well, that still happens in Civ 6, though here it seems to be motivated by the neighbor'Civ's main agenda. In this last campaign it was Trajan, whose main agenda is to expand as much as he can, so he declared war on me after my borders touched his and he had already captured 2 nearby city-states. I still raped him and took Rome from him after he begged for peace 3 consecutive times, I normally take the first deal as I'm not the warmonger kind of player but this time around he had been far too annoying all game long, so I just took his capital, immediately signed peace and went on with my science victory campaign. Good thing is that unlike Civ 5 they don't go and declare war again 10 turns later despite being decimated.

In the previous campaign I lived in eternal peace (and even friendly disposition, not formal friendship I almost never sign that) with Gandhi whose main agenda is to maintain peace, though I was always preparing for those trigger happy nuke policies Razz
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scaramonga




Posts: 9800

PostPosted: Sun, 30th Oct 2016 01:35    Post subject:
_untouchable_ wrote:
It's pathetic that Civ4 remains the best Civ to date. Way more meaningful non-cosmetic choices, non-retarded diplomacy, AI that can actually take cities... And it's not even that much visually outdated, I'm still enjoying playing it over Civ5/6


Excellent. This thread will no longer be of use to you then Smile
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dethy




Posts: 3078
Location: Conclave of Shadows
PostPosted: Sun, 30th Oct 2016 04:29    Post subject:
scaramonga wrote:
_untouchable_ wrote:
It's pathetic that Civ4 remains the best Civ to date. Way more meaningful non-cosmetic choices, non-retarded diplomacy, AI that can actually take cities... And it's not even that much visually outdated, I'm still enjoying playing it over Civ5/6


Excellent. This thread will no longer be of use to you then Smile




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_untouchable_
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PostPosted: Sun, 30th Oct 2016 08:52    Post subject:
scaramonga wrote:
_untouchable_ wrote:
It's pathetic that Civ4 remains the best Civ to date. Way more meaningful non-cosmetic choices, non-retarded diplomacy, AI that can actually take cities... And it's not even that much visually outdated, I'm still enjoying playing it over Civ5/6


Excellent. This thread will no longer be of use to you then Smile


Nah I'll still drop by to check if its somewhat improved and whine accordingly Cool
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Silent_Lurker




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PostPosted: Sun, 30th Oct 2016 13:35    Post subject:
Laughing


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LuckyStrike




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PostPosted: Wed, 2nd Nov 2016 22:57    Post subject:
4treyu wrote:
PumpAction wrote:
Never played Civ 4 Poker Face

Mister_s wrote:
I don't have much experience with 6 yet, but in 5 peace meant shit. some asshole declares war -> I destroy a few cities -> asshole begs for mercy -> peace -> dipshit declares war again after a few turns. It was driving me nuts Mad


Yeah, but I bet if I'd do the same they'd give me ultra warmongerer penalty Mad Mad Mad


Well, that still happens in Civ 6, though here it seems to be motivated by the neighbor'Civ's main agenda. In this last campaign it was Trajan, whose main agenda is to expand as much as he can, so he declared war on me after my borders touched his and he had already captured 2 nearby city-states. I still raped him and took Rome from him after he begged for peace 3 consecutive times, I normally take the first deal as I'm not the warmonger kind of player but this time around he had been far too annoying all game long, so I just took his capital, immediately signed peace and went on with my science victory campaign. Good thing is that unlike Civ 5 they don't go and declare war again 10 turns later despite being decimated.

In the previous campaign I lived in eternal peace (and even friendly disposition, not formal friendship I almost never sign that) with Gandhi whose main agenda is to maintain peace, though I was always preparing for those trigger happy nuke policies Razz


Gandhi only started to respect and like me after i thermonuked the hell out sparta just for fun.. good game overall. Very Happy


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prudislav
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PostPosted: Thu, 3rd Nov 2016 00:52    Post subject:
already at million owners Wink


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4treyu




Posts: 23124

PostPosted: Thu, 3rd Nov 2016 01:41    Post subject:
Yep, and counting. Also has been #1 on the top selling list on Steam for nearly 3 weeks now.
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-=Cartoon=-
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PostPosted: Thu, 3rd Nov 2016 07:51    Post subject:
Cant tell if the AI is just terrible, or if I have been unlucky :/
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Mister_s




Posts: 19863

PostPosted: Thu, 3rd Nov 2016 09:40    Post subject:
The AI is as average as in their previous games IMO. Maybe they just can't improve it. I guess all the fun in Civ is in the MP, since I don't find the SP fun anymore after all these years Sad
I'm sick of playing with myself Crying or Very sad
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fawe4




Posts: 1775

PostPosted: Thu, 3rd Nov 2016 11:34    Post subject:
It's as bad as in civ 5 if not worse. 4's AI is leagues ahead over the last two.
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mvp




Posts: 553

PostPosted: Thu, 3rd Nov 2016 11:49    Post subject:
fawe4 wrote:
It's as bad as in civ 5 if not worse. 4's AI is leagues ahead over the last two.


Its "better" because the combat in civ4 was so simple. gather a SOD and attack. But as long as the current AI cant fully use one unit per title, mabye that would be prefered to the current system
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Clevesa




Posts: 3694

PostPosted: Thu, 3rd Nov 2016 17:26    Post subject:
-=Cartoon=- wrote:
Cant tell if the AI is just terrible, or if I have been unlucky :/


No, it's just that bad. I've been "unlucky" for 15 games now Sad
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4treyu




Posts: 23124

PostPosted: Thu, 3rd Nov 2016 17:37    Post subject:
Game right now has plenty of well documented and tested bugs (for instance, the AI not upgrading their units properly as they adquire the proper technologies, or even not repairing pillaged tiles), good thing is the great majority of them are easily fixable with patches. Now, if you think the AI was so bad in Civ 5 that you easily won all your games on Deity then you should move on to a more challenging game as even after the bug fixing I doubt the AI in Civ 6 will be substantially challenging than in 5.
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briangw




Posts: 1752
Location: Warren, MN
PostPosted: Thu, 3rd Nov 2016 19:15    Post subject:
RPS list of best mods:
https://www.rockpapershotgun.com/2016/11/02/best-civilization-6-mods-so-far/

Btw, how can you set the AI to be on a different continent and not the one you are on when starting a new game?
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4treyu




Posts: 23124

PostPosted: Thu, 3rd Nov 2016 19:22    Post subject:
The Smoother Difficulty mod sounds great, sadly it will be completely useless until some of the bugs I mentioned (AI not taking advantage of newly discovered technologies) are fixed by Firaxis.
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Il_Padrino




Posts: 7551
Location: Greece by the North Sea
PostPosted: Thu, 3rd Nov 2016 20:05    Post subject:
The tech tree in the later stages of the game is a bit underwhelming. Once you get to the modern age, future tech gets reached really quickly. Compared to the early game, it seems there are much less techs to discover later on (haven't counted them yet, but the tech tree does look more empty as you move to the right).


There must have been a door there in the wall, when I came in.
Truly gone fishing.
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4treyu




Posts: 23124

PostPosted: Thu, 3rd Nov 2016 20:12    Post subject:
Yeah, that's in part consequence of the fact that they split the tech tree in 2 (now we have Civics tree) but I would say that the main reason is that the eurekas are overpowered at the moment and you can reach the end of the tree earlier than it should normally be.
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pillermann




Posts: 2577

PostPosted: Sun, 6th Nov 2016 13:15    Post subject:
Hey guys I been out of the loop on the whole crackin thing so fill me in here. I downloaded the 3DM version off the web and steamworks fix from rin but the game won't start, says "steam is required to play the game". Do I really need steam or is the crack bad?
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sun, 6th Nov 2016 13:24    Post subject:
pillermann wrote:
Hey guys I been out of the loop on the whole crackin thing so fill me in here. I downloaded the 3DM version off the web and steamworks fix from rin but the game won't start, says "steam is required to play the game". Do I really need steam or is the crack bad?

There are still people that don't have Steam installed? Shocked


Joking aside: For the Steamworks Fix you need Steam installed. I guess you use that to play multiplayer with other cracked boys?
If not, might as well use the cracks from RLD or CODEX.
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pillermann




Posts: 2577

PostPosted: Sun, 6th Nov 2016 13:39    Post subject:
Bob Barnsen wrote:

If not, might as well use the cracks from RLD or CODEX.

Gibe link pls? I just got the steamwork fix because the 3dm version didn't start at all; don't really need multiplayer.

warned for asking for link
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sun, 6th Nov 2016 14:35    Post subject:
Eh, can't post links here. grinhurt

But i'm 99% sure that on RIN people posted the cracks only in the Civ6 thread.


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pillermann




Posts: 2577

PostPosted: Sun, 6th Nov 2016 16:32    Post subject:
pillermann wrote:


warned for asking for link

See how out of the loop I am? Laughing soz
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4treyu




Posts: 23124

PostPosted: Fri, 18th Nov 2016 06:40    Post subject:
Fall 2016 patch now live! Adds DirectX 12 support. 2.1 GB.

Those patch notes Frap Frap Guy

Quote:

A new update is available for Sid Meier’s Civilization VI today. The “Fall 2016 Update” will automatically install when starting the Steam client; if it doesn’t install automatically, please restart Steam.

This update adds DirectX 12[en.wikipedia.org] support to Civilization VI, starting with AMD cards and NVIDIA Maxwell-series-or-later cards - please make sure your drivers are up to date. Support has also been added for Logitech ARX[gaming.logitech.com]. For more information on each of these, please click their respective link.

Today you’re also able to play a whole new scenario called “Cavalry and Cannonades,” and settle on two new map types, “Four-Leaf Clover” and “Six-Armed Snowflake.” These maps are playable both online and off, and were designed to encourage more conflict by forcing players to move toward the center. For the full list of what’s in this latest update, please see below.

Firaxis Games and 2K are committed to making Civilization VI the best experience possible and will continue to support the title. If you have any feedback on this update or just the game in general, please let us know in the 2K Forums[forums.2k.com] or here on Steam. Stay civilized!

[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.
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scaramonga




Posts: 9800

PostPosted: Fri, 18th Nov 2016 09:27    Post subject:
Nice Smile
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spajdr




Posts: 1842
Location: Czechia
PostPosted: Fri, 18th Nov 2016 15:07    Post subject:
So AI is finally decent?
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Morphineus
VIP Member



Posts: 24883
Location: Sweden
PostPosted: Fri, 18th Nov 2016 15:49    Post subject:
Most likely better, just use the magic rule of: 3 patches (decent patches not hotfixes) before playing. Razz

At least with this one it ain't wait 3/4 expansions. Razz


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dethy




Posts: 3078
Location: Conclave of Shadows
PostPosted: Fri, 18th Nov 2016 16:55    Post subject:
No more horse-economy Sad


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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sun, 20th Nov 2016 00:03    Post subject:
Sid Meier’s Civilization VI – DX11 versus DX12 performance comparison
Quote:
Firaxis Games has released a new patch that adds DX12 support for Sid Meier’s Civilization VI, therefore it’s time now to compare these two modes and see whether there are any performance improvements.

Thankfully, Firaxis Games has included two in-game benchmark tools. The first benchmark stresses the GPU, while the second one measures AI and turn-processing performance.

As we can see, Sid Meier’s Civilization VI performed similarly in DX11 and DX12 on our PC system (Intel i7 4930K (turbo boosted at 4.2Ghz) with 8GB RAM, NVIDIA’s GTX980Ti and GTX690, Windows 10 64-bit and the latest WHQL version of the GeForce drivers).

What’s really interesting here, however, is the GPU usage. As we can see, in DX12 our GPU was used to its fullest. Still, the DX11 path was as fast as the DX12 one, even though our GPU was underused in DX11.

This may show the incredible job that NVIDIA has done with its drivers regarding the DX11 API. It also shows that DX12 is not a magical trick that will automatically increase your performance, especially when NVIDIA has done an incredible work with its driver optimizations.

According to reports, AMD owners can expect better performance under DX12, however this may be also due to the fact that AMD’s drivers are not as optimized for DX11 games as NVIDIA’s are.

http://www.dsogaming.com/news/sid-meiers-civilization-vi-dx11-versus-dx12-performance-comparison/
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