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Old 10-09-10, 10:42 PM   #97
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Default Re: Official Civilization V Feedback Thread

sounds intense. i like more simple games where the only thing you need to keep track of is the number of rounds left in the magazine
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Old 10-09-10, 10:43 PM   #98
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Default Re: Official Civilization V Feedback Thread

more like number of knives stuck in anuses...
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Old 10-09-10, 10:48 PM   #99
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Default Re: Official Civilization V Feedback Thread

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more like number of knives stuck in anuses...
lol, exactly. bob can't even be bothered to keep track of his rounds.
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Old 10-09-10, 10:54 PM   #100
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Old 10-10-10, 12:01 AM   #101
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Default Re: Official Civilization V Feedback Thread

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Originally Posted by methimpikehoses View Post
o rly? i have had no such bug on a large map. how many cities do you have?

only bug i have run into is when a civ that you are whaling on tries to gift you a bunch of cities i get some sort of infinite loop that i couldn't take the next turn, and some weird graphics glitches.

here's a random shot of my war machine gearing up to pwn.

You have to go to each city and click on whatever is needed in that city when that happens.

If not, it will seem like it is in limbo. Just click on the captured city and you'll be fine.
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Old 10-13-10, 08:29 PM   #102
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Thumbs up Re: Official Civilization V Feedback Thread

The trailer got the best of me, so I purchased the game. Download is currently at 80% and I can't wait to get started.

See you guys in 2525
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Old 10-13-10, 08:30 PM   #103
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Default Re: Official Civilization V Feedback Thread

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The trailer got the best of me, so I purchased the game. Download is currently at 80% and I can't wait to get started.

See you guys in 2525
Seriously, that game's like crack. That's why I didn't buy it.
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Old 10-13-10, 09:01 PM   #104
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Default Re: Official Civilization V Feedback Thread

it's quite good. they really outDDiDD themselves getting this game right.

the more i play, the more impressed i am with how well all the parts fit together. other civs have definitely favored certain strategies like "stacks-of-doom," but aside from a few minor balance issues (horsemen are overpowered in the very earliest part of the game), this one is teh best.
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Old 10-13-10, 09:03 PM   #105
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Default Re: Official Civilization V Feedback Thread

Tanks for the info!
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Old 10-14-10, 04:25 PM   #106
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Default Re: Official Civilization V Feedback Thread

upcoming patch (not sure ETA)

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

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.
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Old 10-15-10, 06:03 PM   #107
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Default Re: Official Civilization V Feedback Thread

Just tried DX10 mode and it's way better. The textures look a lot more richer and bumpy. Now when I switch to DX9 mode it looks bland and low quality.

BTW, just finished my first full go of a Civ game and I got wasted by of all people, the British ironically. About 330 moves before they wasted me. They all turned on me at once and I was fighting off two others as well. :/
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Old 10-15-10, 07:58 PM   #108
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Default Re: Official Civilization V Feedback Thread

Wish that patch would come out already. I can't play untill it does because I can't finish my first game!
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