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Le meilleur Civilization à ce jour




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Civilization - Civ7 patch "Test of Time" soon™

n°7884997
budd

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Posté le 12-04-2011 à 19:40:53  profilanswer
 

Reprise du message précédent :

spirou59 a écrit :


 :heink: Vous arretez pas de parler de bug en mlulti mais je ne vois vraiment pas de quoi vous parlez?
 
Perso je n'ai aucun souci en multi. Vous rencontrez quoi comme problème?


 

spirou59 a écrit :


 
 
J'ai surtout le dernier patch à jour sur mon PC avec un PC qui tourne et je n'ai aucun souci pour jouer en multi.
 
Après que certaines options ne soient pas dispo c'est une autre hsitoire et non un bug.
 
Le joue tourne parfaitement en multi.


 

spirou59 a écrit :

Bon je reviens sur ce que j'ai dit :o
 
Le multi est buggé à mort !!! A 2 je n'ai pas de problème. A 3 les problèmes commencent. Ralentissement, plantage d'un joueur, problème pour se reconnecter dans la partie.
 
C'est quand même dommage pour un jeu de ce type de merder autant/otan le multi :/


 
 
Je suis assez content de te l'entendre dire  :)  On finit tous d'accord sur la qualité du jeu, c'est juste une question de temps  :whistle:  

mood
Publicité
Posté le 12-04-2011 à 19:40:53  profilanswer
 

n°7885200
spirou59

Transactions (2)
Posté le 12-04-2011 à 21:02:43  profilanswer
 

Le truc marrant c'est que je jouais toujours en multi avec un pote et on n'avait aucun problème. Et récemment on a essayé à 3 ou 4 et j'ai rencontré tous les problèmes cités :D


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n°7885475
spirou59

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Posté le 12-04-2011 à 23:01:29  profilanswer
 

Ce soir partie à 3 et zéro problème oO
 
A ni rien comprendre ce multi


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Star Wars:Galaxy Of Heroes. Rejoignez l'élite HFR
n°7889992
Gedemon
patron-adjoint
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Posté le 14-04-2011 à 19:53:29  profilanswer
 

jeu et DLC en promo sur steam en ce moment (civs bonus à environ 2euros du coup)
 
 
et nouveau patch à venir :
 

Citation :

AI
•Economic AI: Tweaks to improve the number of workers built.
•Diplo AI: Correct minor error in calculation by AI to decide if it wants to join a coop war.
•City Strategy AI: Fix flavor broadcast to cities just after they are founded. Player level adjustments since start of game weren't being copied over to the new city.
•Operational AI: If AI sees that WarState is Calm (i.e. no one has troops near enemy lands), still consider launching an attack if overall military strengths are at least even.
•Operational AI: Enhancements to more sensibly pick city from which to launch a naval invasion.
•Operational AI: Slightly relax requirements for naval invasion to be on target (to get them onshore and attacking sooner).
•Operational/Tactical AI: Fix to movement/deployment for naval invasion forces.
•Operational/Tactical AI: Improved weighting and selection of muster and target cities for city attack operations.
•Tactical AI: Early game AI tweak to allow occasional sneak attack.
•Tactical AI: Improvements in civilian and embarked units targeting.
•Tactical AI: Units with defensive embarkation had a combat strength when embarked and were being considered for tactical moves (like making ranged attacks) that they weren't actually eligible for.
•Tactical AI: Improved the logic of how units are chosen for tactical moves so embarked units can now drop into place on land as flanking units, bombard units, etc.
•Tactical AI: Changes to more effectively use Great Generals offensively.
•Tactical AI: Citadels now project danger.
•Tactical AI: Units defending citadels are high priority targets; AI will prioritize trying to take these spaces.
•Tactical AI: AI will now pillage undefended citadels.
•Tactical AI: Be wary when approaching an enemy city; don't close on it if enemy clearly has superiority.
 
GRAPHICS
•Fixed an issue that was not allowing the Americas building set to display properly.
•If a 3D leaderhead scene cannot be created, fallback to 2D.
 
GAMEPLAY
•Units: Stealth Bombers can now get promotions.
•Units: Add “Fortify until Healed” option for aircraft. Before, they only healed when inactive, which could cause confusion for the player.
•Units: Prevent units with the "No Melee" promotion from capturing cities (archers, catapults, etc.).
•Units: Air units must be in a city to upgrade, and no sneaky "I'm on a carrier in the city" either.
•Units: Fixed a problem that was allowing units to upgrade in territories that were not their own.
•Terrain Improvements: Allow Moai to be built over top of resources.
•Terrain Improvements: Correct an issue that resulted in double resources if you founded a city on top of an improved resource plot.
•Yields: Fix a load order problem where the lake bonus is not applied to a farm after loading an existing save.
•City Management: When selling a building, ensure that all citizens are properly removed.
•City Management: When assigning a specialist to a building, make sure we don't accidentally assign more citizens than we have available.
•City Management: Fix for an issue that was causing workers to go missing when population went down.
•City Management: After the citizen is removed from working, adjust the unassigned worker count before subtracting from the total population. There were rare situations that could cause the worker to disappear.
•Culture: Keep the current culture level of the city after it is captured. The culture production will go to 0, but the culture level must remain the same or else a large city will be able to acquire tiles at the same rate as a smaller city.
 
UI
•Pre-Game: The tooltips for unique items in the Loading screen no longer show up until AFTER loading has finished, preventing potential “stuck” UI.
•Pre-Game: Prevented escape key from being used to corrupt starting parameters while starting a tutorial game.
•Pre-Game: Multi-player maps added to Single-player as well.
•Pre-Game: Fixed a rounding issue in the options menu so that values are always integer based for the tooltip delay.
•Pre-Game: Using ":" in a save filename is no longer considered valid since Windows does not allow this. Players could potentially use this character in a save name without knowing that the file was not created when they exited the dialog.
•Notifications: Fix notifications that arise after a city is liberated so they show the name properly.
•Notifications: Extra DOF expiration notifications removed.
•Notifications: Notifications for denouncement or friendship are only displayed if the active player has met one of the teams.
•Tool-tips: Tooltips for worker/workboat build recommendations now build dynamically by looking at tile yields for these improvements: camp, pasture, farm, mine, trading post, fishing boats, custom house and manufactory.
•Tool-tip: Plot Mouse Over text for Natural Wonders will now display the culture yield as if it was in your borders and being worked, similar to how other yields are displayed.
•Mod Browser: Mod Browser panels now reset their scroll value when a new mod is selected.
•New Addition: Resource Panel integrated into upper-left Info Panel UI.
•New Addition: Specialist slots in buildings are now shown in the info tooltip for both the tech tree, production popup, and Civilopedia.
•Combat Preview: "Bonus VS Cities" is now renamed to "Penalty VS Cities" when it's < 0.
•Combat Preview: Fix bonus display issue when bombarding an enemy unit (if enemy had bonuses that required “friendly” territory, it would show up in the preview even though they were obviously in enemy territory).
•Combat Preview: Show Oligarchy Garrisoned Unit bonus for city ranged attacks.
•City Screen: City Growth meter within the City screen now displays the correct amount.
•City Screen: Fix the display of the current research progress UI, which made research estimates appear to be incorrect.
•In-Game: Fix the display of the movement cost for units that can embark.
•In-Game: Fixed a rounding issue in the military overview (actually, a lack of rounding issue).
•In-Game: Properly hide the Aircraft selection UI if hidden from view (fog of war, etc.).
•In-Game: City State's "Quest" icon is now hidden if that City State is at war with your team.
•In Game: City banner now displays different tooltip for puppet cities that are not owned by the player.
•In Game: Top Panel now differentiates between unhappiness from regular population and unhappiness from specialists.
•In-Game: Selecting a unit in the military overview will now select that unit, selecting it twice will now move the camera to it.
•Victory: Fix UI display of Diplomatic Victory votes (it was displaying votes from dead Civs/City States).
•Victory: UN Voting and Results screens now have better support for team games.
•Multiplayer: Human players no longer show an approachability type since that was meant for AI.
•Multiplayer: Multiplayer diplomacy w/ teams no longer has overlapping text.
•Diplomacy: There's now a confirmation dialog when you publicly denounce a civ.
•Diplomacy: Player cannot publicly denounce a civ multiple times in the same turn.
•Unit Panel: Fixed an erroneous display of a needed upgrade resource if the needed resource quantity was 0 and you are running a deficit on that resource (negative return value).
•Production: In UI for national wonders that have a prereq building, don't list each individual city that needs the building if the prereq doesn't have to be in EVERY city in the empire. Instead just continue to show the count.
•Production: City connected by railroad production bonus now correctly displays across all UI.
 
DIPLO
•Don't allow research agreements if one party has finished the tech tree.
•Correct opinion code so we can get outcomes of friendly or allied.
•Fix the AI's deal adjustment so that it doesn't accidentally treat your luxury items as strategic items. This essentially prevented the AI from ever countering the deal with a request for a strategic resource from the other player. It just re-submitted the counter offer, requesting more luxury items, which the player could not see. If accepted, the player would realize too late that all their luxury resources were gone.
 
WORLD BUILDER
•Map Resize: Added controls for adding and removing rows of hexes from the top, build, left, or right of a map.
•Added default “map size” drop-down so that players can set the default number of Civs that they want to play on a map.
•Fix permanent war setting in the WB so that it reflects properly in the game.
 
MODDING
•Support for disabling the Happiness system.
•Support for disabling the Science/Research system.
•Support for disabling Social Policy acquisition.
•Support for disabling the Tutorial system.
•Properly initialize citizens and trade routes when loading for a scenario with a preexisting empire.
•Correct a problem with the awarding of contacts with minor civs in games created from WB scenarios.
•Add "CityCanConstruct" Lua hook.
•Exposed LoadString to Lua scripts.
 
ACHIEVEMENTS
•Fixed issue for Lancer that was stopping the Model of a Modern Major-General achievement from firing.
•Fixed issue with building type comparison that was keeping the Tomb Raider achievement from firing.
•Fixed issue that was keeping the Barbary Coast achievement from firing.
•Fixed issue with the Flying Fortress achievement that would cause it to fire when the action was performed by an AI player.
•Fixed issue with the God is Great achievement that would cause it to fire when the action was performed by an AI player.
 
SCENARIOS
•Mongol: Disable all victory conditions except domination.
•Disable tutorial across all Scenarios.
 
CRASH
•Additional nil checking to prevent possible Lua crashes due to invalid data in the HoF database.
•Tighten up decal culling to reduce the number of decals rendered per cell (Scroll crash).
•Fix to "Moai on the edge of the map" crash.
•Prevent CvDiplomacyAI :: DoUpdateEstimateOtherPlayerMilitary Threats from doing a divide by 0 (caused by a city having more damage than hit points).
•Added in additional protections against using invalid player IDs that were causing crashes in community provided saves.
•Fix bad cast of PlayerType to TeamType (and resulting crash).
•Fix random map selection in multiplayer, which could cause a crash.


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[hommage au beau jeu] [Footware]
n°7890136
cell

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Posté le 14-04-2011 à 21:10:27  profilanswer
 

Gedemon a écrit :

jeu et DLC en promo sur steam en ce moment (civs bonus à environ 2euros du coup)

 


et nouveau patch à venir


Bonne nouvelle, je comptai m'y remettre, je vais attendre ce patch avant d'y replonger


Message édité par cell le 14-04-2011 à 21:10:59
n°7890147
spirou59

Transactions (2)
Posté le 14-04-2011 à 21:14:10  profilanswer
 

J'ai pris les DLC ca fait du 11€ :o
 
Merci pour le patch note, en le lisant rapidement y'a pas grand chose sur les problèmes que l'on rencontre en multi ou je me trompe?


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n°7890163
Shitan
detailer :o
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Posté le 14-04-2011 à 21:25:49  profilanswer
 

Bon, et bien me voici ici j'ai profité de la promo :o  
 
je télécharge, installe ca, et commence à m'entrainer en solo :o


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Ci git une signature.
n°7890167
Gedemon
patron-adjoint
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Posté le 14-04-2011 à 21:28:16  profilanswer
 

spirou59 a écrit :

J'ai pris les DLC ca fait du 11€ :o
 
Merci pour le patch note, en le lisant rapidement y'a pas grand chose sur les problèmes que l'on rencontre en multi ou je me trompe?


 
bah : http://www.firaxis.com/jobs/openings.php
 

Spoiler :

Multiplayer Programmer
 
Summary:
The role is responsible for implementing multiplayer game systems, including matchmaking, integration with 3rd party support libraries and working closely with design, engineering, and quality assurance. The programmer will take point on all multiplayer tasks, coordinating with the development team to identify objectives and see them through to completion.
 
Requirements:
 
    * Understands deterministic peer-to-peer simulations often used in strategy games
 
    * B.S. in Computer Science or equivalent industry experience
 
    * Must be proficient in C++
 
    * Experience with the entire development cycle, should have shipped multiple titles from start to finish
 
    * Intimate understanding of basic IP network protocols (TCP and UDP)
 
    * Experience implementing client/server systems
 
    * Working with NAT traversal protocolss (STUN, STUNT, for example)
 
    * Familiarity with 3rd party libraries such as Steam and GameSpy
 
    * Basic understanding of user interface design/architecture
 
 
 
Responsibilities:
 
    * Maintain, improve and/or refactor existing systems
 
    * Improve overall code quality, performance and stability
 
    * Support existing matchmaking systems, improving the player experience


 
[:spamafoote]


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[hommage au beau jeu] [Footware]
n°7890576
Groomy
Oisif
Transactions (2)
Posté le 15-04-2011 à 08:39:52  profilanswer
 

6 mois après la sortie du jeu, il est jamais trop tard  [:dawa]


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Le matin, j'émerge de mes rêves, le plus heureux des anges. Je me couche le soir, un vrai salaud. Qu'ai-je donc fait entre-temps ? J'ai fréquenté les hommes et fouillé dans leur merde.
n°7890592
drasche

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Posté le 15-04-2011 à 08:50:44  profilanswer
 

C'est sûrement pour Civ 6 :o


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Whichever format the fan may want to listen is fine with us – vinyl, wax cylinders, shellac, 8-track, iPod, cloud storage, cranial implants – just as long as it’s loud and rockin' (Billy Gibbons, ZZ Top)
mood
Publicité
Posté le 15-04-2011 à 08:50:44  profilanswer
 

n°7891161
karoliko
gaucher contrariant
Transactions (1)
Posté le 15-04-2011 à 11:30:24  profilanswer
 

[:lardoncru:4]


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A bove ante, ab asino retro, a stulto undique caveto (Hey AMC, If I wanted to know what life was like in the '60s I'd move to Indiana!" - Jebidiah Atkinson.   )
n°7891692
spirou59

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Posté le 15-04-2011 à 14:03:35  profilanswer
 

Gedemon a écrit :

jeu et DLC en promo sur steam en ce moment (civs bonus à environ 2euros du coup)

 


et nouveau patch à venir :

 



Papy t'avais oublié une info importante qui va avec ce patch note. Toujours tiré des forum 2K.
 http://forums.2kgames.com/showthre [...] atch-Notes

 
Citation :

The patch notes below are the first part of a large two-part update. We wanted to focus this part of the update on stability and bugs, and as you’ll see in the notes below, we’re progressing nicely. There is also continued work going into the AI, the modding framework, and WorldBuilder, and we expect to have this in your hands shortly.

 

The second part we have begun working on will be released in the coming months, and will include our next balance pass (for those areas of the game that were not included in the March 1 update), as well as continued work on AI, diplomacy, and a much-requested addition to the game that we’ll be discussing in more detail very soon.

 

You guys have all been instrumental in helping us to continue to make Civilization V better with each update, and there’s more to come!


Message édité par spirou59 le 15-04-2011 à 14:03:56

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n°7892265
nucl3arfl0
Better Call Saul
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Posté le 15-04-2011 à 16:16:09  profilanswer
 

Hello, il me tente bien, mais les tests lors de sa sortie n'en font pas non plus beaucoup d'éloge sur l'IA par exemple, ni sur la profondeur du jeu.
Ca a changé depuis les patchs ou pas ?
 
Je précise que je n'ai jamais joué aux civilisations précédents.

n°7892799
budd

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Posté le 15-04-2011 à 18:38:23  profilanswer
 

nucl3arfl0 a écrit :

Hello, il me tente bien, mais les tests lors de sa sortie n'en font pas non plus beaucoup d'éloge sur l'IA par exemple, ni sur la profondeur du jeu.
Ca a changé depuis les patchs ou pas ?

 

Je précise que je n'ai jamais joué aux civilisations précédents.


bah, le style a un peu changé.
Au début, on pensait que l'IA avait des critères cachés qui la faisait réagir bizarrement. Ensuite, ils ont rendu visible en jeu les critères, et là on a compris que c'était aléatoire :D

 

Je schématise, mais pour moi, il a de gros défauts de conception vis à vis de l'IA et de la profondeur. Mon steam indique 88 heures de jeu. Ca serait beaucoup pour n'importe quel jeu, mais c'est ridicule pour un civ. je reste à conseiller le civIV, qui est à 5€ toutes extensions comprises.


Message édité par budd le 15-04-2011 à 18:38:34
n°7893053
Shitan
detailer :o
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Posté le 15-04-2011 à 20:43:09  profilanswer
 

Première partie (depuis civnet mon dieu :o) cette aprem, presque finie (j'en suis dans les années 1950).
 
Que de changements :o Mais bon, surtout des ajouts/éclaircissements, de l'amélioration de gameplay.
 
en mode seigneur de guerre, j'ai reussi à me developper avec personne me déclarant la guerre...à moi maintenant de produire massivement du porte avion+chasseur pour faire une victoire militaire comme à la vieille époque :o La culturelle sera pour bientôt.
 
N'ayant jamais joué en multi, ca se déroule comment? on peut save/reprendre si c'est des gens qu'on connait bien etc?


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Ci git une signature.
n°7893793
ese-aSH
Welcome To Avalon
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Posté le 16-04-2011 à 11:24:04  profilanswer
 

Shitan a écrit :

depuis civnet mon dieu :o


A plus forte raison pour quelqu'un qui a sauté le 2 et le 3, tente le 4 ;) (il faut voir le 4 et le 5 comme des jeux 'différents', le 4 est l'aboutissement, l'apogée de ce qu'aurais pu etre civ1/civnet, le 5 c'est autre chose).


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On a tous un avis, le donne pas.
n°7893797
Meganne
Féministe Ardant
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Posté le 16-04-2011 à 11:26:23  profilanswer
 

spirou59 a écrit :

J'ai pris les DLC ca fait du 11€ :o
 
[...]


Han, enfin ! [:cerveau lent]  

n°7894469
Piksou

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Posté le 16-04-2011 à 18:34:26  profilanswer
 

Meganne a écrit :


Han, enfin ! [:cerveau lent]  


trop tard si t'as pas déjà pris :/


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« Le verbe "aimer" est le plus compliqué de la langue. Son passé n'est jamais simple, son présent n'est qu'imparfait et son futur toujours conditionnel. » Jean Cocteau
n°7921773
monsieuror​ange
Optimisation Team Member
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Posté le 28-04-2011 à 17:02:33  profilanswer
 

j'ai relancé une partie hier après plusieurs mois de pause, c'est toujours aussi bon [:cerveau lent]


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Quand j'arrive le matin sur les coups de 7h-7h02, j'suis comme un fou, j'm'éclate.C'est ce que j'appelle ma symbiose corporate: je suis dans ma boîte et ma boîte est à l'intérieur de moi. Et je peux vous dire que là-haut ils apprécient ça énormément.
n°7922390
safe
Attends, .... je t'explique !
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Posté le 28-04-2011 à 22:32:09  profilanswer
 

Clair moi aussi je continue de m'amuser sur ce jeu.
 
@+


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Visitez mon nouveau site de photos
n°7922498
Grubnatz
me name is potato
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Posté le 28-04-2011 à 23:58:44  profilanswer
 

Tiens ça faisait longtemps, je suis à quelque tour de la victoire, j'ai 6 mécacolosses devant la capitales du dernier mec en vie, j'attend juste quelque tours pour une doctrine pour valider un achievement, et pouf jeu qui plante et qui se met à télécharger une màj sortie d'on ne sait où [:poutrella]

n°7922506
cashless

Transactions (0)
Posté le 29-04-2011 à 00:03:32  profilanswer
 

Grubnatz a écrit :

Tiens ça faisait longtemps, je suis à quelque tour de la victoire, j'ai 6 mécacolosses devant la capitales du dernier mec en vie, j'attend juste quelque tours pour une doctrine pour valider un achievement, et pouf jeu qui plante et qui se met à télécharger une màj sortie d'on ne sait où [:poutrella]


 
Pour Civ, toujours penser à la sauvegarde automatique  [:snorkydu29]

n°7922529
Grubnatz
me name is potato
Transactions (0)
Posté le 29-04-2011 à 00:24:02  profilanswer
 

Ben je l'ai mise, à chaque tour, mais c'est relou de recharger en fin de partie quand ça met de plombes à charger et à passer de tour, surtout qu'en général quand ça commence à planter il faut recommencer plusieurs tours avant ou arriver à trouver ce qui a fait planter pour pas le refaire [:tim_coucou]

n°7922543
cashless

Transactions (0)
Posté le 29-04-2011 à 00:38:28  profilanswer
 

Plantage systématique au même point (non aléatoire) ? Alors, je compatis, surtout si c'est en fin de partie, l'horreur  [:kabouik]

n°7922553
Grubnatz
me name is potato
Transactions (0)
Posté le 29-04-2011 à 00:51:02  profilanswer
 

Ben ce coup là ça me l'a pas fait, mais ça m'est déjà arrivé de planter plusieurs fois au même endroit, obligé d'essayer plein de trucs pour essayer de passer ce putain de tour [:kzimir]

n°7922564
cashless

Transactions (0)
Posté le 29-04-2011 à 01:07:01  profilanswer
 

Grubnatz a écrit :

Ben ce coup là ça me l'a pas fait, mais ça m'est déjà arrivé de planter plusieurs fois au même endroit, obligé d'essayer plein de trucs pour essayer de passer ce putain de tour [:kzimir]


 
C'est le genre de cauchemars qui arrivait souvent dans Civ4 avant que les différents patches en fassent un modèle de stabilité.

n°7923363
eurys
Humour noir en IV
Transactions (0)
Posté le 29-04-2011 à 13:54:32  profilanswer
 

Y'a eu un patch hier soir pour civ d'ailleurs. ( avec du support pour le SDK afin de pouvoir désactiver le système de bonheur, entre autre )
Mais perso j'attends un bon mod avant de m'y remettre...


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Don't worry, you won't feel anythin' ... but an excruciating pain.
n°7923406
spirou59

Transactions (2)
Posté le 29-04-2011 à 14:08:32  profilanswer
 

d'ailleurs c'est pour Meganne :o
 

Citation :

Le jeu de stratégie Civilization V recevra deux nouvelles extensions la semaine prochaine. A partir du 3 mai, les joueurs intéressés pourront investir dans les packs Denmark Civilization and Scenario Pack ou Explorers Map Pack vendus 2,99 £ chacun (environ 3,35 € au taux actuel). Voici les détails donnés pour les deux DLC, encore dénués de screenshots.
 
 
 
Comme son nom l'indique, le Denmark Civilization and Scenario Pack comprendra à la fois la civilisation danoise (dirigée par Harald Ier de Danemark) mais aussi le scénario 1066 : Year of Viking Destiny pour l'accompagner. Ce dernier se déroulera dans les îles britanniques qu'il faudra conquérir pour s'emparer du trône. Une petite subtilité sera toutefois de mise : dans ce scénario, les règles du jeu seront biaisées et un joueur ne pourra s'emparer d'un territoire que par la force.
 
 
 
L'Explorers Map Pack est pour sa part une collection de 10 cartes pour le mode solo. Cinq de ces maps seront basées sur des lieux réels, les cinq autres seront des maps scriptées conçues pour changer à chaque partie et mettre en avant un aspect du gameplay.
 
 


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n°7923574
monsieuror​ange
Optimisation Team Member
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Posté le 29-04-2011 à 14:59:31  profilanswer
 

en parlant de scenarios, ils valent le coup ceux inclus dans Civ V? Je suis même pas sûr qu'il y en ait en fait [:poutrella]


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Quand j'arrive le matin sur les coups de 7h-7h02, j'suis comme un fou, j'm'éclate.C'est ce que j'appelle ma symbiose corporate: je suis dans ma boîte et ma boîte est à l'intérieur de moi. Et je peux vous dire que là-haut ils apprécient ça énormément.
n°7923594
MEI
|DarthPingoo(tm)|
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Posté le 29-04-2011 à 15:04:45  profilanswer
 

monsieurorange a écrit :

en parlant de scenarios, ils valent le coup ceux inclus dans Civ V? Je suis même pas sûr qu'il y en ait en fait [:poutrella]


Y'en a que dans les DLC.


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n°7923659
galak
Revenez :(
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Posté le 29-04-2011 à 15:39:17  profilanswer
 

Apres plus de 350 h de jeux, j'arrive tjs pas a m'empecher de devier de l'arbre techno et doctrine purement militaire... :/

n°7923910
Grubnatz
me name is potato
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Posté le 29-04-2011 à 17:17:15  profilanswer
 

Elles sont super nazes les doctrines militaires je trouve. Que ça soit celle de l'antiquité ou celle de la fin de partie, je trouve que les gains qu'on a sur l'armée sont loin de compenser pertes sur les doctrines plus orientées macro gestion.

Message cité 1 fois
Message édité par Grubnatz le 02-05-2011 à 18:08:22
n°7923913
Grubnatz
me name is potato
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Posté le 29-04-2011 à 17:18:23  profilanswer
 

MEI a écrit :


Y'en a que dans les DLC.


Y a celui des mongols de gratuit, je l'ai trouvé completement à chier, on a 100 tours pour raser 6 civilization avec juste des chevaux comme armée en début de partie [:poutrella]


Message édité par Grubnatz le 29-04-2011 à 17:18:32
n°7927565
edouard sa​ucisse
AOP depuis 1763
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Posté le 02-05-2011 à 00:25:11  profilanswer
 

Citation :

Nouveau patch pour Civ V
 
PC | 30/04/2011 - 20:15
Entre deux DLC sans intérêt, Firaxis prend le temps de patcher son Civilization V. Il faut dire que malgré sa relative impopularité chez les fans hardcore de Civ, le jeu n'a pas quitté le top 10 des jeux les plus joués sur Steam depuis sa sortie.
 
    AI
    • Economic AI: Tweaks to improve the number of workers built.
    • Diplo AI: Correct minor error in calculation by AI to decide if it wants to join a coop war.
    • City Strategy AI: Fix flavor broadcast to cities just after they are founded. Player level adjustments since start of game weren't being copied over to the new city.
    • Operational AI: If AI sees that WarState is Calm (i.e. no one has troops near enemy lands), still consider launching an attack if overall military strengths are at least even.
    • Operational AI: Enhancements to more sensibly pick city from which to launch a naval invasion.
    • Operational AI: Slightly relax requirements for naval invasion to be on target (to get them onshore and attacking sooner).
    • Operational/Tactical AI: Fix to movement/deployment for naval invasion forces.
    • Operational/Tactical AI: Improved weighting and selection of muster and target cities for city attack operations.
    • Tactical AI: Early game AI tweak to allow occasional sneak attack.
    • Tactical AI: Improvements in civilian and embarked units targeting.
    • Tactical AI: Units with defensive embarkation had a combat strength when embarked and were being considered for tactical moves (like making ranged attacks) that they weren't actually eligible for.
    • Tactical AI: Improved the logic of how units are chosen for tactical moves so embarked units can now drop into place on land as flanking units, bombard units, etc.
    • Tactical AI: Changes to more effectively use Great Generals offensively.
    • Tactical AI: Citadels now project danger.
    • Tactical AI: Units defending citadels are high priority targets; AI will prioritize trying to take these spaces.
    • Tactical AI: AI will now pillage undefended citadels.
    • Tactical AI: Be wary when approaching an enemy city; don't close on it if enemy clearly has superiority.
    • Diplo AI: Make sure the diplomacy AI doesn't declare war on someone they are already at war with. Prevents confusing pop ups.
    • Operational AI: AI will now correctly abort operations against a player that were started during a war (like gathering a new attack), but could execute after a peace treaty was declared. This corrects the occasional “AI declared war during a peace treaty” issue.
    • Operational AI: Fix muster radius for gathering a naval invasion. Invasions won't get stuck trying to gather and will get moving to target sooner now.
    • Operational AI: Don't allow nuke attacks on tiles that will break a peace treaty.
    • Homeland AI: Make sure that flavor settings don't prevent workers from building improvements. This would cause some AI players to have large amounts of unimproved space in later parts of the game.
    • Homeland AI: Fixed a problem that was causing workers to ignore pillaged non-resource and bonus resource tiles.
 
    GRAPHICS
    • Fixed an issue that was not allowing the Americas building set to display properly.
    • If a 3D leaderhead scene cannot be created, fallback to 2D.
    • Update to river color, texture, and shader.
 
    GAMEPLAY
    • Units: Stealth Bombers can now get promotions.
    • Units: Add “Fortify until Healed” option for aircraft. Before, they only healed when inactive, which could cause confusion for the player.
    • Units: Prevent units with the "No Melee" promotion from capturing cities (archers, catapults, etc.).
    • Units: Air units must be in a city to upgrade, and no sneaky "I'm on a carrier in the city" either.
    • Units: Fixed a problem that was allowing units to upgrade in territories that were not their own.
    • Terrain Improvements: Allow Moai to be built over top of resources.
    • Terrain Improvements: Correct an issue that resulted in double resources if you founded a city on top of an improved resource plot.
    • Yields: Fix a load order problem where the lake bonus is not applied to a farm after loading an existing save.
    • City Management: When selling a building, ensure that all citizens are properly removed.
    • City Management: When assigning a specialist to a building, make sure we don't accidentally assign more citizens than we have available.
    • City Management: Fix for an issue that was causing workers to go missing when population went down.
    • City Management: After the citizen is removed from working, adjust the unassigned worker count before subtracting from the total population. There were rare situations that could cause the worker to disappear.
    • Culture: Keep the current culture level of the city after it is captured. The culture production will go to 0, but the culture level must remain the same or else a large city will be able to acquire tiles at the same rate as a smaller city.
    • Exploit: Removed ability to gain additional free settlers/workers by gaming the policy system.
    • Units: City States in games started in the industrial/modern era now correctly produce workers as needed.
 
    UI
    • Pre-Game: The tooltips for unique items in the Loading screen no longer show up until AFTER loading has finished, preventing potential “stuck” UI.
    • Pre-Game: Prevented escape key from being used to corrupt starting parameters while starting a tutorial game.
    • Pre-Game: Multi-player maps added to Single-player as well.
    • Pre-Game: Fixed a rounding issue in the options menu so that values are always integer based for the tooltip delay.
    • Pre-Game: Using ":" in a save filename is no longer considered valid since Windows does not allow this. Players could potentially use this character in a save name without knowing that the file was not created when they exited the dialog.
    • Notifications: Fix notifications that arise after a city is liberated so they show the name properly.
    • Notifications: Extra DOF expiration notifications removed.
    • Notifications: Notifications for denouncement or friendship are only displayed if the active player has met one of the teams.
    • Tool-tips: Tooltips for worker/workboat build recommendations now build dynamically by looking at tile yields for these improvements: camp, pasture, farm, mine, trading post, fishing boats, custom house and manufactory.
    • Tool-tip: Plot Mouse Over text for Natural Wonders will now display the culture yield as if it was in your borders and being worked, similar to how other yields are displayed.
    • Mod Browser: Mod Browser panels now reset their scroll value when a new mod is selected.
    • New Addition: Resource Panel integrated into upper-left Info Panel UI.
    • New Addition: Specialist slots in buildings are now shown in the info tooltip for both the tech tree, production popup, and Civilopedia.
    • Combat Preview: "Bonus VS Cities" is now renamed to "Penalty VS Cities" when it's < 0.
    • Combat Preview: Fix bonus display issue when bombarding an enemy unit (if enemy had bonuses that required “friendly” territory, it would show up in the preview even though they were obviously in enemy territory).
    • Combat Preview: Show Oligarchy Garrisoned Unit bonus for city ranged attacks.
    • City Screen: City Growth meter within the City screen now displays the correct amount.
    • City Screen: Fix the display of the current research progress UI, which made research estimates appear to be incorrect.
    • In-Game: Fix the display of the movement cost for units that can embark.
    • In-Game: Fixed a rounding issue in the military overview (actually, a lack of rounding issue).
    • In-Game: Properly hide the Aircraft selection UI if hidden from view (fog of war, etc.).
    • In-Game: City State's "Quest" icon is now hidden if that City State is at war with your team.
    • In Game: City banner now displays different tooltip for puppet cities that are not owned by the player.
    • In Game: Top Panel now differentiates between unhappiness from regular population and unhappiness from specialists.
    • In-Game: Selecting a unit in the military overview will now select that unit, selecting it twice will now move the camera to it.
    • Victory: Fix UI display of Diplomatic Victory votes (it was displaying votes from dead Civs/City States).
    • Victory: UN Voting and Results screens now have better support for team games.
    • Multiplayer: Human players no longer show an approachability type since that was meant for AI.
    • Multiplayer: Multiplayer diplomacy w/ teams no longer has overlapping text.
    • Diplomacy: There's now a confirmation dialog when you publicly denounce a civ.
    • Diplomacy: Player cannot publicly denounce a civ multiple times in the same turn.
    • Unit Panel: Fixed an erroneous display of a needed upgrade resource if the needed resource quantity was 0 and you are running a deficit on that resource (negative return value).
    • Production: In UI for national wonders that have a prereq building, don't list each individual city that needs the building if the prereq doesn't have to be in EVERY city in the empire. Instead just continue to show the count.
    • Production: City connected by railroad production bonus now correctly displays across all UI.
    • Civilopedia: Multiple updates to Civilopedia functionality and accuracy.
    • Pre-Game: Civillization Name in Load Menu is now truncated if it's too large.
 
    DIPLO
    • Don't allow research agreements if one party has finished the tech tree.
    • Correct opinion code so we can get outcomes of friendly or allied.
    • Fix the AI's deal adjustment so that it doesn't accidentally treat your luxury items as strategic items. This essentially prevented the AI from ever countering the deal with a request for a strategic resource from the other player. It just re-submitted the counter offer, requesting more luxury items, which the player could not see. If accepted, the player would realize too late that all their luxury resources were gone.
 
    WORLD BUILDER
    • Map Resize: Added controls for adding and removing rows of hexes from the top, build, left, or right of a map.
    • Added default “map size” drop-down so that players can set the default number of Civs that they want to play on a map.
    • Fix permanent war setting in the WB so that it reflects properly in the game.
 
    MODDING
    • Support for disabling the Happiness system.
    • Support for disabling the Science/Research system.
    • Support for disabling Social Policy acquisition.
    • Support for disabling the Tutorial system.
    • Properly initialize citizens and trade routes when loading for a scenario with a preexisting empire.
    • Correct a problem with the awarding of contacts with minor civs in games created from WB scenarios.
    • Add "CityCanConstruct" Lua hook.
    • Exposed LoadString to Lua scripts.
 
    ACHIEVEMENTS
    • Fixed issue for Lancer that was stopping the Model of a Modern Major-General achievement from firing.
    • Fixed issue with building type comparison that was keeping the Tomb Raider achievement from firing.
    • Fixed issue that was keeping the Barbary Coast achievement from firing.
    • Fixed issue with the Flying Fortress achievement that would cause it to fire when the action was performed by an AI player.
    • Fixed issue with the God is Great achievement that would cause it to fire when the action was performed by an AI player.
 
    SCENARIOS
    • Mongol: Disable all victory conditions except domination.
    • Disable tutorial across all Scenarios.
 
    CRASH
    • Additional nil checking to prevent possible Lua crashes due to invalid data in the HoF database.
    • Tighten up decal culling to reduce the number of decals rendered per cell (Scroll crash).
    • Fix to "Moai on the edge of the map" crash.
    • Prevent CvDiplomacyAI::DoUpdateEstimateOtherPlayerMilitary Threats from doing a divide by 0 (caused by a city having more damage that hit points).
    • Added in additional protections against using invalid player IDs that were causing crashes in community provided saves.
    • Fix bad cast of PlayerType to TeamType (and resulting crash).
    • Fix random map selection in multiplayer, which could cause a crash.
    • Additional crash protections


 
holy shit.

n°7927589
Winpoks

Transactions (2)
Posté le 02-05-2011 à 00:48:02  profilanswer
 

Après plusieurs mois d'arrêt mis à part une optimisation du jeu (temps de tour et stabilité). Il y a d'autres améliorations comme l'arbre technologique plus poussé ou autre ? :o

n°7927686
galak
Revenez :(
Transactions (5)
Posté le 02-05-2011 à 08:02:28  profilanswer
 

Grubnatz a écrit :

Elles sont super nazes les doctrines militaires je trouves. Que ça soit celle de l'antiquité ou celle de la fin de partie, je trouve que les gains qu'on a sur l'armée sont loin de compenser pertes sur les doctrines plus orientées macro gestion.


Bas c'est un peu ce que je remarque, mais apres je suis pas un expert :)

n°7927809
le celeste

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Posté le 02-05-2011 à 09:45:51  profilanswer
 

Hum nouveau patch et nouveau Bug, j'ai des icônes d'avion sur des villes alors que je n'ai plus d'avion !!!  
Ou qu'an je capture une ville adverse je garde l'icône d'unité aérienne !!
 
Bon au moins on peut améliorer les bombardiers furtifs maintenant.
 
Sinon j'adore toujours autant, je ne sais combien j'ai passé d'heures sur le 4, mais la ça m'a frappé hier soir 460h, ce que je trouve pas mal pour moi pour un jeu non mmo.

n°7927827
Profil sup​primé

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Posté le 02-05-2011 à 09:54:42  answer
 

je l'avais déja en vanilla le bug de l'icone avion dans une ville qui n'en a pas...

n°7934584
monsieuror​ange
Optimisation Team Member
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Posté le 05-05-2011 à 10:02:25  profilanswer
 

j'ai remarqué un comportement bizarre concernant les unités de siège: parfois, alors que je suis bien en guerre avec la civilisation que je veux assiéger et que mon canon est à portée de la ville, il m'est impossible de l'attaquer. La ville que je cible n'est pas entourée de rouge et je ne peux pas l'atteindre...


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Quand j'arrive le matin sur les coups de 7h-7h02, j'suis comme un fou, j'm'éclate.C'est ce que j'appelle ma symbiose corporate: je suis dans ma boîte et ma boîte est à l'intérieur de moi. Et je peux vous dire que là-haut ils apprécient ça énormément.
n°7934692
safe
Attends, .... je t'explique !
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Posté le 05-05-2011 à 10:38:25  profilanswer
 

monsieurorange a écrit :

j'ai remarqué un comportement bizarre concernant les unités de siège: parfois, alors que je suis bien en guerre avec la civilisation que je veux assiéger et que mon canon est à portée de la ville, il m'est impossible de l'attaquer. La ville que je cible n'est pas entourée de rouge et je ne peux pas l'atteindre...


 
Oui ca dépend du type de terrain qu'il y a entre ton canon et ta cible, par exemple, une colline et ta zone de tir se réduit d'une case dans cette direction même si tu n'est qu'à deux cases de la ville.
 
@+


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