hemtae
Member
Joke post or really? Because that would be kinda cool.
After just getting a science victory in Civ 5. Really.
Joke post or really? Because that would be kinda cool.
After just getting a science victory in Civ 5. Really.
http://i.imgur.com/6zxiq4X.png[IMG][/QUOTE]
That's rad. So, so rad.
But that doesn't actually make sense, doesn't it. Where do the other companies come from, who are not that far behind and where is the great mistake? It's certainly an interesting touch, but things just don't fit that well together.
that's amazing.After just getting a science victory in Civ 5. Really.
Update 11/13
We have more information to share with you regarding the patch. Please find notes from the team below:
[GAMEPLAY]
Revisiting difficulty level scaling. Increasing difficulty when playing on Apollo.
Implementing balance pass on Health system (penalties, bonuses).
Adjusting certain Virtues for balance.
Implementing overall unit balance pass (strength, production and strategic resource cost, affinity level requirements, location on tech web).
Implementing leader/sponsor trait balance pass (Kozlov, Barre, Rejinaldo, and Elodie), as well as some seeded start option adjustments.
Implementing Covert Ops updates and exploit fixes.
Implementing Trade Route balance and adjustments, including simpler UI.
Implementing gameplay bug fixes as reported in the community (Quests, etc.).
Implementing general AI improvements.
Adjusting Affinity reward ramping when earning Affinity from Quests.
Adjusting Station distribution, and arrival timing.
Improving AI, including energy management, tactical management, tech and victory approaches, etc.
[ENGINE]
Correcting screen resolution problems, particularly related to the 144hz refresh rate full-screen (or lack of full-screen) issue.
Investigating a start-up problem where the game shuts down with an error immediately following the opening movie.
Investigating crash issues submitted by users, and through Steam crash reporting.
Adding an in-game option to disable depth of field effect for players that prefer the game without this.
[UI]
Ongoing updates to in-game text, tool-tips, etc.
Correcting an issue where actions could be missing from embarked workers (like repairing a pillaged water improvement)
Adding "Completed" section to city production menu so players know what they just finished.
Adding advanced touch controls, gesture support, pen support.
Adding color icons to the tech web (categorized) with an option to disable.
Better inform players of approaching AI victory, and updated victory/defeat screen with additional information.
[ACHIEVEMENTS]
Achievements not firing if Max Turns was set in previous games. Also investigating some other possible causes.
[MODDING]
Fixing 2D leader fall-back image support for all graphics quality settings
[MULTIPLAYER]
Correcting multiple desyncs and investigating a crash due to content mismatch.
Ongoing multiplayer improvements.
Increasing geographic range of server browser distance filter.
http://forums.civfanatics.com/showpost.php?p=13559414&postcount=179
color coded tech web oh thank jeebus
When is that patch actually coming? I've barely played this game, biggest regret this year :|
When is that patch actually coming? I've barely played this game, biggest regret this year :|
Wait, so those patch-notes aren't live yet?
FFS
Newp. Just some preliminary stuff that they're working on. Given that they've been so tight lipped on when it's coming out makes me think that it's gonna take a while.
I'd love to be pleasantly surprised, though.
Playing at 720p has been a real turd. Can't believe this made it past testing. Nobody in house used a 144hz monitor I guess.
Is it the hardware of your monitor itself that's the issue? Setting the refresh rate to 60Hz in the display settings of Windows doesn't fix it?
edit: Or going windowed mode?
I don't know but I'm pretty sure people tried that stuff at launch.
Correcting screen resolution problems, particularly related to the 144hz refresh rate full-screen (or lack of full-screen) issue.
I waited on this but will consider it during the holiday sale. Have the bugs been squashed or is it still a mess?
No. If you don't have it yet, get Civ V with BNW. If you already have it, the few additions of BE aren't worth a purchase yet, even at sale price.I waited on this but will consider it during the holiday sale. Have the bugs been squashed or is it still a mess?
Well keep this one short and sweet: Civilization: Beyond Earth arrives on Mac tomorrow, Wednesday, November 26, at 12pm CST!
All Steam keys pre-ordered from GameAgent will be released tonight at midnight CST.
Also a heads up that we added some new graphics cards to the list of supported GPUs, including the Intel HD4000, Intel HD5000, and ATI Radeon HD4850 (among a few others). Dont forget to use GameAgents Mac Match feature to see if your Mac is supported.
Well be back to our regular updates next week with some info on the Linux version, which is still tracking well (about 2-3 weeks behind the Mac). In the mean time, have a great Thanksgiving holiday (for those that celebrate it) and enjoy playing Civilization: Beyond Earth!
Wed like to thank all our fans for the feedback and reports they have been posting and sending in. The team has been working hard on bug fixing and balancing, and as youll see in the change list below, were close to locking down this patch. Well share more specifics for the gameplay changes shortly while the build is making its way through the approval process.
-Firaxis Games
[GAMEPLAY]
Implementing additional bug fixes for quests.
Implementing modified quest rewards based on game speed and which turn they were received in.
Revisiting difficulty level scaling. Increasing difficulty when playing on Apollo.
Implementing balance pass on Health system (penalties, bonuses).
Adjusting certain Virtues for balance.
Implementing overall unit balance pass (strength, production and strategic resource cost, affinity level requirements, location on tech web).
Implementing leader/sponsor trait balance pass (Kozlov, Barre, Rejinaldo, and Elodie), as well as some seeded start option adjustments.
Implementing Covert Ops updates and exploit fixes.
Implementing Trade Route balance and adjustments, including simpler UI.
Implementing gameplay bug fixes as reported in the community (Quests, etc.).
Implementing general AI improvements.
Adjusting Affinity reward ramping when earning Affinity from Quests.
Adjusting Station distribution, and arrival timing.
Improving AI, including energy management, tactical management, tech and victory approaches, etc.
[ENGINE]
Fixing a memory leak that could potentially crash the game (mostly affected MP)
Correcting screen resolution problems, particularly related to the 144hz refresh rate full-screen (or lack of full-screen) issue.
Investigating a start-up problem where the game shuts down with an error immediately following the opening movie.
Investigating crash issues submitted by users, and through Steam crash reporting.
Adding an in-game option to disable depth of field effect for players that prefer the game without this.
[UI]
Ongoing updates to in-game text, tool-tips, etc.
Correcting an issue where actions could be missing from embarked workers (like repairing a pillaged water improvement)
Adding "Completed" section to city production menu so players know what they just finished.
Adding advanced touch controls, gesture support, pen support.
Adding color icons to the tech web (categorized) with an option to disable.
Better inform players of approaching AI victory, and updated victory/defeat screen with additional information.
[ACHIEVEMENTS]
Achievements not firing if Max Turns was set in previous games. Also investigating some other possible causes.
[MODDING]
Fixing quest mod support.
Fixing 2D leader fall-back image support for all graphics quality settings.
[MULTIPLAYER]
Fixing an issue that led to disconnects in cases of content mismatch.
Fixing an issue that was causing available/researched technologies after a re-sync.
Correcting multiple desyncs.
Ongoing multiplayer improvements.
Increasing geographic range of server browser distance filter.
Errand Signal about Beyond Earth :
https://www.youtube.com/watch?v=M51p4LmPQ40
Can't recommend this channel enough. Let's raise the level of critical analysis in gaming.
I want to reply but I just got home and I'm drunk. Hopefully I don't have too much of a hangover tomorrow.Great post
As long as I have at least one good friend AI who I am in an alliance with, I can always sell all my shit to another AI for lump sum gold, then bribe that AI into declaring war on my ally, which automatically means I declare war on him, and then get all my stuff back. Then, after I make peace with the AI I just fought and took all his money/favors, if I timed it right when my alliance expired, and if my former ally is still fighting the other AI, if I renew my alliance with my former ally, I go right back to war with the other AI despite the peace treaty, so I can beat him up some more. This gives me less of a hit to my diplomatic score since I'm not the one directly declaring war. I'm just "helping" my ally out. lol.
Oh yes, definitely. The concept of alliances and treaties in and of itself is a good thing. I just thought it manifested itself in an overly-gameplay-exploitative way in some circumstances. I think that the more we can push the AIs to be perceived more as actual long term partners or adversaries, instead of chumps/pushovers, the more satisfying the experience.I dunno, politics and intrigue like this is what the diplomacy system in any 4X can and should be leveraged for.
My experience with developing Civ 5′s diplomacy system has had the strongest influence on my present-day game design philosophy; the next most significant isnt even in the same ballpark.
My original goal was for the AI leaders to act human. But humans are ambiguous, moody and sometimes just plain crazy. This can be interesting when youre dealing with actual, real humans, but I learned the important lesson that when youre simulating one with a computer theres no way to make this fun. Any attempt to do so just turns into random, unproductive noise.
I came to realize that while diplomacy is a unique challenge, its ultimately still just a gameplay system just like any other. Regardless of whether your enjoyment is derived from roleplaying or simply a games core mechanics, if your opponents goals and behavior arent clear then youll have absolutely no idea whats going on or what to do.
In Civ 5, you might have been lifelong allies with a leader, but once you enter the late-game he has no qualms backstabbing you in order to win. With this being the case, whats the point of investing in relationships at all?
By no means should AI leaders be completely predictable. However, they do need a clear rhyme and reason behind their actions. The computer opponents in Civ 5 were completely enslaved to their gameplay situation, and as a result they appeared random and very little of their personalities shone through.
They were all crazy, and in the exact same way. In the months after the game was released I modified their behavior to be more predictable, but it was too late to completely change course. The biggest takeaway from this is that the only thing which matters in a game is the experience inside the players head. It doesnt matter what your intentions are or whats going on under the hood if the end result just isnt fun.
Outside that, great post.
I'm personally getting the feeling that at its core Beyond Earth was meant to be an ICS game. That's totally fine as it differentiates it somewhat from Civ5, but at the same time there's a little too much pointless micromanagement to make it a satisfying ICS experience. A lot of improved automation will alleviate the fact. (Also trade routes need to be rethought, but that's a sentiment that has been beaten to death)
You kids out there playing video games should look to Shafer as a good example of what you can do with your lives. ah, I remember the days of old and being involved in team pbems with and against him in Civ3, and look at what he managed to do!
I remember reading that little dissertation about diplomacy in Civ 5.
All in all, even if it took two expansions to cook, right from the get go you had very definite personalities like Montezuma or Gandhi (lol).
Unlike PhoenixDark's tag, this will get me laid.
No patch yet, so the launch bugs are still there, although I wouldn't really describe it as "a mess". I'd say that for most people, the game is a decent value at sale price.
but let's get real here
Sale price for that isn't unrealistic.
You know how fruit goes on sale when it's rotten?
I'm sorry, but let's get real here. You have to play windowed if you are using a 120+ hz monitor. No, it's not the hardware who is at fault here as you suggested before.
Alright, than can happen. It shouldn't .. but it can. But it gets downright pathetic when this still isn't fixed one month later.
Then there are all the questionable gameplay/difficulty decisions, but I won't get into that as well.
Man, I can understand the bad comments about this game, but I love so much its atmosphere that I simply can't go back to civ V. This will be much better after some expansions. Also, I wish they'd step up their arts department, those icons are so bland, also I miss those nice pictures you'd get in civ V after finishing a wonder or a research, and, with all this outer space theme, the potential was huge