Civilization 5: Weitere Infos zum nächsten Patch - 4Players.de

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Strategie
Entwickler: Firaxis
Publisher: 2K Games
Release:
kein Termin
24.10.2016
24.09.2010
 
Keine Wertung vorhanden
 
Keine Wertung vorhanden
Test: Civilization 5
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Leserwertung: 80% [11]

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Civilization V - Weitere Infos zum nächsten Patch

Civilization 5 (Strategie) von 2K Games
Civilization 5 (Strategie) von 2K Games - Bildquelle: 2K Games

Firaxis hat sich im 2k Games-Forum zum dritten Mal zum Entwicklungsprozess des nächsten Patches für Civilization V geäußert und ergänzende Details bekannt gegeben. So soll die Computerintelligenz in Zukunft effektiver mit Belagerungseinheiten (beim Stadtangriff) umgehen und Lufteinheiten sowie Atombomben besser einsetzen. Auch "Selbstmord"-Attacken von KI-Gegnern sollen seltener auftreten. Katapulte und Trebuchets werden bald stärker gegen Städte sein, während Bogenschützen und Armbrustschützen in dieser Disziplin abgeschwächt werden.

Außerdem können Städte in Zukunft durch Einrichtungen (wie z.B. Kolosseum) nur noch so viele Zufriedenheitspunkte generieren, wie Bürger in der Stadt leben (mit Ausnahme der Weltwunder) und bei zu großer Unzufriedenheit im Reich können Rebellionen auftreten. Last but not least sind zwei neue nationale Wunder (Circus Maximus für Zufriedenheit; National Treasury für Wirtschaft) und drei zusätzliche Naturwunder (Entdeckung) geplant. Wann der Patch erscheinen wird, ist noch unklar.

Neuerungen im Vergleich zu den bisherigen Patch-Notes:

AI
-AI will be more aggressive about pursuing Diplo victory if they are wealthy.
-AI more effective with building, moving, and using aircraft and anti-aircraft more effectively.
-AI more likely to effectively use siege units in a city attack.
-Better nuke targeting by AI.
-Tactical AI Tuning: Reduce chance of AI civs making "suicide" attacks.
-Multiple tweaks and bug fixes.

GAMEPLAY
-Increased city strength ramp-up based on technology.
-Catapults and Trebuchets now weaker against units but stronger VS cities, and reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities.
-Have culture cost for policies never go down (trading away cities to reduce culture cost exploit).
-Reduced effects of Forbidden Palace and Meritocracy (Happiness per city).
-Reduced points from Wonders & Cities, increased points for population.
-Reduced culture needed for first plot acquisition.
-New Building: Circus Maximus (National Wonder for happiness track).
-New Building: National Treasury (National Wonder for economic track).
-Unhappiness beyond a certain point breeds rebels within your empire, based on the number of cities a player has.
-Reduced amount of food needed for cities to grow at larger sizes.
-Tradition branch balance (Landed Elite and Monarchy improvements).
-Liberty branch balance (Settler training bonus now only applies to capital).
-Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this).
-3 new additional Natural Wonders added to gameplay, with accompanying "rarity" code.
-Multiple Tech Tree tweaks to address slingshot tech exploits.
-Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty.
-Reduced and balanced combat bonuses.

UI
-Additional updates to the Global Politics screen.
-Added game option to disable turn-blocking promotions and policy choices.

DIPLO
-Additional AI attitude tool-tips for cases that were not already covered.

MODDING
-Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units.
-Added GameEvents system for overriding Gameplay DLL specific functionality.
-Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks".
-Multiple SDK Updates (details to come with full patch notes).


Komplette Liste

AI
-Worker AI improvements.
-Update to tactical AI pillaging code. Additionally, always check to make sure it's not trying to pillage in an enemy dominance zone.
-AI victory emphasis improvements (more efficient end-game when focusing on Science and Diplo victories).
-AI should colonize other continents regularly.
-AI will emphasize production of an Ocean going explorer unit when the time comes.
-Adjust Napoleon to make him more likely to go for culture.
-More aggressive second wave expansion (mostly off shore) after initial empire building and consolidation has occurred.
-Optimization when finding routes (pathfinder improvement).
-Multiple tweaks and bug fixes.
-AI will now build ranged and mobile units more in line with the flavor settings.
-Multiple defensive AI tweaks.
-Never use ranged units to provide flanking bonuses. (Added 11/18)
-Improve AI use of protected bombard attacks (melee in front, ranged in the rear). (Added 11/18)
-Worker priority adjustments (prioritize pillaged tiles, etc.). (Added 11/18)
-Further pathfinder optimization. (Added 11/18)
-AI will be more aggressive about pursuing Diplo victory if they are wealthy. (Added 12/3)
-AI more effective with building, moving, and using aircraft and anti-aircraft more effectively. (Added 12/3)
-AI more likely to effectively use siege units in a city attack. (Added 12/3)
-Better nuke targeting by AI. (Added 12/3)
-Tactical AI Tuning: Reduce chance of AI civs making "suicide" attacks. (Added 12/3)
-Multiple tweaks and bug fixes. (Added 12/3)

GAMEPLAY
-Cities heal more quickly.
-Only allow one upgrade per unit from a goody hut.
-Science building track adjustments (cost, specialist slots, GP Points, etc). (Added 11/18)
-Amount of damage caused during naval combat increased. (Added 11/18)
-Melee horse units combat value lowered, and now receive a penalty when attacking cities. (Added 11/18)
-Lowered bonuses received from Maritime city-states. (Added 11/18)
-Removed maintenance from defensive buildings. (Added 11/18)
-Multiple unit upgrade track adjustments. Most (but not all) units now have a full upgrade path from start to finish. (Added 11/18)
-Open terrain penalty lowered. (Added 11/18)
-Policies must be selected the turn they are earned. (Added 11/18)
-Promotions must be selected the turn they are earned. If its as a result of combat, then the beginning of the next turn. (Added 11/18)
-Increased city strength ramp-up based on technology. (Added 12/3)
-Catapults and Trebuchets now weaker against units but stronger VS cities, and reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities. (Added 12/3)
-Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). (Added 12/3)
-Reduced effects of Forbidden Palace and Meritocracy (Happiness per city). (Added 12/3)
-Reduced points from Wonders & Cities, increased points for population. (Added 12/3)
-Reduced culture needed for first plot acquisition. (Added 12/3)
-New Building: Circus Maximus (National Wonder for happiness track). (Added 12/3)
-New Building: National Treasury (National Wonder for economic track). (Added 12/3)
-Unhappiness beyond a certain point breeds rebels within your empire, based on the number of cities a player has. (Added 12/3)
-Reduced amount of food needed for cities to grow at larger sizes. (Added 12/3)
-Tradition branch balance (Landed Elite and Monarchy improvements). (Added 12/3)
-Liberty branch balance (Settler training bonus now only applies to capital). (Added 12/3)
-Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this). (Added 12/3)
-3 new additional Natural Wonders added to gameplay, with accompanying "rarity" code. (Added 12/3)
-Multiple Tech Tree tweaks to address slingshot tech exploits. (Added 12/3)
-Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty. (Added 12/3)
-Reduced and balanced combat bonuses. (Added 12/3)

UI
-Tweaked the single-player score list to hide the civs of unmet ai players.
-Added game option to disable automated workers from removing features. (Added 11/18)
-Additional updates to the Global Politics screen. (Added 12/3)
-Added game option to disable turn-blocking promotions and policy choices. (Added 12/3)

DIPLO
-AI's attitude towards you is now visible in the diplo screen and diplo drop-down.
-Added info tooltip for an AI leader's mood. Lists things that are making an AI player happy/upset.
-New diplo system: Declaration of Friendship (public declaration with diplomatic repercussions).
-New diplo system: Denounce (public declaration with diplomatic repercussions).
-New custom leader responses (Serious Expansion Warning, Aggressive Military, Luxury Exchange, Borders Exchange, Gift Request).
-Additional AI attitude tool-tips for cases that were not already covered. (Added 12/3)

MODDING
-Parent category counts now include counts of child categories.
-Selecting/deselecting a category now automatically selects/deselects it's children and its parent.
-Tweaked category name truncation to better fit names.
-Hide categories w/ no children and a count of 0.
-Added support for fallback languages (if mod is not translated, fall-back to English so text keys are not showing).
-Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units. (Added 12/3)
-Added GameEvents system for overriding Gameplay DLL specific functionality. (Added 12/3)
-Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks". (Added 12/3)
-Multiple SDK Updates (details to come with full patch notes). (Added 12/3)

MISC
-Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game.


Quelle: 2k Games-Forum

Kommentare

Silver schrieb am
ziegenbock hat geschrieben:
Silver hat geschrieben:Das einzige was mich extrem nervt sind die Abstürze. Bis heute waren es nicht so viele... Aber alleine heute >4. Das bitte beheben!
Das nervt mich auch. Hatte bis jetzt eigentlich keine probleme gahbt, aber heute stürzt das Spiel alle 20 min ab. Jetzt wird es bis zum nächsten Patch nicht mehr gespielt, habe ja noch genug andere Sachen. Und Civ IV plus Addons und Colonization sind auch noch auf meiner Platte.
Ja, ich werde auch warten bis der Müll ordentlich funktioniert. Heute schon wieder so ein Scheiß.
ziegenbock schrieb am
Silver hat geschrieben:Das einzige was mich extrem nervt sind die Abstürze. Bis heute waren es nicht so viele... Aber alleine heute >4. Das bitte beheben!
Das nervt mich auch. Hatte bis jetzt eigentlich keine probleme gahbt, aber heute stürzt das Spiel alle 20 min ab. Jetzt wird es bis zum nächsten Patch nicht mehr gespielt, habe ja noch genug andere Sachen. Und Civ IV plus Addons und Colonization sind auch noch auf meiner Platte.
Haremhab schrieb am
Lest euch mal die Kritiken auf Amazon.com durch. Die sind geradezu vernichtend. Die Hit-Wertung dieses Portals kann man nur noch als einen klassischen Faux-Pas einordnen, logischere Antworten kann ich für mich selbst nicht finden (denke nicht , dass es eine "Gefälligkeitswertung" war).
Ansonsten CIV IV. (BTS) spielen. Sehr empfehlenswert und schon für weniger als 10 ? zu haben :!: Der Titelsong wurde zudem für den Grammy nominiert.
FlyingDutch schrieb am
Solange der Multiplayer bei längeren Partien aufgrund von extrem langen Ladezeiten unspielbar bleibt, wird das Spiel bei mir weiterhin im Regal verstauben.
Wie so ein programmiertechnisches Desaster 92(!)% kriegen konnte, ist mir ohnehin ein Rätsel.
slashchat schrieb am
grade als washington mit diplomatie gewonnen, in marathon spielweise und 1493 runden und einer woche spielzeit :P
muss eins mal zusammenfassen, kaum neues, nur veränderungen. wer civ bis jetzt nicht mochte wirds jetzt auch nicht mögen. mann muss schon sagen, am ende gibts schon einige unschöne bugs, allerdings keine gravierende. würde eine gute 7 von 10 geben, wer strategie mag kann sowieso zugreifen, aber warnung, 75% spielzeit selbst für strategen gähnende langeweile.
tipp für die leute die neu anfangen mit dem spiel, mind. spielstufe prinz wählen.
schrieb am

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