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The White Dragon posted:Answer: the AI is a schizophrenic, suicidal mess of frayed and hosed logic. It isn't a question of provoking them, or maintaining an army or whatever; it's a question of when it will flip out that you have a unit walking on a tile it has vision on and denounces you as a lead-up to total war. Just wipe 'em out now, save you the trouble of competing for suzerain status. Right, but no. I am talking about every Civ game ever, and Civ VI already loosened the restrictions on strategic resources with regard to combat units; making them even more prevalent removes the interesting decision entirely, independent of AI patches or mods. Making strategic resources available to everyone makes every game the same. I understand that some people prefer one game of Civ [x] to be almost identical to their next, but since not everyone does, mods that make the game more same-y should be separated from mods that don't.
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# ? Feb 1, 2017 15:29 |
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# ? May 15, 2024 03:55 |
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Does the online speed for the PBEM increase barbarian spawns? Because I'm surrounded by them in game #1 D:
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# ? Feb 1, 2017 15:39 |
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Dragongem posted:Does the online speed for the PBEM increase barbarian spawns? Because I'm surrounded by them in game #1 D: This is from our current PBEM game (no. 2), turn loving eleven! Online speed.
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# ? Feb 1, 2017 15:46 |
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Hey so I just realized I did a dumb thing. I'm in Goon Games 2 and 3 and failed to realize that me flying out of the country for two weeks is going to affect how much I can contribute to the civ games. Is there any way to swap out with another player or do I need to surrender?
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# ? Feb 1, 2017 16:27 |
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Dragongem posted:Does the online speed for the PBEM increase barbarian spawns? Because I'm surrounded by them in game #1 D: I've not had a chance to have a go at PBEM (or even SP really, too busy with other things) but might it be worth disabling barbarians for multi player? That would emphasise player interaction and prevent the kind of situation where everyone is playing their own barbarian mini game.
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# ? Feb 1, 2017 17:00 |
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dy. posted:Hey so I just realized I did a dumb thing. I'm in Goon Games 2 and 3 and failed to realize that me flying out of the country for two weeks is going to affect how much I can contribute to the civ games. Is there any way to swap out with another player or do I need to surrender? I can kick you out of the game and replace you by AI but I won't be able to put you back in once you return. There's a bug in the game that currently prevents replacing AI by players in hot seat - it corrupts the save (replacing players by AI works fine, though). Let's discuss it on the game's page, I don't want to spam this thread. markus_cz fucked around with this message at 17:44 on Feb 1, 2017 |
# ? Feb 1, 2017 17:38 |
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markus_cz posted:This is from our current PBEM game (no. 2), turn loving eleven! Online speed.
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# ? Feb 1, 2017 23:36 |
I started a new game after a month or so of waiting on patches for diplomacy weirdness. Things were going smoothly. I was in declared friendships with two civs. After they had passed, both still read as "friendly". A few turns later, I sent them delegations and offered to declare friendships. Both refused. The next turn, both of them declared war on me. Whelp.
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# ? Feb 2, 2017 04:09 |
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They kept the hotkey B for build a city, but they got rid of U for upgrade unit... whyyyyy
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# ? Feb 2, 2017 10:17 |
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I'd kill for an "upgrade and fortify" button.
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# ? Feb 2, 2017 15:16 |
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I wish there were an "upgrade all". Even if you still couldn't upgrade outside your own territory, it would be handy.
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# ? Feb 2, 2017 15:19 |
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Peas and Rice posted:Shoot, I was going to join this but it's full. So I made a new game, Goon IV instead. The password to this one is spiderman. If you want in on some hot multiplayer action, there are still plenty of slots left in this game.
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# ? Feb 3, 2017 15:16 |
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dy. posted:Hey so I just realized I did a dumb thing. I'm in Goon Games 2 and 3 and failed to realize that me flying out of the country for two weeks is going to affect how much I can contribute to the civ games. Is there any way to swap out with another player or do I need to surrender? My only requirement is that you build a million horsey men. Any takers? PM me.
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# ? Feb 3, 2017 19:50 |
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SHISHKABOB posted:They kept the hotkey B for build a city, but they got rid of U for upgrade unit... whyyyyy Same loving reason keypad movement was axed - none. Even in V it made sense. WHY NO MORE KEYBOARD MOVEMENT
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# ? Feb 4, 2017 00:32 |
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JetsGuy posted:Same loving reason keypad movement was axed - none. Even in V it made sense. WHY NO MORE KEYBOARD MOVEMENT Keypad camera movement? Cause I can do that.
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# ? Feb 4, 2017 02:11 |
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SHISHKABOB posted:Keypad camera movement? Cause I can do that. Unit movement. Which has been around since at least Civ2. In some versions it was a option to turn on but you have always been able to use the keypad to move units.
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# ? Feb 4, 2017 02:20 |
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Numpad unit movement mod
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# ? Feb 4, 2017 09:57 |
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Do user mods even work on Mac? I figured they didn't.
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# ? Feb 4, 2017 17:20 |
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JetsGuy posted:Do user mods even work on Mac? I figured they didn't. Mac user, and they totally do. No DLL-based mods yet, so no compatibility problems (as long as the Mac version's in sync with the PC version for patches and DLC, anyway).
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# ? Feb 4, 2017 20:40 |
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I discovered that you can click on the spot where the "goodbye" is going to appear in diplomatic meetings before it actually shows up and this saves you a whole valuable 1.5 seconds.
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# ? Feb 6, 2017 07:32 |
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Or hit ESC twice
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# ? Feb 6, 2017 07:59 |
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warcrimes posted:Or hit ESC twice Yeah I discovered that like literally 30 minutes after I posted. After over 100 hours in the game.
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# ? Feb 6, 2017 11:42 |
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This mod looks pretty nice. It changes district costs so that they scale based on the number of that particular district you already possess, rather than your number of techs and civics. Much more elegant in my opinion.
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# ? Feb 6, 2017 18:52 |
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Jesus join our 3rd PYDT civ game already. Do some off the wall strategy, gently caress around, whatever. We need four more! Goon IV is the game you want. The password to this one is spiderman.
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# ? Feb 6, 2017 19:40 |
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How did the AI manage to get one civ two full eras ahead of me (information era vs. just into industrial), get mech infantry and still lose all its cities to a small army of a few trained up artillery, about 3 infantry and a few battleships after it declared war on me itself? What bonkers calculation does it do to try and work out relative power because unless the two mech infantry it had count for a hell of a lot, it cannot possibly have been classed as stronger. It didn't even build any units despite it taking me about 15 turns to actually get my army over to it.
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# ? Feb 6, 2017 19:52 |
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Having the barbarians target you over other Civs is really, really annoying. In my current game Rome had a barb problem and a Roman settler had a barb horseman one tile away. I was two tiles away with a swordsman and watching gleefully as I was planning on yoinking that settler after the barb got him. The horseman attacked me instead, passing right by the unescorted settler. Not the first time I have seen this either. WTF?
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# ? Feb 6, 2017 20:53 |
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highmodulus posted:Having the barbarians target you over other Civs is really, really annoying. In my current game Rome had a barb problem and a Roman settler had a barb horseman one tile away. I was two tiles away with a swordsman and watching gleefully as I was planning on yoinking that settler after the barb got him. The horseman attacked me instead, passing right by the unescorted settler. Not the first time I have seen this either. WTF? Yeah, the barbarians have unique AI, different to the other civs. They do capture AI civs settlers a lot though. I guess they don't prioritise it over attacking units, or maybe they do focus on the player.
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# ? Feb 6, 2017 23:38 |
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Peas and Rice posted:
gently caress it, why not, I'll join a third one.
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# ? Feb 7, 2017 02:09 |
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Gort posted:This mod looks pretty nice. It changes district costs so that they scale based on the number of that particular district you already possess, rather than your number of techs and civics. Much more elegant in my opinion. Wait, you mean changing the mechanic to work how we were originally sold on it? A shocking idea (that sounds way better than the current BS way that just kinda punishes the player)
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# ? Feb 7, 2017 02:23 |
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I don't see the sense in having it costed by number of districts, or by era. Creating a district should be pretty cheap and should be available as soon as your civ can conceive of it, since it does very little anyway on its own. The increasingly sophisticated buildings that go there should bear the burden of that cost.
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# ? Feb 7, 2017 02:49 |
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Additionally districts should scale up only by number of districts/buildings in the city. Empire wide malus' needs to die. It's not fun, and you should design your mechanics to be counter snowball instead of using a bludgeon.
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# ? Feb 7, 2017 02:59 |
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Either one is still better than the vague and unstoppable cost inflation via tech progression malus.
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# ? Feb 7, 2017 03:18 |
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ate poo poo on live tv posted:Additionally districts should scale up only by number of districts/buildings in the city. Empire wide malus' needs to die. It's not fun, and you should design your mechanics to be counter snowball instead of using a bludgeon. Alkydere posted:Either one is still better than the vague and unstoppable cost inflation via tech progression malus. I actually thought I was in the Endless Legend thread for a moment, and was going to chime in that yea, the tech costs increasing kinda bugs me as it discourages acquiring niche techs (therefore rendering naval play pointless, good work there Tempest expansion!). Then I realized that this was the civ6 thread. Oh no, you guys have it much worse, so much worse.
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# ? Feb 7, 2017 04:53 |
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Gort posted:This mod looks pretty nice. It changes district costs so that they scale based on the number of that particular district you already possess, rather than your number of techs and civics. Much more elegant in my opinion. This mechanic would be perfect if district bonuses were still stackable/overlapping. It would create an opportunity cost between making a tightly packed, tall super empire and a wide empire well supported by diffuse districts (if balanced correctly). But this global district cost mechanic seems really counterintuitive and logically incoherent without overlapping districts. Tieing district cost to 'number of districts already in city' or something like that makes a lot more sense.
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# ? Feb 8, 2017 23:00 |
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For the PYDT games I'm in, I'm sorry for the delay, I had to reinstall Civ VI. I'll be taking my turns tonight.
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# ? Feb 9, 2017 18:43 |
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Peas and Rice posted:
I joined this game too. 2 more open slots.
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# ? Feb 9, 2017 18:54 |
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This was a cute little notification to get signing on to play today. gently caress off. Also, why do they link to the terms and services of 2014, which doesn't include the privacy policy at all?
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# ? Feb 10, 2017 03:03 |
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PK loving SUBBAN posted:I joined this game too. 2 more open slots. Yeah, sure why not. I don't get enough Civ.
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# ? Feb 10, 2017 04:51 |
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I wonder when we're going to get more DLC. This far out from Civ V's release, they had added 3 additional civilizations, plus made the pre-order bonus civ available for all, so Civ VI is 2 civs behind. Makes me hopeful that they are working on a big balance patch to release alongside the DLC.
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# ? Feb 10, 2017 17:39 |
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# ? May 15, 2024 03:55 |
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Sheriff posted:I wonder when we're going to get more DLC. This far out from Civ V's release, they had added 3 additional civilizations, plus made the pre-order bonus civ available for all, so Civ VI is 2 civs behind. Makes me hopeful that they are working on a big balance patch to release alongside the DLC. Oh yeah, I can't wait to get another civ who'll mill around outside my walls aimlessly
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# ? Feb 10, 2017 17:50 |