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Periodiko posted:Why does it play during loading, it's the worst. There's an option for no sound when the window is not in focus, that plus borderless window mode means I can just tab out while loading and not have to listen to it. But yeah, it's stupid.
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# ? Nov 5, 2016 19:15 |
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# ? Jun 3, 2024 23:53 |
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Touchdown Boy posted:Not trying to sound contrary but I dont get the hate for the AI. Its still as poor as any AI like every other game has, but I dont have this problem everyone else seems to about keeping them happy and thm instantly wanting to kill you (except you find some AI will always war you fairly early, and almost never succeed anyway). The AI doing it's own thing doesn't really bother me. The only thing that bothers me is when you have a Declaration of Friendship or an Alliance and the AI declares war on you directly from that. An Alliance should make an AI dislike players who denounce you, and automatically declare war on AI's that declare war on you, it's a meaningless mechanic otherwise. Additionally when in an alliance they shouldn't be upset with you for moving your army around, or any of the other things.
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# ? Nov 5, 2016 19:35 |
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Olive Branch posted:Oh and the Acropolis district can only be built on hills. Not that the Civilopedia ever says anything about terrain requirements. God this versions's Civilopedia is bad and horrible with humor and explanations. They need to hire a better writer. The game has issues, but the Acropolis very clearly can only be built on Hills, it's in the "requirements" section of the building.
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# ? Nov 5, 2016 19:39 |
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It would be nice to see the details about your unique units and buildings when you click on yourself in the diplomacy bar. But for some reason they just show you a picture of it and nothing else, and you have to dig through the civilopedia. God, the loving interface in this game is sub-undergraduate-project-level and if they fixed all the 200 little problems that permeate it on every level I would probably be content. Like why can you not sort the cities in the city report menu in any way? It's not even in alphabetical or chronological order so I have no idea how they pick the order they display in
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# ? Nov 5, 2016 20:03 |
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Oh, wow, I never tried out religious combat yet. Defeating a rival missionary doesn't just get rid of that unit, it spreads your religion to nearby cities and removes theirs. That's fantastic. That's way better and more interesting than just spamming spreads was in Civ V. I haven't dared risk any of my missionaries or apostles against barbarians, can they be attacked/stolen by regular combat units or are they immune?
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# ? Nov 5, 2016 20:13 |
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How does war weariness work? After a big war I was at -9 amenities from it in my capital. I finish the war, and like 8 turns later I look to see if it has faded yet and I am at -10 now. The hell?
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# ? Nov 5, 2016 20:16 |
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Touchdown Boy posted:Not trying to sound contrary but I dont get the hate for the AI. Its still as poor as any AI like every other game has, but I dont have this problem everyone else seems to about keeping them happy and thm instantly wanting to kill you (except you find some AI will always war you fairly early, and almost never succeed anyway). I don't think figuring out what is upsetting the AI is a problem, it's just that it responds to certain things in stupid ways. The most clearly-not-working-as-intended is the AI getting upset for your warmongering against joint wars they asked you to declare, but also how opaque the delegation system is is a pretty bad one (I feel like if the AI is asking to send a delegation to you and you accept, it should have basically a 100% chance to accept in return). I also don't really see the point of having civs like China or Brazil which hate you for having lots of wonders/GPs no matter what when there is a much more intuitive way the AI could respond - it would make much more sense if AIs hated you for competing with them for the same things (does this actually happen already?) and otherwise randomised the agendas.
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# ? Nov 5, 2016 20:27 |
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CharlieFoxtrot posted:I would like for diplomacy to be extremely quick and not involve the slow fading in of the leader animation and then yet another slow fade of the options. It's even worse when the only button is "Goodbye" Even though it's not faded in, the goodbye button is still 'there' and can be clicked on. Listen for it. Speedball posted:Oh, wow, I never tried out religious combat yet. Defeating a rival missionary doesn't just get rid of that unit, it spreads your religion to nearby cities and removes theirs. That's fantastic. That's way better and more interesting than just spamming spreads was in Civ V. Some Apostles get a barb conversion level up, but if you don't have that or are caught out, barbs just kill them.
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# ? Nov 5, 2016 20:28 |
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Why is there no build queue in this game? Why is there no sorting option for trade routes? Why does it take 3 clicks and the screen jerking around just to put a spy on the same mission which you have to do every 4 turns?!
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# ? Nov 5, 2016 20:31 |
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Honestly, the spy system could be so incredibly cool if they fixed the interface even slightly. You could outproduce spies and really wreck people's poo poo by sabotaging their industrial zone, stealing relics and having all your cities protected now, but just protecting my own cities with spies is so exhausting that I've stopped dealing with the hassle of spying on others. On the other hand, it's really fun how much other Civs will trade in order to get one of their spies back from a failed mission. I always just say gently caress it, Jonathan Pollard can rot in jail, I'm just making new spies. Is there a limit on spies you can have in this game or is it just like any other unit?
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# ? Nov 5, 2016 20:41 |
Speedball posted:Oh, wow, I never tried out religious combat yet. Defeating a rival missionary doesn't just get rid of that unit, it spreads your religion to nearby cities and removes theirs. That's fantastic. That's way better and more interesting than just spamming spreads was in Civ V. Trampling them to death with horsemen also works the same way and is extremely fun.
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# ? Nov 5, 2016 20:43 |
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Why is the counterspy mission even a limited-turn thing, it really should just be indefinite until you want them to do something else.
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# ? Nov 5, 2016 20:46 |
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Darkrenown posted:How does war weariness work? After a big war I was at -9 amenities from it in my capital. I finish the war, and like 8 turns later I look to see if it has faded yet and I am at -10 now. The hell? War weariness goes down really slowly. Making a guess, you're probably looking at ~30-40 turns till that amount goes away completely. I'm not even joking
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# ? Nov 5, 2016 21:11 |
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Powercrazy posted:The AI doing it's own thing doesn't really bother me. The only thing that bothers me is when you have a Declaration of Friendship or an Alliance and the AI declares war on you directly from that. An Alliance should make an AI dislike players who denounce you, and automatically declare war on AI's that declare war on you, it's a meaningless mechanic otherwise. Additionally when in an alliance they shouldn't be upset with you for moving your army around, or any of the other things. Gotta agree with that, until such a point it 'realises' you are about to win a space victory or something and then it should probably stop you. At least in my opinion. AI should be a challenge, not a cheerleader. I suppose the problem there is how early do you 'let' them realise and change tactics on you.
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# ? Nov 5, 2016 21:17 |
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Started a game on emperor. Decided to go scout unit as my first built thing. Wandered around with my warrior, and right as the scout was about to be built I found a camp. Decided to attack the camp. After 1 attack, a horse spawned. The next turn, another... Then another... They killed my warrior and then headed straight for my capitol with my lone scout.. Needless to say, I lost. Not really sure how to counter that. Started another game on emperor, spawned next to Trajan. He immediately denounced me for not having much territory, a few turns later he went to war with me. My scout finished a bit before his 5 warriors showed up at my capitol. The gently caress is this poo poo.
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# ? Nov 5, 2016 21:40 |
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Touchdown Boy posted:Gotta agree with that, until such a point it 'realises' you are about to win a space victory or something and then it should probably stop you. At least in my opinion. AI should be a challenge, not a cheerleader. Alliances automatically expire after 30 turns, so every 30 turns is a good time for them to reevaluate.
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# ? Nov 5, 2016 21:44 |
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Don't build scouts first turn.
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# ? Nov 5, 2016 21:46 |
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Powercrazy posted:The game has issues, but the Acropolis very clearly can only be built on Hills, it's in the "requirements" section of the building.
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# ? Nov 5, 2016 21:45 |
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Powercrazy posted:Don't build scouts first turn. Given that warriors take longer to build I'm not sure that would have been useful in those scenarios. I'm thinking maybe slower speeds aren't balance just yet...
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# ? Nov 5, 2016 21:54 |
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El Disco posted:War weariness goes down really slowly. Making a guess, you're probably looking at ~30-40 turns till that amount goes away completely. I'm not even joking Even then, it got worse after I made peace
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# ? Nov 5, 2016 21:58 |
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Darkrenown posted:Even then, it got worse after I made peace Are you sure a city somewhere didn't grow and require extra ammenities?
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# ? Nov 5, 2016 22:15 |
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Would that affect it? I am not talking about the total, I had -9 specifically from war weariness (not total) in my capital and that went up to -10 after peace was made: http://steamcommunity.com/id/DarkrenownPDS/screenshot/190668859945815383
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# ? Nov 5, 2016 22:20 |
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Ghetto SuperCzar posted:Given that warriors take longer to build I'm not sure that would have been useful in those scenarios. Slinger.
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# ? Nov 5, 2016 22:52 |
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Darkrenown posted:Would that affect it? I am not talking about the total, I had -9 specifically from war weariness (not total) in my capital and that went up to -10 after peace was made: I have no idea. Maybe the threshold for that tenth point was hit right before the war ended and there was just a little delay in it showing up?
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# ? Nov 5, 2016 23:07 |
Warriors fortified on hill forests and across rivers etc slaughter barbarian horsemen.
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# ? Nov 5, 2016 23:12 |
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I like how sometimes when you right click a unit with an artillery it uses ranged attack, while other times it drives up and now sits next to 3 knights
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# ? Nov 5, 2016 23:17 |
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My Germans will grow fat on wheat. To the west there are 2 more patches of sea wheat, if you will. It's turn 9 and I have discovered 11 tiles of wheat.
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# ? Nov 6, 2016 00:06 |
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Darkrenown posted:I like how sometimes when you right click a unit with an artillery it uses ranged attack, while other times it drives up and now sits next to 3 knights im guessing line of sight was hosed up and it wanted to move closer use 'r' for ranged attacks (why the hell did they change it from 'b'?)
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# ? Nov 6, 2016 00:18 |
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uPen posted:I don't think I've ever seen an AI city without walls, maybe some lovely city state on like turn 10. Playing on Prince the AI had three cities without walls (another Civs capital, a captured city state, and a recently founded city. Their only city with walls was their capital. The second Civ I'm invading is so far 0/2 on having walls. Could be a difficulty thing though.
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# ? Nov 6, 2016 00:44 |
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Darkrenown posted:I like how sometimes when you right click a unit with an artillery it uses ranged attack, while other times it drives up and now sits next to 3 knights gently caress that poo poo with a rusty spoon.
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# ? Nov 6, 2016 00:53 |
Ghetto SuperCzar posted:Given that warriors take longer to build I'm not sure that would have been useful in those scenarios. Some starts are bullshit and you are hosed. The AI is bullshit and retarded too. Focus on getting warriors, archers, and walls to survive until you can simcity. If you can't, just restart by quitting out to the main menu and redoing all of your settings lmao.
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# ? Nov 6, 2016 01:04 |
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Fryhtaning posted:gently caress that poo poo with a rusty spoon. Yeah I blame the UI for making it look like you can shoot when there's a hill in the way. "That unit is in range of your archer..." "Ok then I'll attack and hey what the gently caress why did it move?!" "...if your archer moves one tile forward."
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# ? Nov 6, 2016 01:06 |
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Darkrenown posted:How does war weariness work? After a big war I was at -9 amenities from it in my capital. I finish the war, and like 8 turns later I look to see if it has faded yet and I am at -10 now. The hell? You might be at war with a city-state still. They're so completely useless you can easily be at war with one forever without ever noticing. Also I've come to the conclusion that trading starting locations is a huge mistake, stealing an AI settler or three and them not knowing where you are to counterattack with 8 million warriors is amazing. Always say gently caress off to the ai unless they're doing the one where they'll show you one of their cities for free.
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# ? Nov 6, 2016 01:07 |
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El Disco posted:Yeah I blame the UI for making it look like you can shoot when there's a hill in the way. It would help if you could tell where the hills were.
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# ? Nov 6, 2016 01:28 |
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I figured out how to make the game spawn all the natural wonders available each map... Well, kinda, it seems there might be a limit. In my testing though, it has become apparent that if you are playing a Huge size map you will never ever see Great Barrier Reef or Galapagos. For some reason those are disabled on Huge.
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# ? Nov 6, 2016 01:31 |
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Ghetto SuperCzar posted:I figured out how to make the game spawn all the natural wonders available each map... Well, kinda, it seems there might be a limit. In my testing though, it has become apparent that if you are playing a Huge size map you will never ever see Great Barrier Reef or Galapagos. For some reason those are disabled on Huge. If true, I'm going to guess that is because of some really weird math for putting them one tile away from land., and that math doesn't scale to a huge map for some reason. Sounds unrealistic, but let us remember that they never figured out how to place Krakatoa in V. (Modders did though)
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# ? Nov 6, 2016 01:45 |
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The Human Crouton posted:If true, I'm going to guess that is because of some really weird math for putting them one tile away from land., and that math doesn't scale to a huge map for some reason. Try it yourself I guess. Grab the mod that lets you restart from the menu, edit "AppOptions.txt" in your documents/games/Civ6 folder to enable debug menu. Then just restart/reveal all over and over. You'll never see those on Huge. (If you want to play with all the wonders spawning go to Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Maps\Utility\ and edit NaturalWonderGenerator.lua. This line in particular will try to force all of them to spawn: function NaturalWonderGenerator:__PlaceWonders() local j = 0; It's a loop controlled by j, so if you make j = -20 or something, it'll try to loop as often as possible regardless of the map generator rng.)
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# ? Nov 6, 2016 01:55 |
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I haven't haven't seen Torres Del Paine at all... edit: wait nvm yes I have.
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# ? Nov 6, 2016 01:57 |
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Olive Branch posted:Yesterday I fired up a regular small game as Pericles. My immediate neighbour was... Pericles. NOPE! That's not how it works. Pericles and Gorgo are completely separate civs in the game files. Literally entirely different entries in the game files, even if 3/4ths of the information is just copy+pasted. Behind the scenes the leaders are welded to their civs just like they were in Civ V. So what happened is you rolled Pericles, and the game randomly rolled Pericles. The game simply doesn't have a check for identical players, at least between player and AI, or at most it's merely weighted against such an outcome but not a guaranteed thing. Also, I'm pretty sure the Acropolis is fairly well marked. In my own Greek game I was not at all surprised by its hill requirement.
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# ? Nov 6, 2016 02:48 |
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# ? Jun 3, 2024 23:53 |
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FWIW the only time I've seen a duplicate ruler is when I was Pericles and I found another Pericles who used Gorgo's city namelist and border colour scheme. Most other accounts of "duplicate" rulers are caused by the bug that uses your ruler model whenever you enter diplomacy with a Civ you haven't discovered yet.
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# ? Nov 6, 2016 03:17 |