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Тема: Первые впечатления о Civilization VI

  1. #261
    Цитата Сообщение от Alex__ Посмотреть сообщение
    Интерес к игре убит напрочь.
    Неправильно. Ты хотел написать "интерес к синглу в игре убит напрочь, буду рубить в мультиплеер".
    продвинь это сообщение в соцсеть:  

  2. #262
    Цитата Сообщение от Aruj Посмотреть сообщение
    Неправильно. Ты хотел написать "интерес к синглу в игре убит напрочь, буду рубить в мультиплеер".

    ... а я так надеялся увидеть продуманную боёвку (плак)...
    продвинь это сообщение в соцсеть:  

  3. #263
    Цитата Сообщение от Alex__ Посмотреть сообщение
    ... а я так надеялся увидеть продуманную боёвку (плак)...
    Присоединяюсь к плачу. Есть человек, который выправил мозги ИИ в пятой части и начинает выправлять в шестой. Я его сегодня нашёл: http://forums.civfanatics.com/thread...ai-mod.602065/
    продвинь это сообщение в соцсеть:  
    Though you ride on the wheels of tomorrow,
    You still wander the fields of your sorrow.
    You should be so happy, you should be so glad,
    So why are you so lonely, you 21st century man?

  4. #264
    Цитата Сообщение от vintik Посмотреть сообщение
    Вот зря Вы так! Как по мне OST для VI - просто праздник какой-то! Это для нас "калинка" посконная клюква, а вот для испанцев такой может быть "Recuerdos de la Alhambra", вариации которой звучат у Испанцев фоном, а для Англичан набила оскомину "Ярмарка в Скарборо", которую я поначалу спутал с "greensleeves". Я вот вообще так вдохновился звуковой дорожкой Civilization VI, что захотелось что-то написать про OST серии Civilization.
    Очень уж навязчивые эти мелодии. Слишком часто повторяются. Фишку с разными аранжировками я просек сразу, да, это классно, только вот музыкальные темы для России были выбраны наименее подходящие к медитативному геймплею Цивилизации. В древности, на балалайке и в низком темпе они ещё звучат классно, но вот вариации эпохи возрождения - это тихий ужас. На первый раз звучит интересно и свежо, но когда повторяется в 10-ый раз, хочется вырубить нафиг. Но она всё равно продолжает греметь в голове)
    продвинь это сообщение в соцсеть:  

  5. #265
    Цитата Сообщение от Schizoid Посмотреть сообщение
    Очень уж навязчивые эти мелодии. Слишком часто повторяются. Фишку с разными аранжировками я просек сразу, да, это классно, только вот музыкальные темы для России были выбраны наименее подходящие к медитативному геймплею Цивилизации. В древности, на балалайке и в низком темпе они ещё звучат классно, но вот вариации эпохи возрождения - это тихий ужас. На первый раз звучит интересно и свежо, но когда повторяется в 10-ый раз, хочется вырубить нафиг. Но она всё равно продолжает греметь в голове)
    Да ладно! А в CIV V - 26, на минуточку, всего 26 мелодий, но в разном порядке (я имею в виду мирное время, европейские цивилизации - у остальных и того меньше) - это не надоедает? Конечно, среди них были просто исключительные - "Сицилиана" Форе в итоге прописалась у меня в ежедневном плейлисте. НО 26, Карл!!!! И так всю игру!!!
    А в CIV IV? Вся современность проходит под сочинения Джона Кулиджа!!! Хотел бы я знать, кто в FireAxis такой его фанат... Пол игры проходит под музыку которая прививает ненависть к современной классической музыке. "Танцы Председателя", "Шейкерские петли" почти полностью, "Обычные звуки в простом размере" а "The People are the Heroes Now" мне до сих пор в кошмарных снах снится!
    Нееет, OST CIV VI мне определенно нравится больше!
    И кстати, "Калинка" в Возрождении такая же как и в Средневековье. Новой становится аранжировка в Индустриальной эпохе.

    P.S. Если продолжает греметь в голове - значит композитор своего достиг.
    продвинь это сообщение в соцсеть:  
    Последний раз редактировалось vintik; 31.10.2016 в 23:59. Причина: умные мысли приходят на лестнице

  6. #266
    Скептически до выхода относился к игре... Видимо, переиграл в пятую часть))
    В шестой сыграл на всех уровнях сложности, все карты, всех размеров... На божестве правда больше для ачивки дуэль выиграл религиозной победой, на седьмом - доминированием на крошечной карте. Компы воюют через ход, зато по науке как-то даже не смешно лидируют!) В целом, смешанные впечатления - перспективы хорошие, но на данный момент не понимаю, зачем это всё надо... Жаль, что фираксис так делает
    продвинь это сообщение в соцсеть:  

  7. #267
    Цитата Сообщение от Граф Орлов Посмотреть сообщение
    Присоединяюсь к плачу. Есть человек, который выправил мозги ИИ в пятой части и начинает выправлять в шестой. Я его сегодня нашёл: http://forums.civfanatics.com/thread...ai-mod.602065/

    опиши, насколько хорошо было выправлено ии в 5ке, ничего не знал об этом
    продвинь это сообщение в соцсеть:  

  8. #268
    Цитата Сообщение от Alex__ Посмотреть сообщение
    опиши, насколько хорошо было выправлено ии в 5ке, ничего не знал об этом
    Не ставил, не играл, я же его только вчера нашел, когда озаботился поиском подобного мода для шестёрки. Есть тема на форуме, начатая 2 года назад про мод на пятерку, вот читай: http://forums.civfanatics.com/thread...igence.536193/. В первом посте под спойлером все изменения в геймплее, сделанные в XML файлах. Вытащу сюда:
    Скрытый текст
    • City strategy "Need Tile Improvers" has a threshold of 50 (from 67)
    • City strategy "Want Tile Improvers" has a threshold of 33 (from 40)
    • City strategy "Have Training Facility" alters flavors for tile improvement, expansion, growth, and happiness by -1 (from -3)
    • City Strategy "Capital Under Threat" alters Defense flavor by +35 (from +25)
    • Expansion flavor +5 in the AI's original capital
    • Economic strategies "Expand Like Crazy" and "Grow Like Crazy" give +75 Expansion and +75 Growth flavors respectively by (from +10)
    • Economic Strategy "Losing Money" now alters Gold flavor by +40 (from +25), Mobile flavor by -10, Ranged flavor by -10, and Naval flavor by -10
    • Economic Strategy "Losing Money" now checks and can trigger every turn (from 5 turns)
    • Economic Strategy "Early Expansion" now alters Defense flavor by +10
    • Economic strategy for Conquest Grand Strategy alters Air flavor by +10 (from +5), Mobile flavor by +5, and Gold flavor by +5 (to pay for unit upkeep)
    • Economic strategy for Spaceship Grand Strategy alters Growth flavor by +20 (population = science) and Gold flavor by +5 (to put it on similar footing as the other Grand Strategy stuff)
    • Economic strategy for Spaceship Homestretch alters Science flavor by +40 (from +25; helps the AI complete techs for parts it has not unlocked yet), Gold flavor by +10 (both an equalizer and helps the Freedom ideology), and Production flavor by +15 (helps direct towards improvements that increase production, thereby speeding up parts production)
    • Increased the effect grand strategies' primary flavor has on the AI choosing said grand strategy to 9/10/10/16 (from 9/10/10/13) for Conquest/Culture/Diplomacy/Spaceship respectively
    • Increased the influence of Grand Strategies on certain City Specializations: Conquest increases Gold specialization weight by 50, Diplomacy and Culture increases Science specialization weight by 50, Spaceship increases Food specialization (ie. Settler Pump) weight by 50
    • AI Conquest Grand Strategy's flavor effects added or altered: Offense by +3 (from +2), Expansion by +2 (from +1), Military Training by +2 (from +1), Air by +2 (from +1), Nukes by +6 (from +1), Mobile by +2, Defense by +1, Naval by +1, and Water Connection by +3
    • AI Culture Grand Strategy's flavor effects added or altered: Culture by +3 (from +2) and Religion by +2 (from +1)
    • AI Spaceship Grand Strategy's flavor effects added or altered: Spaceship by +4 (from +2), Science by +3 (from +2), Production by +2 (from +1), Religion by -2 (from -5), Great People by +1, and Gold by +1
    • Nukes flavor now increases drastically depending on the AI's Military Strategy: "At War" gives +20, "Empire Defense" gives +15, "Empire Defense Critical" gives +50, "War Mobilization" gives +10, and "Losing Wars" gives +30. For reference, the "Need Nuke" gives +150 Nukes flavor.
    • AI Military Strategy "War Mobilization" alters Growth flavor by -10 (from -50 in vanilla, -10 in Brave New World, this helps with warlike civs' science)
    • Commerce City Specialization alters Production flavor by +20 (from +10) and Growth flavor by +30 (from +20)
    • Science City Specialization alters Production flavor by +20 (from +10)
    • General Economic City Specialization alters Production flavor by +25 (from +20), Growth flavor by +30 (from +20), and Culture flavor by +20 (from +30)
    • Target gold and science yields per citizen increased by 0.3 and 0.5 respectively for the following city specializations: General Economic (now 0.3/0.5), Military Training (now 0.3/0.5), Military Naval (now 0.3/0.5), Commerce (now 1.3/0.5), and Science (now 0.3/1.5). Target food and production yields per citizen remain unchanged.
    • Modified Multi-Unit Formation settings to 1) allow for more flexibility between ranged and siege units, 2) allow for smaller task forces, 3) allow certain land task forces to also contain a single naval unit, 4) no longer have the AI place melee units into "slots" meant for ranged units, and 5) force fast-moving task forces (eg. Fast Pillagers) to only contain fast-moving units
    • Minimum Personality score now set to 1 (from 0) to fix possible divide-by-zero situations in the DLL code leading to wonky AI behavior
    • The AI can now send Great Generals with City-State attack squads
    • The AI will now place ranged units with a range of 1 (ie. gatling guns, machine guns, and bazookas) into the front row of formations when necessary
    • The AI will consider rushing items that take over 5 turns to build (from over 15 turns to build)
    • The AI places an extra 15 priority on techs that unlock unique units/buildings/improvements (from extra 5 priority)
    • The AI is a lot less schizophrenic when it comes to grand strategies: it will keep Grand Strategy directions active for at least 20 turns (from 10 turns), and during Grand Strategy rerolls, it will give each Grand Strategy a random extra priority up to +12 (from +50)
    • Grand Strategy rerolls do not force the AI to switch to less desirable options: other players' grand strategies multiply a certain grand strategy's weight by up to 10 (from up to 50) during AI rerolls.
    • Grand Strategy priority multipliers for Culture and Tourism ratios are now 50 and 100 respectively (from 75 each)
    • Reroll weight modifiers for the Conquest Grand Strategy have been adjusted as follows: being at war gives +20 (from +10), nobody met gives -25 (from -50), and conquered civilizations give +50 each (from +15 each). To compensate for possible overaggression, power ratio for Conquest Grand Strategy weight is multiplied by 125 (from 100).
    • Reroll weight modifier on the Conquest Grand Strategy for having met nobody now activates 40 turns in (from 20), but gives -100 (from -50)
    • Early AI expansion baseline set to 6 cities (from 8).
    • Plot value for strategic resources increased by +80 (from +50, the bonus is now double a luxury resource's plot value bonus)
    • Fierce land dispute increases plot value by +8 (from +6)
    • 250 Gold priority given to buying plots (from 275), but buying requirement is halved when treasury has contains over 500 gold (from 1000 gold)
    • Diplomacy has 50 Gold base priority each (from 150) and Defensive buildings have 250 Gold base priority (from 400), while Upgrades have 200 Gold base priority (from 150)
    • Worker plot evaluation is multiplied by 6/6/3/3/2 based on food, production, gold, science, and culture yields respectively (from 2/2/1/1/1)
    • Military threat weights for Minor/Major/Severe/Critical are now 1/3/9/27 (from 1/3/6/10)
    • Minimum units the AI desires to defend lands now increases by 1.5 per city (from 1.0 per city), allowing a unit to patrol between two cities to defend against barbarians
    • City specializations are rerolled every 4 turns (from 50)
    • City specialization reroll weight modifiers have been modified as follows: food specialization weights alter by -25 per number of cities (from -50), production weights alter by +1 for building the next wonder (from +0.2), science specialization weight alters by +40 for science flavor (from +20) and +40 for spaceship flavor (from +10)
    • City categorization thresholds altered: medium is now 6 population (from 5), large is now 15 population (from 12)
    • Negative gold income alters target gold yield per citizen by +0.5 (from +0)
    • Automatic Citizen Management's yield type values for Production, Science, and Culture are now 9/8/7 respectively (from 12/7/15 in Brave New World, 8/6/8 in vanilla)
    • AI's now recruit units within 6 tiles for City Attack operations (from 5 tiles), but only 3 tiles for Tactical Pillage operations (from 5 tiles). Up to 6 turns can be spent recruiting units for operations (from up to 5 turns), up to 12 turns in case of operations in enemy territory (from up to 10 turns)
    • Forward Muster commands are considered at 25% danger or less (from 20% or less)
    • When evaluating the AI tactical map, unit strength is multiplied by 20 (from 10); a zone is considered dominant at 40% ownership (from 25% ownership)
    • Tactical move priority randomness range is now 3 (from 6); homeland tactical move priority randomness range is now 5 (from 10)
    • Max turns to move for homeland defense is now 3 (from 4). This doesn't stop the AI from defending its homeland, but instead forces it to use units that don't have to travel as far.
    • Diplomatic weights for Weak/Strong/Fierce land disputes are now 1/3/9 (from 1/3/5)
    • Danger values for diplomatic approaches have been altered as follows: Deceptive is 0.4 (from 0.1), Hostile is 0.8 (from 0.2), Bully is 0.8 (from 0.9)
    • When spreading religion, unowned plots are multiplied by 4 (from 3), owned plots are multiplied by 6 (from 5), and worked plots are multiplied by 6 (from 8)
    • Missionaries will be sent to destinations up to 8 turns away (from 10 turns)
    • Annexation thresholds set to 0.4 for normal (from 0.5) and 0.8 for aggressive (from 0.75)
    • Ideology value based on Hostile/Guarded/Afraid/Friendly approaches to players already running the ideology is -20/-10/10/20 (from -8/-4/6/12)
    • Ideology value based on Happiness set to 5 (from 3)
    • Ideology value bonus for each free tenet set to 40 (from 36)
    • Ideology value based on Grand Strategies set to 400 (from 300)
    • Diplomatic Opinion modifier based on no/weak/strong/fierce land disputes set to -1/5/25/125 (from -6/10/20/30)
    • Diplomatic Opinion modifier based on no/weak/strong/fierce victory disputes set to -1/5/25/125 (from -6/10/20/30)
    • Diplomatic Opinion modifier based on no/weak/strong/fierce wonder disputes set to -1/5/10/20 (from 0/10/15/20)
    • Diplomatic Opinion modifier based on no/weak/strong/fierce minor civ disputes set to -1/4/16/64 (from 0/10/20/30)
    • Opinion Threshold to possibly declare war if current Grand Strategy is Conquest set to 10 (from 50)
    • War evaluation if not prepared set to -150 (from -100)
    • War evaluation for game threats none/minor/major/severe/critical set to 10/25/75/150/300 (from 0/20/50/100/150)
    • War evaluation based on soft/favorable/average/bad/impossible target set to 200/100/-25/-150/-300 (from 100/50/-25/-100/-200)
    • Thresholds for observations of aggressiveness levels low/medium/high/incredibly set to 5/15/25/35 (from 10/25/50/80)
    • Military and Economic strength ratio multipliers for diplomatic/war evaluation set to 125 and 110 respectively (from 100 each)
    • Barbarian "Capture City" tactical move's priority is now 11 (from 9, placing it above Blockade Resource, Attrition, and Move to Safety for barbarians)
    • "Move to Safety" tactical move's priority is now 20 (from 11, placing it above Pillage Resource, Attrition, and Damage City)
    • "Damage City" tactical move's priority is now 11 (from 15, making it possibly exchangeable with Heal and Low Priority Attrition once randomness factor is taken acount)
    • "Heal" tactical move's priority is now 10 (from 8, placing it above Park on Trade Route and equal to Low Priority Attrition)
    • "Low Priority Attrition" tactical move's priority is now 11 (from 12)
    • "Barbarian Camp" tactical move's priority is now 13 (from 11)
    • "Reposition" tactical move's priority is now 2 (from 1)
    • Base war preference against City States when running a Conquest Grand Strategy is now 5 (from 8), but 20 when they're also neighbors (from 10)
    • War preference against City States who are neighbors is now 2 (from 1)
    • War preference against City States based on Impossible/Bad/Average/Favorable/Soft target is now 0/10/50/100/150 (from 10/20/40/110/130)
    • "Area is full" threshold is now at 80% tile ownership (from 50%)
    • 19 empty tiles are required for the early expansion strategy now (from 25 tiles)
    • Units executing the following tactical moves can now be recruited into operations: Pillage, Safe Bombard, Bastion, Garrison, Guard Improvement



    Он еще и код правил, кроме того.
    продвинь это сообщение в соцсеть:  
    Though you ride on the wheels of tomorrow,
    You still wander the fields of your sorrow.
    You should be so happy, you should be so glad,
    So why are you so lonely, you 21st century man?

  9. #269
    Цитата Сообщение от Граф Орлов Посмотреть сообщение
    Не ставил, не играл, я же его только вчера нашел, когда озаботился поиском подобного мода для шестёрки. Есть тема на форуме, начатая 2 года назад про мод на пятерку, вот читай: http://forums.civfanatics.com/thread...igence.536193/. В первом посте под спойлером все изменения в геймплее, сделанные в XML файлах. Вытащу сюда:
    Скрытый текст


    • City strategy "Need Tile Improvers" has a threshold of 50 (from 67)
    • City strategy "Want Tile Improvers" has a threshold of 33 (from 40)
    • City strategy "Have Training Facility" alters flavors for tile improvement, expansion, growth, and happiness by -1 (from -3)
    • City Strategy "Capital Under Threat" alters Defense flavor by +35 (from +25)
    • Expansion flavor +5 in the AI's original capital
    • Economic strategies "Expand Like Crazy" and "Grow Like Crazy" give +75 Expansion and +75 Growth flavors respectively by (from +10)
    • Economic Strategy "Losing Money" now alters Gold flavor by +40 (from +25), Mobile flavor by -10, Ranged flavor by -10, and Naval flavor by -10
    • Economic Strategy "Losing Money" now checks and can trigger every turn (from 5 turns)
    • Economic Strategy "Early Expansion" now alters Defense flavor by +10
    • Economic strategy for Conquest Grand Strategy alters Air flavor by +10 (from +5), Mobile flavor by +5, and Gold flavor by +5 (to pay for unit upkeep)
    • Economic strategy for Spaceship Grand Strategy alters Growth flavor by +20 (population = science) and Gold flavor by +5 (to put it on similar footing as the other Grand Strategy stuff)
    • Economic strategy for Spaceship Homestretch alters Science flavor by +40 (from +25; helps the AI complete techs for parts it has not unlocked yet), Gold flavor by +10 (both an equalizer and helps the Freedom ideology), and Production flavor by +15 (helps direct towards improvements that increase production, thereby speeding up parts production)
    • Increased the effect grand strategies' primary flavor has on the AI choosing said grand strategy to 9/10/10/16 (from 9/10/10/13) for Conquest/Culture/Diplomacy/Spaceship respectively
    • Increased the influence of Grand Strategies on certain City Specializations: Conquest increases Gold specialization weight by 50, Diplomacy and Culture increases Science specialization weight by 50, Spaceship increases Food specialization (ie. Settler Pump) weight by 50
    • AI Conquest Grand Strategy's flavor effects added or altered: Offense by +3 (from +2), Expansion by +2 (from +1), Military Training by +2 (from +1), Air by +2 (from +1), Nukes by +6 (from +1), Mobile by +2, Defense by +1, Naval by +1, and Water Connection by +3
    • AI Culture Grand Strategy's flavor effects added or altered: Culture by +3 (from +2) and Religion by +2 (from +1)
    • AI Spaceship Grand Strategy's flavor effects added or altered: Spaceship by +4 (from +2), Science by +3 (from +2), Production by +2 (from +1), Religion by -2 (from -5), Great People by +1, and Gold by +1
    • Nukes flavor now increases drastically depending on the AI's Military Strategy: "At War" gives +20, "Empire Defense" gives +15, "Empire Defense Critical" gives +50, "War Mobilization" gives +10, and "Losing Wars" gives +30. For reference, the "Need Nuke" gives +150 Nukes flavor.
    • AI Military Strategy "War Mobilization" alters Growth flavor by -10 (from -50 in vanilla, -10 in Brave New World, this helps with warlike civs' science)
    • Commerce City Specialization alters Production flavor by +20 (from +10) and Growth flavor by +30 (from +20)
    • Science City Specialization alters Production flavor by +20 (from +10)
    • General Economic City Specialization alters Production flavor by +25 (from +20), Growth flavor by +30 (from +20), and Culture flavor by +20 (from +30)
    • Target gold and science yields per citizen increased by 0.3 and 0.5 respectively for the following city specializations: General Economic (now 0.3/0.5), Military Training (now 0.3/0.5), Military Naval (now 0.3/0.5), Commerce (now 1.3/0.5), and Science (now 0.3/1.5). Target food and production yields per citizen remain unchanged.
    • Modified Multi-Unit Formation settings to 1) allow for more flexibility between ranged and siege units, 2) allow for smaller task forces, 3) allow certain land task forces to also contain a single naval unit, 4) no longer have the AI place melee units into "slots" meant for ranged units, and 5) force fast-moving task forces (eg. Fast Pillagers) to only contain fast-moving units
    • Minimum Personality score now set to 1 (from 0) to fix possible divide-by-zero situations in the DLL code leading to wonky AI behavior
    • The AI can now send Great Generals with City-State attack squads
    • The AI will now place ranged units with a range of 1 (ie. gatling guns, machine guns, and bazookas) into the front row of formations when necessary
    • The AI will consider rushing items that take over 5 turns to build (from over 15 turns to build)
    • The AI places an extra 15 priority on techs that unlock unique units/buildings/improvements (from extra 5 priority)
    • The AI is a lot less schizophrenic when it comes to grand strategies: it will keep Grand Strategy directions active for at least 20 turns (from 10 turns), and during Grand Strategy rerolls, it will give each Grand Strategy a random extra priority up to +12 (from +50)
    • Grand Strategy rerolls do not force the AI to switch to less desirable options: other players' grand strategies multiply a certain grand strategy's weight by up to 10 (from up to 50) during AI rerolls.
    • Grand Strategy priority multipliers for Culture and Tourism ratios are now 50 and 100 respectively (from 75 each)
    • Reroll weight modifiers for the Conquest Grand Strategy have been adjusted as follows: being at war gives +20 (from +10), nobody met gives -25 (from -50), and conquered civilizations give +50 each (from +15 each). To compensate for possible overaggression, power ratio for Conquest Grand Strategy weight is multiplied by 125 (from 100).
    • Reroll weight modifier on the Conquest Grand Strategy for having met nobody now activates 40 turns in (from 20), but gives -100 (from -50)
    • Early AI expansion baseline set to 6 cities (from 8).
    • Plot value for strategic resources increased by +80 (from +50, the bonus is now double a luxury resource's plot value bonus)
    • Fierce land dispute increases plot value by +8 (from +6)
    • 250 Gold priority given to buying plots (from 275), but buying requirement is halved when treasury has contains over 500 gold (from 1000 gold)
    • Diplomacy has 50 Gold base priority each (from 150) and Defensive buildings have 250 Gold base priority (from 400), while Upgrades have 200 Gold base priority (from 150)
    • Worker plot evaluation is multiplied by 6/6/3/3/2 based on food, production, gold, science, and culture yields respectively (from 2/2/1/1/1)
    • Military threat weights for Minor/Major/Severe/Critical are now 1/3/9/27 (from 1/3/6/10)
    • Minimum units the AI desires to defend lands now increases by 1.5 per city (from 1.0 per city), allowing a unit to patrol between two cities to defend against barbarians
    • City specializations are rerolled every 4 turns (from 50)
    • City specialization reroll weight modifiers have been modified as follows: food specialization weights alter by -25 per number of cities (from -50), production weights alter by +1 for building the next wonder (from +0.2), science specialization weight alters by +40 for science flavor (from +20) and +40 for spaceship flavor (from +10)
    • City categorization thresholds altered: medium is now 6 population (from 5), large is now 15 population (from 12)
    • Negative gold income alters target gold yield per citizen by +0.5 (from +0)
    • Automatic Citizen Management's yield type values for Production, Science, and Culture are now 9/8/7 respectively (from 12/7/15 in Brave New World, 8/6/8 in vanilla)
    • AI's now recruit units within 6 tiles for City Attack operations (from 5 tiles), but only 3 tiles for Tactical Pillage operations (from 5 tiles). Up to 6 turns can be spent recruiting units for operations (from up to 5 turns), up to 12 turns in case of operations in enemy territory (from up to 10 turns)
    • Forward Muster commands are considered at 25% danger or less (from 20% or less)
    • When evaluating the AI tactical map, unit strength is multiplied by 20 (from 10); a zone is considered dominant at 40% ownership (from 25% ownership)
    • Tactical move priority randomness range is now 3 (from 6); homeland tactical move priority randomness range is now 5 (from 10)
    • Max turns to move for homeland defense is now 3 (from 4). This doesn't stop the AI from defending its homeland, but instead forces it to use units that don't have to travel as far.
    • Diplomatic weights for Weak/Strong/Fierce land disputes are now 1/3/9 (from 1/3/5)
    • Danger values for diplomatic approaches have been altered as follows: Deceptive is 0.4 (from 0.1), Hostile is 0.8 (from 0.2), Bully is 0.8 (from 0.9)
    • When spreading religion, unowned plots are multiplied by 4 (from 3), owned plots are multiplied by 6 (from 5), and worked plots are multiplied by 6 (from 8)
    • Missionaries will be sent to destinations up to 8 turns away (from 10 turns)
    • Annexation thresholds set to 0.4 for normal (from 0.5) and 0.8 for aggressive (from 0.75)
    • Ideology value based on Hostile/Guarded/Afraid/Friendly approaches to players already running the ideology is -20/-10/10/20 (from -8/-4/6/12)
    • Ideology value based on Happiness set to 5 (from 3)
    • Ideology value bonus for each free tenet set to 40 (from 36)
    • Ideology value based on Grand Strategies set to 400 (from 300)
    • Diplomatic Opinion modifier based on no/weak/strong/fierce land disputes set to -1/5/25/125 (from -6/10/20/30)
    • Diplomatic Opinion modifier based on no/weak/strong/fierce victory disputes set to -1/5/25/125 (from -6/10/20/30)
    • Diplomatic Opinion modifier based on no/weak/strong/fierce wonder disputes set to -1/5/10/20 (from 0/10/15/20)
    • Diplomatic Opinion modifier based on no/weak/strong/fierce minor civ disputes set to -1/4/16/64 (from 0/10/20/30)
    • Opinion Threshold to possibly declare war if current Grand Strategy is Conquest set to 10 (from 50)
    • War evaluation if not prepared set to -150 (from -100)
    • War evaluation for game threats none/minor/major/severe/critical set to 10/25/75/150/300 (from 0/20/50/100/150)
    • War evaluation based on soft/favorable/average/bad/impossible target set to 200/100/-25/-150/-300 (from 100/50/-25/-100/-200)
    • Thresholds for observations of aggressiveness levels low/medium/high/incredibly set to 5/15/25/35 (from 10/25/50/80)
    • Military and Economic strength ratio multipliers for diplomatic/war evaluation set to 125 and 110 respectively (from 100 each)
    • Barbarian "Capture City" tactical move's priority is now 11 (from 9, placing it above Blockade Resource, Attrition, and Move to Safety for barbarians)
    • "Move to Safety" tactical move's priority is now 20 (from 11, placing it above Pillage Resource, Attrition, and Damage City)
    • "Damage City" tactical move's priority is now 11 (from 15, making it possibly exchangeable with Heal and Low Priority Attrition once randomness factor is taken acount)
    • "Heal" tactical move's priority is now 10 (from 8, placing it above Park on Trade Route and equal to Low Priority Attrition)
    • "Low Priority Attrition" tactical move's priority is now 11 (from 12)
    • "Barbarian Camp" tactical move's priority is now 13 (from 11)
    • "Reposition" tactical move's priority is now 2 (from 1)
    • Base war preference against City States when running a Conquest Grand Strategy is now 5 (from 8), but 20 when they're also neighbors (from 10)
    • War preference against City States who are neighbors is now 2 (from 1)
    • War preference against City States based on Impossible/Bad/Average/Favorable/Soft target is now 0/10/50/100/150 (from 10/20/40/110/130)
    • "Area is full" threshold is now at 80% tile ownership (from 50%)
    • 19 empty tiles are required for the early expansion strategy now (from 25 tiles)
    • Units executing the following tactical moves can now be recruited into operations: Pillage, Safe Bombard, Bastion, Garrison, Guard Improvement



    Он еще и код правил, кроме того.
    не сочти за труд плиз, проследи когда для 6ки этот человек сделает мод, скинь сюда ссылку, тебе много кто благодарен будет
    продвинь это сообщение в соцсеть:  

  10. #270
    Цитата Сообщение от vintik Посмотреть сообщение
    Да ладно! А в CIV V - 26, на минуточку, всего 26 мелодий, но в разном порядке (я имею в виду мирное время, европейские цивилизации - у остальных и того меньше) - это не надоедает?

    P.S. Если продолжает греметь в голове - значит композитор своего достиг.
    Из саундтрека пятёрки меня раздражали только арабские темы. Всё остальное отлично шло фоном, создавало подходящую атмосферу. А здесь всё дело именно в неудачном выборе темы и её чрезмерном повторении в рамках одной композиции.
    Нет, фоновая музыка из компьютерной игры не должна заедать в голове. Фоновая музыка не должна "выпячиваться", она должна незаметно создавать атмосферу. Для меня эталон игровой музыки - любая тема из серии The Elder Scrolls. Там саундтрек написан просто идеально. И еще в Готике 2.

    А эта долбанная калинка-малинка даже за другие нации играть начинает, блин. Придется играть без музыки.


    Я вот тут заметил, что на карте типа "континенты" игра становится даже ещё легче. Компьютер совсем не может в судостроение. Даже Англия. Только что закончил игру, в которой на меня ни разу (sic!) никто не напал (кроме варваров, разумеется). Игра шла на императорской сложности, на карте для 6 игроков, скорость сетевая. Играл за Ганди, победил через культуру. Дружил одновременно с Тедди и Петькой) Видимо, сыграло большую роль то, что я был один на своём континенте, и при этом у меня рядом было сразу 4 ГГ, 2 из которых на производство. Первый из компов меня нашел аж в средневековье.
    продвинь это сообщение в соцсеть:  

  11. #271
    Цитата Сообщение от Alex__ Посмотреть сообщение
    не сочти за труд плиз, проследи когда для 6ки этот человек сделает мод, скинь сюда ссылку, тебе много кто благодарен будет
    Этот мод уже в работе и каждый день обновляется. Тема на форуме: http://forums.civfanatics.com/thread...leanup.600594/
    Прикрепил версию от 31 октября. Полный список изменений:
    Скрытый текст
    v7 - 2016-Oct-31

    * Lowered the cap on settling operations to 2 (from 16 before, now 1) to make sure the AI doesn't spam settlers when they want new cities but already have settlers out
    * Added a permanent favored list that makes the Industrial Complex District a favored district for all major civs
    * Added a permanent favored list that makes all unique districts favored for their respective civs
    * Added the Dynamic/Phased turns bugfix (thanks to notque and FilthyRobot) because it's a harmless bugfix that's vital for multiplayer play

    v6 - 2016-Oct-30

    * Fixed a bug that was causing the AI to not move settlers around properly

    v5 - 2016-Oct-29

    * Added the Combat AIType to Scouts and Rangers so that they can participate in operation slots that only call for a unit with some combat strength (e.g. settler escort)
    * Made the cap removal on settling operations properly work by assigning it a significantly high cap of 16 instead of deleting the cap entry, which would cause a cap of 0

    v4 - 2016-Oct-29

    * Altered the way Settler flavor is increased so that it works properly now hopefully (done through a permanent favored list entry instead of through the pseudoyield's default value).

    v3 - 2016-Oct-29

    * Added a special thanks section to the mod's description
    * Fixed a bug that stopped the behavior tree edit for upgrading units from working
    * Increased Settler flavor by 50%. This is done modifying settler pseudoyield's default value, because apparently "pseudoyield" is what flavors are now called

    v2 - 2016-Oct-29

    * Fixed a lot of the mod's changes not loading properly (thanks to RushSecond and qqqbbb, kind of shows how rusty I am with non-DLL modding)
    * Reverted the addition of Cavalry UnitAIType tag from Indian Varu because they don't have high movement (thanks to notque for pointing this out)
    * Altered the priorities of certain unit move types to make the AI pillage districts and traders more, attack civilians less, attack encampments less, use air attacks more frequently, and (hopefully) properly make armies and corps.
    * Altered city attack operations so that they are less saturated with melee units
    * Altered simple city attack operation to allow for a lot more ranged units (raised maximum cap from 3 to 12)
    * Altered the Upgrade Units behavior list so that the AI can disband units that it would normally wish to upgrade
    * Allowed the AI to run one extra city defense operation for each war they are in to help defend against simultaneous attacks targetting different cities
    * Removed the cap on settling operations so that the AI can have as many settlers out simultaneously as it wants
    * Added a new operation that should function like an annoying harassment operation: one or two cavalry units should run around in enemy territory, pillaging districts primarily
    - Note: if you want to see an example behavior tree that's commented, this is what you should check out

    v1 - 2016-Oct-21

    AI-only changes:
    * Added the Explore UnitAIType to Spies because they can be used for scouting
    * Added the Ranged UnitAIType to Rangers because they have a range 1 ranged attack (like Slingers)
    * Added the Civilian UnitAIType to Naturalists because they have no combat strength
    * Added the Explore UnitAIType to Modern AT because they were the only melee land unit missing the entry (this just means the AI can use them as scouts if it wants to)
    * Removed the Explore UnitAIType from Modern Armor and replaced it with the Melee UnitAIType to make them consistent with all other Heavy Cavalry entries
    * Added the Civilian UnitAIType to Military Engineers because they have no combat strength
    * Added the Build UnitAIType to Legions because they can build the same improvements Military Engineers can, so the AI should be able to use them as builders
    * Added the Cavalry UnitAIType to Barbarian Horse Archers, Egyption Chariot Archers, Scythian Horse Archers, American Rough Riders, Russian Cossacks, Indian Varu, and Arabian Mamluks because they were all missing despite having cavalry movespeeds
    * Added the Explore UnitAIType to Barbarian Horse Archers and Scythian Horse Archers to make them consistent with the light cavalry roles in which they could act
    * Added a Ranged Promotion Class build preference for Tomyrisi because Scythian Horse Archers have that promotion class (not the light cavalry one)
    * Added a new, generic CitySpecialization to the city specializations list that is meant to act as a stand-in for split food-production preference
    * (Hopefully) altered the gold spending priorities of the default savings list so that splurge spending is rated less important than unit/upgrade spending
    * Tweaked flavors in the default flavor list to slightly value expansion over offense and value active defense over passive defense
    * Altered the preferred yield focus of the "build trade units" specialization to be production instead of gold because that would end up producing the trade unit(s) faster
    * Reduced current task bias from 80 to 50 to hopefully reduce AI railroading as much
    * Reduced turns to wait between trade offers from 10 to 3 to make it consistent with turns to wait between peace offers
    * (Hopefully) Reduced delay between denounce and DoW to allow the AI to truly execute surprise attacks

    Changes with some non-AI effects:
    * Added the Ranged TypeTag to Rangers because they have a range 1 ranged attack
    * Added the Melee TypeTag to Garde Imperiale because they were somehow missing it
    * Added the Naval Ranged TypeTag to Privateers, English Sea Dogs, Submarines, German U-Boats, and Nuclear Submarines because they all have ranged attacks
    * Increased the fertility rating of bonus resources from 1 to 2 to correspond to their usefulness vs. other fertility ratings (strategic resource = 3, river = 3, coast = 1)


    Я думаю, модераторам следует переместить посты, касающиеся этого мода, в отдельную тему в соответствующей ветке форума.
    Вложения Вложения
    продвинь это сообщение в соцсеть:  
    Though you ride on the wheels of tomorrow,
    You still wander the fields of your sorrow.
    You should be so happy, you should be so glad,
    So why are you so lonely, you 21st century man?

  12. #272
    увы, мод пока совсем не затронул поведение ии на воде(((
    продвинь это сообщение в соцсеть:  

  13. #273
    Цитата Сообщение от Alex__ Посмотреть сообщение
    увы, мод пока совсем не затронул поведение ии на воде(((
    Всё ещё только начинается. Большая часть тактики юнитов непосредственно в бою находится в dll, он пока правит, что легче - текстовые файлы, потом будет код перебирать.
    продвинь это сообщение в соцсеть:  
    Though you ride on the wheels of tomorrow,
    You still wander the fields of your sorrow.
    You should be so happy, you should be so glad,
    So why are you so lonely, you 21st century man?

  14. #274
    Цитата Сообщение от Alex__ Посмотреть сообщение
    увы, мод пока совсем не затронул поведение ии на воде(((
    а ты не трогай ии на воде
    у фираксиса регулярно наблюдаю проблему с обсчетом пересечения экватора слабым водным юнитом, колышется юнит туда-сюда, твоя тетка не на экваторе ли жила?
    продвинь это сообщение в соцсеть:  
    Носителем суверенитета и единственным источником власти в Российской Федерации является её многонациональный народ. Гл.1, ст.3. Конституции РФ
    - Папа, а у царей бывает мания величия? - Иногда бывает. - А кем они тогда себя мнят? - Народом.

    Я взрослая женщина - и я семь лет читала форумы. Настя
    Если царь говорит, что чем ниже цена рубля, тем больше доход, то удивляться последствиям его правления не приходится. lada
    На данном этапе развития страны считаю наиболее важным отстранить от управления бездарей-троечников в пользу тех людей, которые могут мыслить системно хотя бы на год вперёд. Винни
    Многие склонны путать два понятия: «Отечество» и «Ваше превосходительство». Салтыков-Щедрин
    С плохими законами и хорошими чиновниками вполне можно править страной. Но если чиновники плохи, не помогут и самые лучшие законы. Бисмарк
    Как только дети, жены и любовницы начинают заниматься бизнесом - жди беды. Лукашенко
    Т.к. ремоторизацию Ан-2 наладить не удалось, принято решение построить десяток Звезд Смерти для секторального захвата галактики. Рогозин
    Это было не падение, Маск показал всем красненькую пипирку. Павел Чичиков 5-jan-2021 inv-ing

  15. #275
    Кто юзал этот мод. Он уже играбелен или ждать? И, ну совсем по буржуйски не разумею, кроме боевки ИИ меняется что и если да, то отражается ли сие в Цивилопедии либо в описании юнитов/зданий/местности... да еще и на русском?
    продвинь это сообщение в соцсеть:  

  16. #276
    Мне 6-я понравилась...
    Я даже купил после того, как сыграл полпартии в пиратку =))
    Очень много нового, есть над чем поломать голову...

    Но вот с интерфейсом и тупизной ИИ - это беда-беда...
    Ну и уж очень долго ждать между ходами да при загрузке...
    продвинь это сообщение в соцсеть:  

  17. #277
    Цитата Сообщение от Nemologos Посмотреть сообщение
    Мне 6-я понравилась...
    Ну не знаю... Мне оно бы тоже. Но развитие же - это ради войны. Не Симы чай игра то. А войны в игре нет. Откровенное избиение тупого ИИ за войну не катит.
    продвинь это сообщение в соцсеть:  

  18. #278
    Цитата Сообщение от Ансвет Посмотреть сообщение
    Ну не знаю... Мне оно бы тоже. Но развитие же - это ради войны. Не Симы чай игра то.
    Ну это кому как. Мне, например, нравится развитие ради развития, стараюсь всегда выиграть космосом. Собственно, придумал себе челлендж - выиграть космосом без нападательных войн на как можно более высоком уровне сложности.
    продвинь это сообщение в соцсеть:  

  19. #279
    Цитата Сообщение от Ансвет Посмотреть сообщение
    Ну не знаю... Мне оно бы тоже. Но развитие же - это ради войны. Не Симы чай игра то. А войны в игре нет. Откровенное избиение тупого ИИ за войну не катит.
    Ну не знаю... У меня под настроение -когда ради войны, когда так... даже ради религиозной победы =))
    продвинь это сообщение в соцсеть:  

  20. #280


    Цитата Сообщение от inspire Посмотреть сообщение
    Собственно, придумал себе челлендж - выиграть космосом без нападательных войн на как можно более высоком уровне сложности.
    Тоже вариант. Подумывал. Смущает опережение ИИ в развитии уже на сложности император. В пятерке я эту проблему решал именно войной, а если цивилизация далеко, то и ядреной бомбой. А тут как? На какой сложности получилось космосом выиграть и какими путями?
    продвинь это сообщение в соцсеть:  

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