"for the first time I played Civ5 on Linux without experiencing any crash, that has never happened before, with or without EUI"
v1.29h fixes some bugs with v1.29a-h, adds customization options and minor improvements. Victory screen is re-coded to improve game loading speed and provide culture...
bc1 updated Civ5 Enhanced User Interface v1.29i
fix player disconnect when trying to join a multiplayer game via Steam (hopefully!)
fix proceed to next turn when archaeologist digs a Jungle tile (fix confirmed)
add option to skip policy choice confirm
add city razing or resistance turns on city...
Thanks for checking
Copy the updated EUI_text_*.xml file(s) to the ...\Sid Meier's Civilization 5\Text folder and delete the cache folder from ...\Sid Meier's Civilization 5\ before launching the game
there's something I don't understand (I lack multiplayer experience): how can the joining player join without apparently (according to lua.log) going through the game's multiplayer menu and lobby screen ? is there another lobby directly inside the steam overlay or somewhere else ? If so, does...
It might be a timing issue, could you check whether the attached candidate version fixes the issue ?
If not, please post the lua.log for both the host and the joining player both using this version.
the battle field is too easy for the player to manipulate
before attacking, break your stack(s) and surround enemy stack : you can then pick off each unit of enemy stack one at a time, all in the same turn since adjacent units can attack without moves left
choosing the plot from which to attack...
I would rather suggest that independent cities be granted a strong 4-unit army at spawn that are permanently assigned to the city plot, that would also take care of the overall independent city weakness especially early in the game
Hello Krajzen,
good analysis
I do think simple fixes can be made, such as limiting the number of districts to city population
but yes Amplitude does need help with the game rules and have them verified by competent play testers
big issue : player can upgrade outposts to cities without influence
create outpost
liberate
wait next turn until outpost upgrades to city by itself, and capture
build tons of influence up front during neolithic era shooting down mammoth : use 2 tribes for each kill in manual mode to avoid losing a tribe, each kill also yields a new tribe...
after building your 1st city, spread your immense scout fleet to build outposts and capture neutral cities when...
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