Multiplayer fix ideas

Choirandvice

Chieftain
Joined
Dec 17, 2012
Messages
2
Having played civ 5 non-GMR with my partner quite a bit I was wondering whether anyone has thought of fixes for these issues. I'm not heaps interested in doing GMR at the moment especially since we both tend to play for long periods at the same time when we do.

1) The person with the faster computer wins combat.

At the moment my comp finishes processing new information faster so I get the first shot off in every battle. It seems like PI could have partially solved this issue pretty easily by having unit strengths only change at the end of turns, but I guess playtesting is for chumps.

2) The camera pans to every battle you're involved in.

Panning the camera to every battle is obnoxious and causes huge issues, especially when you have a unit selected and you're in the middle of moving a unit, which seems to happen pretty frequently.

Any ideas?

It's a little infuriating because I'm pretty sure I can think of a thousand ways the system could have been done better (for example just making the bloody game turn-based with the ability for players to just add buildings to queues and get notification of events that are likely to happen their next turn so they can plan what policy to pick etc).
 
You could move in turns during combat. Just make the rules yourself if you two are the only ones playing.
Have done it myself with a few friends. Takes a little longer and you have to turn off the timer but its not an issue if you dont want it to be.
 
You could move in turns during combat. Just make the rules yourself if you two are the only ones playing.
Have done it myself with a few friends. Takes a little longer and you have to turn off the timer but its not an issue if you dont want it to be.

Yeah I was thinking of flipping a coin every time war is declared to work out who gets first turn or something as well.

Is there any way of stopping the screen from whipping around like a meerkat with ADD?
 
Yeah I was thinking of flipping a coin every time war is declared to work out who gets first turn or something as well.

Give the first turn to the guy who declares war - that's how it works in turn-based stuff. The other guy's fine to do anything non-war-related while the aggressor does his war moves, and he can do his once the aggressor has finished.
 
We generally agree on player-player conflict rules in our game (both to prevent players getting kicked out of the game early and to prevent this kind of issue). We generally go for one player moves a unit of his choice, other player goes, until one guy uses up all his units and the other player gets to finish up. Since we always play over skype or in person, it's not hard to keep track of. Cities count as units, aggressor always gets first go.
 
I'd love to see a patch/mod that switches the game to sequential turns when two humans are at war. That'd be the ideal solution.
 
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