Rising Tide - First Impressions

It seems that a moving city can steal your tiles, I had to eradicate Elodie just to get some petroleum back (she wouldn't make peace for no reason).

The farm thing must be a bug, I'm building the right improvement until they fix it.

Water cities die like flies, it's incredibly easy to conquer them just with 3-4 bombardments and a melee ship.

All in all it's a nice update (even if closer to a patch then to an expansion)
 
Moving from alpha to beta, progress!

Yup, we're purchasing into being part of their expanded beta testing group - though this would hardly be the first time a lot of us have probably done that.

Frankly, I'm not sure I'd have the patience for this in most games (and that's probably how most others are going to feel about BERT...), but it's a Civ game and that's my thing. I'll end up sinking 300-1000 hours into this one way or another... a few dozen before it's really working isn't the worst way for me to spend my free time.

Alas, I figure for MOST potential customers, this is going to make for fairly poor PR for the release itself (especially with that "don't buy this game" RPS review out there). Firaxis arguably has plenty of financial incentive to hurry along that patch before they lose whatever other audience they might get for this game. The YouTube critics haven't really weighed in yet, but they're likely to savage this thing in its current state and then already have new toys to play around with by the time this is fixed.
 
No, it doesn't. Building a farm on Titanium also doesn't add the strategic resource. ;)

It looks like ALL improvement can be built on any resource now, not just farms. That's certainly one way to make resources viable. ;)

I guessing it means those resources don't count towards virtue bonuses either for improved resources.

So seems less like a bug and more like a feature to me, seeing as you get to chose yields you want or improved resources?


But it is pretty debatable.
 
This thing with building improvements everywhere would make sense on water, after all having titanium on the bottom does not prevents me from building a farm or a generator on the surface.

Of course that is not justifiable on land.
 
Well, the Improvement-Table has no proper entries that would allow them to be built on any tile, Academies even have an entry that is meant to prevent that from happening:

<BuildableOnAnyResource>false</BuildableOnAnyResource>

So if it's intentional, then it hasn't been implemented the "proper way" (that allows modders to create their own rules) as far as I can tell.
 
Before strategic resources were revealed in vanilla BE (early game), couldn't you always just build farms there before the resource was unlocked? Or am I remembering wrong because it's been ages since I had that come up?
 
I still await it to release for myself.

I was really, really hoping that naval military AI would get an upgrade with sea cities, but apparently not.

Reminds me how I won a recent Civ 5 game with four Frigates because the AI never mounted a meaningful resistance. (Despite having the tech to do so.)
 
Before strategic resources were revealed in vanilla BE (early game), couldn't you always just build farms there before the resource was unlocked? Or am I remembering wrong because it's been ages since I had that come up?
Yes, you could.

Now you can build them although they're visible.

Other topic: After 176 turns of mostly randomly clicking buttons and ignoring quests as Htuma I'm now ready to start constructing the mind flower. The Powercreep is real.
/edit: Although actually building that thing takes a lot longer without trade routes fueling the capital.
 
Quantum computer has got an entry mistake in the xml table :
<Row>
<Type>PLAYERPERK_WONDER_QUANTUM_COMPUTER</Type>
<Help>TXT_KEY_PLAYERPERK_WONDER_QUANTUM_COMPUTER</Help>
<OrbitalDurationModifier>50</OrbitalDurationModifier>
<AffinityXPGainModifier>25</AffinityXPGainModifier>
</Row>

Remove this line :rolleyes:
 
Quantum computer has got an entry mistake in the xml table :


Remove this line :rolleyes:
Hm. Neat. Not that I would be worth building because of that... :D
 
Let's just hope Firaxis is listening to the feedback from their unofficial beta test.
 
Man, Hutamas Playstyle is insane. All I do is building Trade Units. Don't even have time to get workers. But what would I need them for anyway when I can have 3 Trade Routes per City and 6 in my Capital? Good News btw: The bug that "free" Trade Route Slots would then later not unlock Slots gained by reaching the Population Threshold seems to have been fixed.

Weird. I thought they gave the bonus back to all his cities because it was only early trade routes and not extra, and not a bug. Seems like they should have either fixed the bug and made it two extra or had it just be early for all cities.
 
Weird. I thought they gave the bonus back to all his cities because it was only early trade routes and not extra, and not a bug. Seems like they should have either fixed the bug and made it two extra or had it just be early for all cities.

This; I didn't realize it was a bug. Good to know Polystralia are back to being OP I guess.
 
Well, the Improvement-Table has no proper entries that would allow them to be built on any tile, Academies even have an entry that is meant to prevent that from happening:

<BuildableOnAnyResource>false</BuildableOnAnyResource>

So if it's intentional, then it hasn't been implemented the "proper way" (that allows modders to create their own rules) as far as I can tell.

Let's be realistic. They just broke the logic in the dll while working with sea tiles :D

Forums are going to be fun.
 
Huh, I can build Observatories and those clone-buildings that improve xenomass with production in (water-)cities that don't have those ressources. Another city has xenomass though. And yet another has Firaxite in range, but not in the borders. :rolleyes:
 
Nope. But it's easy to make into a mod.
 
Anyone in NA getting it to download yet? Mine still says coming soon.

EDIT: Download just started!
 
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