CIV IV - Beyond the Sword. **Impresiones**

Actualización 3.13

Para empezar he disculparme si alguien, usuario o moderador, consideran que ya hay demasiados hilos abiertos sobre la expansión en cuestión. Según mi criterio, era necesario abrirlo explícitamente para poder comentar específicamente sobre ella.


Lo primero que nos llama la atención al comenzar a jugar (JUGAR YA) es que en la interfaz han cambiado algunas cosas. Entre ellas, y debajo del procentaje de investigación, nos encontramos uno de espionaje. Y es que desde el principio del juego vamos a poder utilizar a nuestros espías para muchas cosas más que robar tecnología o envenenar el agua. Ahora se ha convertido en parte activa del juego, como la ciencia o la cultura; y lo más importante es que dependiendo de los puntos de espionaje que tengamos será más costoso que otra civilización nos espíe. Tenemos incluso una pantalla exclusiva sobre espionaje.

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Otra cosa que salta a la vista desde el principio, son los comentarios que van apareciendo sobre diferentes hechos. Ahora más detallados que antes, y que por lo menos a mí, me recuerdan a titulares de periódico. Cosas como: "El cierre de fronteras aumentan las tensiones entre griegos y españoles...". Por ejemplo.

De pronto, salta la sorpresa. Consigo fundar el cristianismo y a continuación me aparece un mensaje que me anima a encontrar las montañas sagradas de las que hablan las escrituras...!!! Y fundar una ciudad cerca de ellas. Tras investigar en la civillopedia, me entero que ahora surgirán miosiones o decisiones importantes, que deberemos tomar y que influirán en la puntuación o en el ánimo y aceptación de los ciudadanos. Así como por ejemplo, el modo en que resolvemos un revuelta de esclavos.

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Tambien los prometidos desastres naturales, aunque aún no los he visto gráficamente...

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La IA, parece haber sido mejorada. Aún no he podido probar mucho el juego, no más allás de la invención de la polvora, pero ocurrió algo muy curioso. Cuando estaba a punto de conseguir el hierro, los malditos griegoa me declararon la guerra y tomaron jústamente la ciudad en la cual estaba la fuente de hierro. Casualidad?. No lo creo, ya que la ciudad estaba bastante alejadas de sus fronteras y pasaron olímpicamente de otras que tenían más cerca.

Por encima y a falta que le dedique horas al juego, encuentro que aparecen unidades, hay cambios en el árbol tecnológico, aparecen por ejemplo las reservas forestales, que ayudarán a que las zonas adyacentes produzcan bosque o selva, aumente la felicidad y la producción.
Las carreteras, ahora, parecen calzadas romanas y luego, por lo visto, pasan a ser las carreteras de siempre.
En los combates aéreos, ahora nuestras unidades podrán defenderse, además de poder ascender con características parecidas a las unidades de tierra.

Probé ligeramente dos de los mods más interesantes a mi modo de ver. El del futuro galáctico y el del futuro fantástico. Y he de decir que me parecen muy interesantes. Unidades con habilidades únicas, nuevas tecnologías, criaturas, etc. No me puedo decir mucho más aún.

En cuanto a las nuevas opciones, pues la más interesante es empezar la partida en el momento de la historia que se prefiera y con el nivel tecnológico a elegir.

Si teneis alguna pregunta no lo dudeis. Cuando pueda actualizo y cuelgo algunas capturas.

Un saludo.
Supongo que no, pero, ¿Una vez llegas a la época moderna con la expansión y sigues avanzando, con la carrera espacial puedes dar el salto a la colonización espacial o tan solo puedes jugar la fase del espacio con uno de los mods nuevos?

Me he explicado fatal. xD
NeoDecoy escribió:Supongo que no, pero, ¿Una vez llegas a la época moderna con la expansión y sigues avanzando, con la carrera espacial puedes dar el salto a la colonización espacial o tan solo puedes jugar la fase del espacio con uno de los mods nuevos?

Me he explicado fatal. xD


Te ha explicado bien. xD

No, no hay salto a la colonización espacial, es un MOD (si es que se puede llamar así, porque es muy completo) aparte.

PD: Tendremos que esperar al SPORE.
Ah, pues lástima...

Mirando las screens que has posteado se me ponen los dientes largos, parece que es una expansión en toda regla y no un par de maravillas mas por aquí y un par de civilizaciones mas por alla como era, por ejemplo, el Warlords.
NOOOOOOOOOOOO me han tocado los conquistadores !!!!!!!!!!!!!!! ahora cuesta BASTANTE mas tenerlo...

Bueno, he hecho una partida y el juego está bien, sigue siendo mas de lo mismo (por suerte xD), han añadido barcos (aunque siguen sin ser importantes...) y han modificado bastantes cosas que quizas desequilibren el juego, voy a recomenzar una partida, que justo donde estoy solo hay desiertos...

Espero que un dia de estos pongan otro lider para los españoles, podrian poner algun dirigente de la segunda republica, o al facha, estoy de la catolica ya...

Hay muchos mas bosques ahora no?

Mas horas jugadas, noto la IA muy cambiada, diria que me es mas dificil el juego.

Sigo maldiciendo el cambio de los conquistadores...
SPINAKER escribió:NOOOOOOOOOOOO me han tocado los conquistadores !!!!!!!!!!!!!!! ahora cuesta BASTANTE mas tenerlo...

Bueno, he hecho una partida y el juego está bien, sigue siendo mas de lo mismo (por suerte xD), han añadido barcos (aunque siguen sin ser importantes...) y han modificado bastantes cosas que quizas desequilibren el juego, voy a recomenzar una partida, que justo donde estoy solo hay desiertos...

Espero que un dia de estos pongan otro lider para los españoles, podrian poner algun dirigente de la segunda republica, o al facha, estoy de la catolica ya...

Hay muchos mas bosques ahora no?

Mas horas jugadas, noto la IA muy cambiada, diria que me es mas dificil el juego.

Sigo maldiciendo el cambio de los conquistadores...


Yo tambien noto un aumento de la vegetación con clima templado, y la IA algo agobiante. hay que tener mucho cuidado con no enemistarse con alguno sin conocer su potencial, y el palacio apostólico ese agobia en algunos aspectos. Ya te digo que saben dónde atacar, buscando los recursos.

Tambien creo que ha aumentado lo adictivo del juego. xD

Sólo he echado un par de partidas y no he pasado de la edad media en condiciones de prosperar. Así que intentaré bajar un grado la dificultad para volver a cogerle el tacto.
Decir k me ha sorprendido gratamente este hilo, instale ayer el Beyond the sword y me atrapo (como suele pasarme todos los CIV)
Realmente veo cambios k me han encantado, lo del espia me sorprendio, pero yo pensaba k solo era para atravesar fronteras sin tener derecho de paso, en este hilo me entero k hay un monton de formas de usar el espia. (por cierto, me han acusado de espionaje, jejeje)
Como he puesto ya, ayer empece mi partida, con los españoles (hay k ser patriota) y toy rodeado de peña. Los Babilonios me declararon la guerra en el ultimo turno k pude jugar, asi k toy deseando llegar a casa y ponerme a resolver la guerra, y, como decis, vienen a por mi ciudad con Hierro.
A estas alturas de partida no tengo una tropa de elite como los conkistadores, ke en el juego base, ya las tendria, asi k tengo k defenderme con arkeros a caballo, pero no se con ke tropas contraatacar (guerreros, porke los carros son malos pa atacar ciudades)
Los trirremes ahora les he visto la opcion de "patrulla costera" para autodefender las fronteras maritimas.
Tb me fije en los mensajes nuevos tipo "titulares" como habeis nombrado y las nuevas decisiones a tomar, sin ir mas lejos decir k me salio un msj k decia ke la hija de un noble se habia casado con un Sumerio influyente, y me daba 3 opciones, 1 felicitarlos, 2 felicitarlos y hacerles un regalo, 3 hacerles un gran regalo y hacer fiesta nacional (ese lo vi excesivo, :))
En fin, deseando llegar a casa para seguir "descubriendo" cosas
Gran juego, nos vemos online :D
KailKatarn escribió:Gran juego, nos vemos online :D


Soy kyubichan, sin -. Nos vemos en los servidores. ;)
Me gusta mucho las novedades, sobre todo la de los espias, antes ni los usaba, pero ahora veo que daran mucho juego.
Lo de las corporaciones aun no las he visto ( aun no he llegado a esa epoca).
Joer q envidia me estais dando con la expansión.

Cuánto cuesta? Es q ya me pillé el Civ 4 y casi no he jugao, me da no sé q pillarme también la expansión y dejarme aún más pasta cuando probablemente casi no juegue...

Pero por lo q parece merece mucho la pena.
chant escribió:Joer q envidia me estais dando con la expansión.

Cuánto cuesta? Es q ya me pillé el Civ 4 y casi no he jugao, me da no sé q pillarme también la expansión y dejarme aún más pasta cuando probablemente casi no juegue...

Pero por lo q parece merece mucho la pena.


20 euros.
En Octubre salió el parche que actualiza Beyond the sword z la versión 3.13,

PD: Esta vez la lista si es algo mayor que la anterior. [rtfm]

Cambios:

GAMEPLAY
Cristo Redentor allows 1 turn between civics changes, not zero turns.
Attack Sub: 30 strength, 7 moves, 180 cost
Destroyers also upgrade to Missile Cruisers
Customs House and Feitoria give +100% Foreign trade route income
Reduced inflation and better normalized it with game speed
Inflation no longer increases after the game time limit has been reached
Adjusted corporation maintenance for inflation
Corporation Headquarters give 4 gold per corporation city to balance corporation immunity to inflation
Spies downgrade towns, hamlets, and villages instead of completely destroying them
Military Science moved to Renaissance
Can't vote on a winner if one team already has all the votes necessary to win
Updated Apostolic Palace civilopedia text to show that all members receive the religious building production bonus, unless they defy a resolution.
Revised liberation formula
- Fixes exploit of infinite unit generation through city liberation
Liberation no longer provides free units to non-vassals
Cities no longer auto-liberate on conquest except from a vassal to a master
Colonies no longer can be the same civ as an existing one
Colony gets all of prior owner's culture on the entire continent
Can no longer make a colony on a continent with an existing colony. Liberate cities instead.
Great Works brings city out of revolt, as before BTS
Unlimited Corporation Executives now allowed
Invisible units no longer get bumped when an enemy occupies the same tile.
Can no longer build forts in rival territory
Can no longer blockade from within your own cultural borders
Spread culture espionage mission increases your culture by 5% of the total culture in the city
Vassals can no longer use spies against their master (active missions)
Espionage Poison Water and Unhappiness amounts no longer incorrectly scale with game speed
Added minimal conscription ability to all gunpowder and melee units that didn't previously have it
- Prevents situation where you can't draft when you can build SAM Infantry but not Infantry
Rival spies no longer count as friendly units for nuke attacks
Blockading consumes all remaining movement
Blockade is canceled when unit does something other than blockade
Blitz promotion available to ships
Frigate, Ship of the Line, and East Indiaman bombardment ignores walls and Castles
Colony maintenance capped at twice the distance maintenence
All teams get espionage points against a newly formed Colony.
Fighters no longer get experience points for shooting down units that cannot defend (paratroopers)
Paratroopers have 25% evasion chance

AI FIXES
Fixed bug causing AI units to sit around outside cities.
AI now knows how to use Steal Tech and Incite Revolt
AI's may choose to concentrate on large espionage missions (like steal tech and sabotage project)
AI uses spies more smartly (camps them in cities to get the discount)
AI values espionage buildings more
Barbarian uprising events spawn more aggressive barbarians
Fixed issue with AI war planning
Capitulation to a team that has not had the most success in a war is less likely
AI espionage tweak
AI more likely to promote siege units with Accuracy
AI has a better understanding of when to build early Wonders for non-Normal game speeds
AI civs that are close to Domination victory are more likely to declare war
AI close to domination population have a high priority for health buildings and techs
AI is less reluctant to raze cities that have its state religion if it doesn't have the shrine
AI uses espionage to destroy non-resource terrain improvements - such as Towns.
Increased likelihood of the AI stealing techs
On non-aggressive AI, the AI's are more aggressive early in the game.
AI trains more units early in the game
Revised AI bribe into war cost
AI does better job of bribing other AI's
AI spends less on Espionage.
AI trains spies with lower priority
AI better aware of Free Market / Environmentalism corporation impact
Exploring units now heal.
Fixed some issues which hampered or stalled AI early game expansion.
Tweaks to Governor, particularly "Emphasize Food"
Fixed an undefended cities issue
Slight tweak to the AI selection of HQ city when founding a corp
Governor fills the food bar better
Governor works hamlets over cottages.
Fixed bug where city governor would sometimes work sub-optimal tiles
Fixed some AI war preparation issues
Fixed AI problem of not training workers in extremely unhealthy city sites
AI postpones sneak attack plans after a forced peace treaty
Fixed AI scouting so that they don't get stuck going back and forth
AI always accepts liberated cities through diplomacy
Automated corporation spreading no longer tries to spread corporation where it cannot be spread
Automated workers assigned to connect the trade network no longer do other things.
AI attitude for voting for/against them in elections decays faster
Fixed an AI issue with amphibious invasions
Fixed AI seaborne corporation spreading bug
Fixed AI using citizens instead of better specialists
Fixed a bug in AI hurry production decision
AI now knows how to build a new palace to reduce colony maitenance.
AI no longer suicides Paratroopers into certain death by intercepting Fighters
Fixed AI gifting units to the wrong player upon empire split
Fixed AI tech purchasing in advanced start
Fixed a bug where AI proposed resolutions that it should never have been voting for

ENHANCEMENTS
Added ability to override modular XML loading in mod ini file
Improved Espionage screen (by Almightix)
Added city zoom to event popup
Exposed CvCity::AI_AvoidGrowth() to Python
Added ability to save cities, improvements, and resources as nifs from in game
Added improved copper resource (for performance)
Skinned geometries can now be contoured (for performance)
Fixed silk LSystem batching (for performance)
Removed unnecessary facing direction visibility updates (for performance)
Performance fix for splitting empire
Reusing previous widget's render textures (to save memory)
Performance fix for unit blockade
Performance fix for alliance forming
Added vertical resizing to event log
Added Solver's events
Any launched Spaceships automatically arrive on Alpha Centauri when game is over and extended play is selected
Windowed mode gets rendering updates even when window is not active
Added movie quality dropdown in user options graphics tab
- If your movies crash or stutter, try lowering your movie quality level
Clearing stencil buffer whenever you we are clearing z-buffer (for performance)
Different unit artstyles can have different buttons
New button art for event plot indicator
iAirCombatLimit works with ranged combat as well

BUG FIXES
Quest info maintained after leaving and rejoining a multiplayer game
Fixed Ctrl-H out-of-sync in multiplayer
Fixed Advanced start out-of-sync in multiplayer
Ger obsoletes with Advanced Flight, like Barracks
Advanced start tech screen more localization-friendly
Overwriting and reloading a Worldbuilder save has the expected result
Fixed bug with some events not expiring when they should
In one-city-challenge games you no longer receive quests that are impossible to complete
If a anonymous game is about to be launched with duplicate leaders, players are informed of which leader is duplicate.
Loading multiplayer games after you have just changed your name has the name change in effect
Fixed advanced start tech screen update hack
Go-to cursor no longer remains when screens or popups appear
Pitboss - no more invalid map scripts in the dropdown list
Scenario forced options work in Pitboss
Pitboss custom game options that are not available for mods are greyed out
Enemy units in neutral territory can no longer occupy the same tile when war is declared
Enemy units can no longer occupy the same tile when an invisible unit is revealed
Updated Golden Age help text
Unrestricted leaders and advanced start checkboxes have no effect in scenarios. Those options should be specified by the map.
Fixed city screen building mouseover to correctly display commerce changes
Fixed Modern Engineer glow
Fixed Christian Monastery flickering
Can always gift a city to your vassal through the diplomacy screen if you can liberate that city.
Automated workers with orders not to destroy existing improvements no longer chop forest preserves on jungles
Can no longer end turn with SHIFT-ENTER without exiting from Advanced start
Civilization Flag button update
Trying to unload troops from East Indiaman to rival territory gives declare war popup
Fixed bug where air units could bump enemy units on friendly forts
Game will no longer fail to play music if a user selects a folder that contains no audio files
Fixed AI transport crash
Fixed bug where the Three Gorges Damn would give power unhealthiness to all cities
Fixed bug where new cities would not get power unhealthiness from the Three Gorges Dam
Fixed bug where cities with just hudro/nuclear plants would not get unhealthiness
No longer possible to have both MP and AI diplomacy open at the same time
Fixed bug where incorrect espionage points we displayed in the espionage screen for passive missions
Fixed bug where Hanging Gardens would sometimes not give you extra population in all cities
Paratroopers cannot jump on enemy cities, even if the cities are unoccupied.
Right-clicking on your own leader icon in the foreign advisor screen no longer closes the screen
Fixed bug where pop-rushing, drafting, revolts, etc actually had a shorter effect than intended by one turn.
Civilopedia unit categories screen gives relevant information for Air units
Fixed bug where you could get no result when trying to create a colony
Build Forest preserve hotkey is now Shift-F to avoid conflict with Fortify
Similarly, Sea Patrol mission: Ctrl-P
Fixed info screen rival import/export bug
Civilopedia text corrections
When a new empire is formed, plot ownership is updated for everyone where appropriate
Deafening Privateer plunder sounds no longer occur simultaneously at the beginning of your turn
Fixed bug in Foreign advisor tech panel
Fixed Crusade event
Removed description from event help text
Fixed bug that allowed AI to use engineers to rush buildings that it could not build
Landmark signs cleared on regenerate map
Camera zooms to new starting location on regenerate map
QuickLoad works as expected in Advanced start
Game resets espionage spending to zero when you no longer have contact with anyone
Fixed bug with number Apostolic palace candidates for residency
Fixed events that are supposed to expire in the Renaissance to expire with Astronomy.
Unrestricted leaders option works for Pitboss
Privateers no longer destroyed when a friendly ship enters its port.
Hall of fame screen shows finish year (not date)
Upon tile improvement, citizens no longer get assigned to new plots when governor is not automated.
Fixed bug where wrong menu music played after adjusting volume and after Credits screen
Build forest preserve worker action mouseover shows happiness effect
Fixed colony team bug
Can no longer bypass the maximum of 15 characters for renaming cities
Worldbuilder now saves player, civ, and city text keys instead of translated text
Fixed Worldbuilder multiplying building free specialists on save and reload
Fixed Paratroopers to not remain in the same selection group after dropping
Fixed multiplayer hot-join when player name has illegal characters
Stripping illegal characters from save, load, and player names
Fixed save file issue with illegal characters in player name
Main menu aspect ratio no longer stretches
Main menu graphics changes no longer require a restart
Fixed spaceship art completed by teammates not appearing in spaceship screen
City screen tooltips hidden on exit
Great wall surrounds culture borders only on same continent
Fixed Feature and Terrain unit attack mouseover, civilopedia, and combat text (for mods)
Fixed first strike combat animation for non-ranged units
Fixed citybuilder crash
Fixed some bonuses not showing in combination with Cottages, Hamlets, Towns, Villages, Windmills, Mines, and Forts
Fixed Brothers in Need event
L-system cleanup
Fixed bug where wrong menu music played after adjusting volume and after Credits screen
Build forest preserve worker action mouseover shows happiness effect
Fixed colony team bug
Flanking attack combat results no longer appear before battle animation is done
Fixed bug where the units killed were doubled in statistics screen
Fixed stack air combat
Fixed Statistics screen bug where last unit was not shown in the table
Completed quests no longer appear in the quest log
Hostile Takeover quest no longer triggers when you already satisfy its requirements
Vassals no longer have resources unavailable for trade
Spies cannot be discovered when inside a ship
Players no longer get messages about unmet civilizations forming colonies
Fixed Highlands map regeneration bug
Fixed bug with Great Library free scientists increasing on conquest
Fixed bug where non-combat units could capture empty cities
Fixed Holy Mountain reward not triggering after Steam Power
Fixed negative production turn estimate during anarchy
Rival Privateers count as enemy units for "show enemy moves" and "show friendly moves" options
Fixed Interstate event text bug
Fixed "join" action mouseover for Great People
Destroying a fort no longer leaves planes or ships on the plot
Can no longer paradrop into transport ships
Fixed Great Person type probabilities not adding up to 100%
Fixed Domestic Advisor cultural expansion turns estimation bug
Fixed bug where you could sometimes click to create a colony but nothing happened
No more Dawn of Man screen in Advanced Starts
Fixed Influenza event index out of range
Fix for incorrect unit supply cost
Fixed incorrect mouseover information for Maximum National Wonders in OCC
Fixed spaceship launch ability update bug
Fixed crash
Fixed multiple AI hangs
Fixed plot indicator crash bug
Added religion link to civilopedia units (missionaries)
Fixed bug with Apostolic Palace religious building hammer bonus
Fixed CustomAssets MP crash
Host is no longer the only player who can change the admin password (for Pitboss)
Fixed greed event text bug
Trying to airstrike one of your own cities does not result in a rebase
Advanced Start colored plots update on regenerate map
Spelling corrections
Can no longer generate infinite gold by adding and removing advanced start population
Fixed bug where you could build Military Academy without Military Science
Fixed bug where you could infiltrate your own city
Can't negotiate declaring war on a vassal. Must do so on master instead.
Fixed bug that was preventing paratroopers from attacking cities occupied only by air units
Fixed erroneous message about spaceship launch
Barbarians no longer shown as members of UN in Victory Screen
Fixed bug with AI barbarian/animal bonuses on Monarch
Academy 3x2 in L-system
Removed ugly glance tab from Foreign Advisor
Fixed line segments across globe wrap
Strategy layer Lines now save and load properly
Apostolic Palace can no longer vote to give human a second city in OCC
Fixed nukes nuking themselves to death crash
Fixed bug with trade route profit mouseover help
Fixed AI crash
Fixed Spaceship smoke animation in Globeview
Fixed disappearing citizens when you remove one in a large city
Fixed stuck mouseover help for right-click menus
Fixed globeview line drawing crash
Fixed Boreal Map Script so that buildings are buildable at the very top of that map
"Fixed" Levee graphics in Civilopedia - no longer rotates
Fixed amphibious city capture bug
Fixed crash on city liberation
Fixed grids in Globeview
Game no longer hangs when map script fails to find starting plots
Fixed Warlord graphic location for mechanized unit combat
Fixed unit-specific formations not being used
Fixed events zooming to the wrong plot on torroidal maps
Fixed Great Prophet fading on surrender
Fixed workboat froth fade on surrender
Fixed some event help text for unavailable event options
Fixed taskbar icon to have transparency
Fixed city screen production queue scrollbar being inaccessible
Fixed unit action queue scrollbar being inaccessible
Fixed movie corruption on alt-tab
Fixed Lincoln eyeshadow using low-res textures
Fixed roads graphics agreeing with game logic
City cycling disabled when viewing spaceship
Fixed several city capturing bugs relating to partisans
Fixed Wedding Feud event so that war is possible to be triggered, as intended
Minimap updates for Worldbuilder terrain changes
Opening another screen from the spaceship screen no longer results in a hidden interface
Fixed plot indicators for Saltpeter event
Fixed movie crash on shutdown
Fixed popup memory leak on shutdown
Fixed AI crash
Fixed spaceship resize on resolution change
No more messages about religion spreading into cities you cannot see
Fixed spurious line in terrain texture tiles
Clarified "Earth Day" event options
Fixed ping - now has a special message, sound, and a plot indicator
Cities with no production always ask for build orders once per turn
Possible fix for hill graphics not visible
Fixed plot indicator crash on load
Actual spaceship trip length agrees with XML
Fixing frozen tool tip help when zooming out to globe view
Fixed entity widget crash
Fixed leaderhead playing greetting animation every screen
Fixed worked land shadow not contouring to terrain
Added missing text for Ancient Olympics event expiration
Fixed min-spec leaderhead rendering issues
Fixed event text formatting bug
Fixed bug where city air unit limit could be bypassed using Carriers
Winery light fix
Fixed exploit of being able to use debug tools in multiplayer games
Fixed crash on multiplayer load
Fixed non-host reverting advanced start amount
Fixed Advanced Start Out-of-sync
Fixed city effects in Globeview
Red Cross does not rotate in Civilopedia to show missing back
Fixed AI asking you to declare war on his vassal
Fixed Seige Tower not appearing

FINAL FRONTIER
Leaderhead art update
Star System/Planet information is now stored in the WorldBuilder Save for use in modding
Game now only plays Ping EFFECT for tutorial plot discovery instead of actually pinging (fixes ping message showing up at the top of the screen)
Fixed Paradise's flag
Increased cost of Astral Gate Pieces & United Planets wonder
Can no longer bring up info screen on Star Systems which have not been revealed yet (in the fog)
Can no longer "win" an Ascendancy Victory after a player has already won the game by some other means
Fixed some text bugs
Fixed bug where capturing Star System (with a Starport) would cause player to be unable to construct any further Buildings in any of his cities
Increased # of turns for each game speed to match increase in tech cost
Added Screen to show data on a System's Planets when player clicks on an uncolonized Star on the map
Greatly increased cost of later technologies
Players can no longer adjust enemy Star Systems' population & building allocation through Espionage
Can now cash-rush things with the Democracy civic
Pirates will now use more advanced ships later in the game
Raging "Barbarians" now more spawns more Pirates
The "Enable" Tutorial option is now "Disable" so that when players install it begins enabled
Pop-up help text for Planets in city screen now always shows Planet yield (even when Tutorial is off)
Can no longer construct multiple Star Fortressses in a System
Setting city avoid growth now prevents the game from auto-placing population at the end of every turn
Increased cost of Stealth Ships
Players can now form Permanent Alliances after researching Environmentalism
Removed Great Generals from the game
Removed reference to Great Spy
Fixed bug where Squadron units wouldn't gain experience from combat
Fixed world wrapped picking
Fixed Final Frontier Map script for team games
AI now uses missiles
Updated Handicap Infos
Fixed incorrectly calculated Trade Route yield
Fixed non-shader card crash
Nuking various features will no longer destroy them

CHARLEMAGNE
Fixed text error
Anglo-Saxon Leader -> Anglo-Saxon

NEXT WAR
Transport carry 4, mind control center reduces production by 15%
Portuguese Feitoria now replaces customs house (rather than market)
American civ uses European-style units
Fix Great Wall inconsistency with main game.
Eras play the appropriate soundtrack music and city soundscapes.
Added Apostolic Palace to Next War Epic
Fixed ocean plots being adjacent to land at world edges
Drill promotion line available to gunpowder units, as for epic game
Fixed bug with Advanced Start buildings placement
Fixed Advanced Start buildings placement

DEFENSE
Fixed Bug with loading initial auto Save not reseting values.

AFTERWORLD
Upped unit movement from 4 to 6
Increased difficulty
Fixed text bug
Fixed objective 3 issue
Partially fixed door rotating when wall destroyed
Alt-tab minimap fix

GODS OF OLD
Fixed bug with city air unit capacity




Descargar el parche
¿que tal esta el tema de los mods? ¿alguno que destaque?
13 respuestas