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 Asunto: Re: Civ IV
NotaPosteado: Vie Feb 20, 2009 2:36 pm 
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vos leiste algo o fuiste jugando así de cabeza nomás?


La segunda :mrgreen:
Posta mas alla de lo que aprendi solo y de faqs o cosas asi no encontre ni busque. Cuando tenga la nueva PC armamos unas partiditas que te parece!?

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 Asunto: Re: Civ IV
NotaPosteado: Dom Feb 22, 2009 5:27 pm 
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Mientras leo la guía de GamePressure del CIV IV Vanilla, estoy haciendo un miniresumen... Lástima que voy por la mitad, si me daba cuenta antes lo resumía en español y lo poníamos en el portal :P

EDIT: Ya lo terminé, es bastante simple, pero lo dejé corto para poder imprimirlo en pocas hojas con el word y que me quede bien a mano mientras juego... por si me pierdo ingame :P

Código:
*** ALL CITIES ***
*The kind of resources generated by the city tile doesn't depend on its type of terrain (a city tile always gives you 2 Food, 1 hammer and 2 Gold whether is built on a desert, grassland or on a valuable resource).
*Best place for the city: hill (+25% for defence) surrounded by a river (+25% for defence and +1 Gold from all adjacent tiles and guaranteed fresh water, which helps in quick growth of cities but has negative influence on health level in the city)
*Don't build a city on a resource unless you're more interested in securing access to this resource than developing a particular city.

*** COMMERCE CITY ***
*Goal: Maximise commerce and specialize into a research centre o a financial centre
*Placement: A lot of grassland (possibly with forest), some flood plains and hills. Near luxurious resources like gold, silver, gems, wine
*Improvements: A lot of cottages, windmills on hills which produce some commerce and a good amount of Food. It's a good idea to leave some tiles only for Production improvements like Mines, Lumbermills, Workshops and Watermills)
*Key buildings: all increasing Gold income like Marketplace, Grocer, Bank and all increasing research like Library, University, Observatory, Laboratorym Academy

*** PRODUCTION CITY ***
*Goal: Produce new units and raise expensive buildings (Wonders)
*Placement: A lot of hills (preferably forest hills) and some frassland tiles, flood plains or Food resources. Near strategic resources giving Production bonuses (ie iron, copper, stone, coal). Avoid situations when your commercial centre doesn't control any Production generating tiles. If Leader has Financial trait, coastal city also can work as commercial city but land city still plays the role much better.
*Improvements: farms and all Production enhancements. Avoid chup rushing close to productive cities, in later gamer Workshop, Watermill and Lumbermill (+1 from forests) can help in generating more Production output. After inventing Guilds and Chemistry Workshop become much more valuable. Railroads are very handy too, Lumbermills and Mines with Railroads have +1 to Production
*Key buildings: Barracks, Forge and Factory (to increase Production output), Coal Plant/Nuclear Plant/Hydro Plant or Three Gorges Dam (power sources). Build other buildings only if necessary, most of the time this city should build military units.


*** GREAT PEOPLE CITY ***
*Goal: Generate GP, due to big number of specialists it will generate a lot of output
*Placement: A lot of grassland near river or lake, one or two Food resources, flood plains (the key is to harvest huge amount of food to support maximum number of citizens). With terrain improvements you try to maximize food output.
*Improvements: Every city's resident uses 2 Food, to maintain specialists you need two residents working on grassland farm (generating 3 Food) for every specialist.
*Key buildings: WTF ??? No entiendo nada xD

*** COASTAL CITY ***
*Advantages
-> Naval units production (need a good Production output)
-> Trade income: especially after having built a harbour and researched on Astronomy
-> Quicker spreading of your religion (when the Holy City and the Shrine are coastal cities)
-> Good benefits from coastal tiles even without any improvements, just build a lighthouse and you'll have 2 Food and 2 commerce (+1 with Leader's trait Financial) from every coastal tile

*Disadvantages:
-> Vulnerable to sneak attacks
-> Coastal tiles can't be improved unless they have resources
-> Oceanic tiles (those not adjacent to land) generate only 1 Food (2 with a lighthouse) and 1 Gold
-> Limited Production output: no sea tiles generate Production

*** USE OF GREAT PEOPLE ***
*Great Prophet: Build the Shrine if you have a Holy City, which gives culture bonus and helps to spread religion and gives a lot of money (+1 Gold for every city where particular's religion believers are present - not only for your state religion). Super specialist priest create +2 Production and +5 Gold
*Great Engineer: Hurry gives immediately approximately 1000 Production to any building (NOT projetcs). Super specialist engineer create +3 Production and +3 Research
*Great Merchant: Trade mission is a very significant money bonus, the Great Merchant is sent into a big and distant foreign city (the bigger and the more distant, the better). He can be use as an spy since he can come into foreign territory even if you don't have Open Borders. Super specialist merchant creates +1 Food and +6 Gold
*Great Scientist: Build Academy gives the city +50% research bonus beign a perfect long-term investment. Super specialist scientist create +1 Production and +6 Research
*Great Artist: Great Work instantly makes 4000 culture points (usually causing a major border change), stops any resistance or riots in the city and gives city +60% defence bonus. Super specialist artist create +3 Gold and +12 Culture.
*Every Great Person can be used in two other ways:
-> Reasearching technology: if you don't like the techology that GP can research, research or buy it and the GP will receive a new advance
-> Triggering the Golden-Age, where the Production and Commerce output is significantly enhanced. Only useful in situations when an edge over opponents is really needed (ie time of total war or space racing). It needs one more GP each time is triggered, and can be also started by building the Taj Mahal Wonder

*** CIVICS ***
(some suggested combinations)
*Research Powerhouse: Representation (huge amounts of extra science), Cast System (lots of specialists), Bureaucracy or Free Speech (some extra Commerce or Production), Free Market (extra Commerce), Organized religion (helps in city development) or Pacifism (extra GP). The main drawback is the need of Representation, usually available in late-game (you can build The Pyramid Wonder or get a city with it though), and Code of Law. The main advantage is the best research output.
*The War Government: It's very flexible, the only key element is either Vassalage (for long wars) or Theocracy (for short wars).  In case of total war, you should use Police state (no war wariness and quick production of military units), Caste System (WTF?), State property (minimize cost of your growing empire and gives maximum possible Production output from Workshops). The drawback is a cost (2x high upkeep option) and no research helping civics
*Quick development: Useful when you've to take a good position in techological race or have you rebuild after a desvasting war. Universal Suffrage (+1 Production from every town, possibility to buy buildings and units by Gold), Bureaucracy or Free Speech, Emancipation (to speed up growth of Cottages) or Serfdom (when lots of improvements need to be built), Free Market (extra Gold) or State propery (extra Food), Organized Religion (+25 building Production)

*** MONEY ***
*How to earn Money
-> Hole City and Shrine: predictable and stable source of income, can have more than one
-> Merchants and buildings increasing a Gold output like Marketplace, Grocer, Bank and Wall Street
-> Great Merchant and trade mission
-> Build a lot of Cottages, research printing press, choose free market and free speech

*How to lose Money
-> Civics
-> Army: Some units are free but most of them need money to exist. You pay more when going to war
-> City maintenance is payed for cities, not buildings. Costs depends on distance from capital or other government centres and overall number of cities
-> Inflation

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 Asunto: Re: Civ IV
NotaPosteado: Mie Feb 25, 2009 1:38 pm 
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Registrado: Dom Mar 16, 2008 3:48 pm
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Disen, te hago una pregunta simple: cómo calcula el juego la cantidad de comida y producción que cada ciudad genera por turnos?...

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 Asunto: Re: Civ IV
NotaPosteado: Vie Jun 26, 2009 1:17 pm 
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eu dishen,

de las dos expansiones que hay (broken sword y warlord), cuál me conviene probar? siempre lo jugué vanilla por ahora, pero pensé que tal vez alguno agregue algo interesante al juego... Salvo que sean meras expansiones de items nomás...

por los nombres pintan muy orientadas al combate, es así o nada que ver?

gracias :mrgreen:

edit. recién veo la pregunta que te dejé antes, me había olvidado pero ya la respondí...

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 Asunto: Re: Civ IV
NotaPosteado: Vie Jun 26, 2009 9:28 pm 
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Registrado: Lun Mar 24, 2008 6:31 pm
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de las dos expansiones que hay (broken sword y warlord), cuál me conviene probar? siempre lo jugué vanilla por ahora, pero pensé que tal vez alguno agregue algo interesante al juego... Salvo que sean meras expansiones de items nomás...

por los nombres pintan muy orientadas al combate, es así o nada que ver?

gracias :mrgreen:

edit. recién veo la pregunta que te dejé antes, me había olvidado pero ya la respondí...


Te soy sincero, no probe ninguna de las dos expansiones. Jugue el juego capado :D
Jaja me re colgue con la otra pregunta, dije: "Le voy a contestar bien" y la deje ahi re colgada.

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 Asunto: Re: Civ IV
NotaPosteado: Vie Jun 26, 2009 10:11 pm 
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Este es el peor thread de todo el foro :risa:

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 Asunto: Re: Civ IV
NotaPosteado: Sab Jun 27, 2009 6:00 pm 
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Algunas cositas sacadas del sitio web de Firaxis:

Citar:
Civlization IV: Beyond the Sword: The biggest Civilization expansion pack ever, Beyond the Sword focuses on the late-game time periods after the invention of gunpowder and delivers 11 challenging and decidedly different scenarios created by the development team of Firaxis Games, as well as the members of the Civilization Fan Community. Beyond the Sword also adds ten new civilizations, 16 new leaders, five new wonders, and various new units that offer the player more exciting ways to expand their civilization's power.


Después de nueve meses desde el último patch, dos años desde el lanzamiento de la expansión y cuatro años del juego base, más soporte para el CIV IV Beyond the Sword de PC!!!
06-10-2009 Beyond The Sword v3.19 Patch (165.26 MB) con los siguientes cambios:

Citar:
List of changes for version 3.19

Special thanks to Bhruic

V3.19

* Info screen always shows demographics when espionage is disabled
* Players can no longer receive obsolete resources through trade
* Fixed bug where culture obtained through espionage was 100 times lower than intended
* AI player better evaluates his situation before voting for a ban on nuclear weapons
* Fixed a few AI civic evaluation bugs
* AI changes civics during Golden Ages
* Fixed bug with AI not knowing how close its cities are to other players
* Re-enabled Foreign Advisor "Glance" screen
* Fixed Team Battleground map script to distribute hills better and work around team-counting problem
* Civilopedia lists buildings that replace a given building
* Barrage promotions no longer available to units without the ability to already cause collateral damage
* Conquistador ignores walls, to be consistent with Cuirassier
* Fixed AI defender bug for newly captured cities
* Build-specific production modifiers are no longer counted for overflow gold calculations
* Building or destroying a fort now properly refreshes resource connections
* Collateral damage modifiers, collateral damage immunity, and air defense modifiers, multiply instead of add
* Fixed event triggering on a dead unit
* AI uses Warlords to make super-medic units
* Better AI decision-making related to damaged air units
* Better AI use of missiles to disconnect enemy resources
* AI evacuates ships and planes from cities in danger
* AI no longer joins Great People to cities in danger
* Fixed bug where AI Great Engineers would hurry Wonders in other players' cities
* Spies no longer interrupt their mission when moving next to an enemy unit
* Fixed map generator bug for water starts
* Situations which invalidated Secretary General/AP Resident now force the next vote to be an election
* Fixed team-counting bug that would cause some mapscripts to fail
* Moved some gamecore-specific code into the DLL
* Fixed cheat where you could apply a free tech from one game to another
* Diplomacy summary no longer claims that a civ is the worst enemy of a human team
* Groups on sentry awake based on best unit's vision rather than head unit's vision
* Hidden Nationality units can enter friendly rival territory when starting in a city
* Fixed bug where captured cities could give double bonus for the Apostolic Palace
* Fixed a bug in AI war declaration in exchange for technologies
* Sea patrolling ships no longer attack if they have less than 50% chance of winning the battle
* Terrain height no longer affects aerial recon missions
* No Espionage option: no Free Great Spy from Communism, no espionage-related events
* Blockading AI Privateers can no longer sense invisible units
* Colonies no longer assume the name of an eliminated player


Finalmente, ASK SID, la sección donde le mandás un mail con una pregunta interesate y el chabón te la responde:
Citar:
Question: I am a huge fan of Civ 4. When can we expect the release of Civ 5?

Sid: Well, we’ve just wrapped up the Civ IV series with the release of Civ IV: Colonization, which seems to be a hit. And we recently released Civ IV: Complete for anyone who is interested in getting Civ IV, the two expansions and Colonization all on one disc (and DRM free). We have always said that if the fans want more Civ we’ll keep making more. We’ll take your email as another vote for more Civ and let you know if there is any news to report.


:mrgreen:

Hay una versión llamada CIV IV: The complete edition que por 39u$s trae todo lo siguiente en un único DVD sin DRM: Civ IV, Civ IV Warlords, Civ IV BS, Civ IV Colonization...

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 Asunto: Re: Civ IV
NotaPosteado: Lun Jun 29, 2009 1:10 am 
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Mirá que bueno disen! Un par de features del Beyond the sword...

Corporaciones
Las corporaciones estarán disponibles con el descubrimiento de la tecnología de la Persona jurídica. Cada una de las siete corporaciones disponibles requiere un tipo particular de Gran personaje, una tecnología adicional a investigar, y tener acceso a los recursos necesarios para construir la sede de esa corporación; cada una de las corporaciones se pueden fundar solamente una vez en toda la partida. Cada corporación consume unos recursos específicos, y provee de recursos o producción a cambio. Cuantos más recursos consuman, más alimento, producción o comercio suministrarán. Las corporaciones se pueden expandir como si fueran religiones (usando un Ejecutivo de la corporación) a otras ciudades, incluso ciudades extranjeras. Cualquier ciudad por la que se expanda la corporación debe pagar mantenimiento extra a cambio de sus servicios, pero el dueño de la sede corporativa recibe una bonificación de oro por cada ciudad en la que esté la corporación.

Los jugadores pueden bloquear las actividades de las corporaciones extranjeras en sus ciudades adoptando el principio del mercantilismo, y pueden bloquear a todas las corporaciones, incluso las suyas propias, adoptando el principio de propiedad estatal.

Sucesos aleatorios
* Sucesos climatológicos, como tsunamis, inundaciones o huracanes.
* Descubrimiento de nuevos recursos en una mina.
* Sucesos tectónicos, como terremotos o volcanes.
* Uniones diplomáticas, como un matrimonio de un noble de una nación con otra noble de otra nación distinta, que comparten la misma religión. :good
* Súplicas de otras civilizaciones para que el jugador les preste ayuda.
* Rebeliones inesperadas de los ciudadanos (agitación civil, etc.)
* Edades de Oro (las ciudades son más productivas, nacen Grandes personajes el doble de rápido y se puede cambiar de principios y religión sin anarquía).
* Misiones especiales (construir X edificios de un tipo determinado antes de la llegada de tal edad, por ejemplo).

Nuevas civs: Babylonia, Byzantine Empire, Ethiopian Empire, Holy Roman Empire, Khmer Empire, the Mayans, Native Americans, Netherlands, Portugal, and Sumer
* Diez nuevas civilizaciones.

Nuevos líderes: Uno por cada civilización nueva más Bodicea, Lincoln, Charles de Gaulle, Pericles, Solimán el Magnífico y Darío el Grande

* 25 nuevas unidades, una por cada nueva civilización, casi todas se pueden crear después de la invención de la pólvora.
* 16 nuevos edificios, seis de ellos disponibles para todas las civilizaciones.
* Seis nuevas Maravillas del mundo y dos nuevas Maravillas nacionales.
* Seis nuevas tecnologías, disponibles a partir de la Edad Moderna.
* 11 nuevos escenarios.
* Varias resoluciones nuevas para las Naciones Unidas y el Palacio Apostólico.

Victoria espacial y diplomática mejoradas

CIV Defense
In CIV Defense, Civilization IV becomes a single player tower defense in which players start with a small amount of cash to buy an advanced start and to get a single city going before the game starts. The player is confronted with 20 waves of enemies who try to capture their cities. Between each wave of attacks, the player receives gold for each city that survives, using it to acquire new units, cities and technologies.

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 Asunto: Re: Civ IV
NotaPosteado: Mie Jul 08, 2009 5:01 pm 
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Registrado: Dom Mar 16, 2008 3:48 pm
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no estaría re bueno un libro del juego? así como sacan libros ambientados en el mundo del ME o del GOW, estaría buena la historia de una civilización...

también taría copado como feature que el juego escriba un "cuento" resumen de la partida :P tipo poniendo las batallas épicas (agregándole nombres al azar en base al nombre del emperador, la duración, las unidades más usadas o las muertes), redactando el ascenso cultural o económico de las civs, la construcción de las maravillas ,etc...

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You... You're Mr. Nick, right? I know who you are. You're... You're Mystic Maya's... "special someone"... :love: :love: :love:


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 Asunto: Re: Civ IV
NotaPosteado: Vie Jul 10, 2009 10:55 am 
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Registrado: Dom Mar 16, 2008 3:48 pm
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Estimado Disen,

en general soy un tipo pacifista, me gusta ser el líder de una civilización con mucho poder económico y cultural, lo cual también significa un cierto nivel tecnológico... Estaba pensando cuál es tu postura con respecto a las nukes como una forma de desarrollarse pacíficamente durante gran parte del juego hasta los últimos cien turnos, donde generalmente a) el resto desarrolla una carrera espacial importante b) el que iba primero ya toma una distancia tan marcada que parece inalcanzable o c) las civs más guerreras se desatan y comienza una suerte de free for all importante...

Si en esas situaciones nukeo al primero (el que me gana por puntos o está desarrollando la carrera espacial) o bien al que amenaza mis territorios, vos considerás que es oportuno?... no es tarde nukear una vez que te diste cuenta que peligra la victoria?...

BTW, los nukes tienen "unlimited range", pero tengo que tener visión sobre la unidad a la que voy a tirar o le puedo volar las ciudades más importantes aunque estén en la sombra?... vale la pena nukear varias veces una misma ciudad?...

Muchas gracias por compartir tu experiencia...

Regards,

Luis.

Citar:
ICBM
Production Cost : 500
Technology Required : The Manhattan Project, Rocketry and Fission
Resource Required : Uranium
Strength : 1
Movement : 1 (Umlimited Range)
Effects : Can Nuke Enemy Lands
Creates a 3x3 fallout grid

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