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Wix - we may have some new friends playing a new game finding their way here soon.....
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Hello Terror. People still drop by here now and again
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Hi guys. I hope you are all well and keeping sane and safe during these trying times (and all that).
Just FYI that mode was looking for ways to get back in touch via reddit (r/WDG).
Berath
February 24, 2020, 09:26:46 AM
Zombie TF2? Do we need to dress up?
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Any appetite for a TF2 revival?
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Awesome
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Damn. 1&1 have upgraded their something or other but seem to have allowed for ancient forums like this to keep on
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What the fucking hell is all this shit?
You'll be blaming me for shit Tf2 updates next!
Berath
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July 06, 2016, 10:56:20 PM
Wales voted Leave
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June 25, 2016, 05:30:56 PM
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That is all.
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https://www.gog.com/news/introducing_gog_connect
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May 13, 2016, 06:08:28 PM
I want that game
Karthus
May 07, 2016, 10:20:36 PM
its not optimized well just like the ps4 version
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why does everyone's gone rapture run like doggegg on my pc
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April 04, 2016, 10:48:17 AM
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April 02, 2016, 11:47:32 AM
i have beta passes if anyone wants them as well
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March 23, 2016, 12:18:40 PM
If anybody wants a tf2 competetive beta pass, i have a spare.
Berath
March 18, 2016, 12:18:46 PM
It's too expensive
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March 15, 2016, 03:24:04 PM
Will you all go buy The Division now so I have someone to play with?
Karthus
March 11, 2016, 08:32:56 PM
FIREWATCH
Brahms
March 11, 2016, 07:56:09 PM
https://www.youtube.com/watch?v=h2dv4DWLN4o
this guy has some gr8 vidz
Brahms
March 11, 2016, 07:56:08 PM
https://www.youtube.com/watch?v=h2dv4DWLN4o
this guy has some gr8 vidz
Brahms
March 02, 2016, 06:02:38 PM
some of the stealth sections are a bit of a drag, but they're not as bad as the VIP escort missions in THE VITNESS
Torgue
March 02, 2016, 12:06:23 PM
Easy with the spoilers, guys! I'm still on the blunderbuss part.
Karthus
March 01, 2016, 09:17:32 PM
Can't believe Henry managed to use his NAVY Seal experience to defuse the bomb that was strapped to the bear in the end
Brahms
March 01, 2016, 03:38:29 PM
I just unlocked the rifle scope in firewatch, makes it much easier to pick off bears before they get into melee range
Karthus
March 01, 2016, 12:34:14 PM
FIREWATCH
Brahms
March 01, 2016, 12:13:37 PM
I can't believe GAMERS don't like the witness. It's the MOST GAMER game EVER.
Karthus
February 29, 2016, 12:08:32 PM
Its overrated. Now FIREWATCH on the other side...
Brahms
February 29, 2016, 11:21:43 AM
I got the basic ending in the witness and it was B A D
Brahms
February 22, 2016, 10:58:37 AM
I have no understanding of the environmental puzzles
Brahms
February 22, 2016, 10:58:25 AM
Every so often someone says something about "environmental puzzles" in the witness and I skip it because of spoilers
Brahms
February 15, 2016, 01:02:48 AM
press x to exercise 5th freedom
Karthus
February 14, 2016, 11:53:36 AM
My game came with an EXCLUSIVE PREORDER CODE for the Chaos Theory suit, shoulda preordered DUH
Brahms
February 14, 2016, 02:02:52 AM
i want the super stealth suit.
I go lethal on grim missions
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DeadlyAvenger
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Re: Civ 5
«
Reply #90 on:
March 01, 2011, 09:23:24 PM »
Massive update just dropped:
Quote
Updates to Sid Meier's Civilization® V have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
1.0.1.217
Released 3/1/2011
ENGINE
• Significant turn time improvements.
• Invisible Rivers now display correctly. This caused many issues because the player could not see some rivers, like fresh water showing up in strange places, unit movement suddenly shortened, etc.. Basically, there were certain rivers that did not display where forks occurred, etc.
• Memory leak – UI – Change the way the UI Manager calculates the hash of a texture so that different ways of specifying the same texture will not load the same texture more than once.
• Memory leak – DLL – Fix memory leak in DLL Args system
CRASH/TURN SPIKE
• Correct coding error that could cause turn-time spikes, incorrect deployments for protected bombard attack, or incorrect deployments as armies marched across the map
USER INTERFACE
• Add combat summary when a city bombards a unit
• Add a new diplomatic status "Denouncing" that displays on the turn that an AI civ is denouncing the player
• Embarked units no longer look like they have 500 strength
• User warned if about to declare war on a city state that is under protection of a major power
GAMEPLAY
• Taper off benefit of excess food when building settlers
• City-States now recognize when a road is connected for their road-connection quest.
• Golden Ages now provide +20% production per city rather than +1 hammer per tile
STRATEGIC AI
• Prevent AI from building too many AA units
• Don't allow CSs to build Manhattan Project
• AI calculation of enemy military might are tweaked based on size of enemy gold reserve
• AI calculation of enemy power now takes into account promotions
DIPLOMATIC AI
• Avoid cascades of denunciations against a single player. AI now uses its own current friendliness level with a given power to determine how much weight to place on a denunciation against that power.
• Denunciations expire after 50 turns
• Declarations of Friendship expire after 50 turns
MODDING
• Added support for policies that provide culture from kills
• Added support for policies that provide extra culture from cultural improvements
• Added support for policies that provide extra embarked movement
• Added support for policies that provide free Great People
• Online Panel now displays TOTAL downloads for a mod and not just the downloads for that specific version.
• When you click on a mod in the online browser, you may now use a dropdown to select a previous version.
• Added Line Control for modders to use when creating graphs, etc.
MULTIPLAYER
• Can now use DLC civilizations in multiplayer
• Added Ring, Skirmish and Ancient Lake maps to MP.
BUG FIXES
• Clear up cases where diplomatic status could show as "Friendly" even after that AI power has denounced the player.
• Fix situations where AI demeanor and verbiage didn't match friendliness level shown in diplomatic status string.
• Additional bug fixes and tweaks.
BALANCE CHANGES
Game Rules
• Cities must now have three or more tiles in between them (1 more tile than before), unless separated by a sea/coast tile.
• Cities now only get 1 free production and 0 free gold (1 less in both cases)
• Trade routes get bonus gold based on population of capital; formula changed a bit so minimal gold received for hooking up very small cities
• Bonus production from excess food (used when building settlers) tapers off if excess is 3 or more.
• Allied maritime city states provide 3 food per turn to the capital, not 4
• Balance pass on production and maintenance costs throughout the game.
Buildings
• Aqueduct added (entirely new building). 40% of Food is carried over after a new Citizen is born.
• Palace boosted to 3 gold and 3 production
• Granary gives bonus 1 food for Wheat/Banana Deer; cost reduced
• Market and Bazaar provide 2 gold (as well as +25%)
• Workshop provides 2 production (bonus reduced to +15% but affects ALL production); cost increased
• Windmill now has a +15% production modifier (for buildings only) and provides 2 production
• Stable gives bonus 1 production for Sheep/Cattle/Horse and can be built with Sheep or Cattle; cost reduced
• Lighthouse gives bonus 1 food for Fish; cost reduced
• Ironworks dropped to 8 production (but earlier in tech tree now)
• Factory requires Workshop; add 3 production but boost now just 25%; has 1 more specialist slot (now 2)
• Nuclear and Solar Plants now require Factory but increase to production is now 35% and provide 4 production themselves; these two now mutually exclusive
• Hospital adds 5 food (but no longer retains food), requires Aqueduct
• Forge adds +1 production to each source of Iron
• Reduced Armory maintenance to 2 gold
• Reduced Colosseum happiness to 3, and reduced maintenance to 2 gold
• Reduced Theatre happiness to 4
• Reduced Monastery maintenance to 0 gold
• Reduced Garden maintenance to 1 gold
• Reduced Observatory maintenance to 0 gold
• Reduced Opera House culture to 4, and reduced maintenance to 2 gold
• Removed the Great Person Point from Public School
Specialist Adjustments
• Temple -1 Artist
• Mud Pyramid Mosque -1 Artist
• Opera House +1 Artist
• Bank -1 Merchant
• Satraps Court -1 Merchant
• Stock Exchange +1 Merchant
• Observatory -1 Scientist
• University +1 Scientist
• Garden -1 Artist
• Laboratory -1 Scientist
• Public School +1 Scientist
Improvements/Routes
• Production bonus from Railroads reduced to 25%
• Removed 1 extra gold from Mine on Gems, Gold, Silver, Marble.
• Fishing Boats give 1 food, not gold.
• Fishing Boats give 1 gold with Compass.
• Camps on Deer give production instead of food .
• Remove 1 extra food from Sugar plantations.
• Trading Post gold reduced from 2 to 1 (increases back to 2 when hit Economics).
• Trading Post & Camp gold increases by 1 with Economics.
• Lumbermill production increases by 1 with Scientific Theory (moved up from Steam Power).
• Mine & Quarry production increases by 1 with Chemistry.
• Plantation & Pasture food increases by 1 with Fertilizer.
• Well & Offshore Platform boosted to 3 production (from 1).
• Academy increased to 6 Science.
• Landmark increased to 6 Culture.
• Manufactory increased to 4 Production.
Policies
• Tradition: Culture border expansion discount in cities placed on Tradition branch opener. Discount increases over the course of the game. Also grants +3 Culture in the capital.
• Aristocracy: Wonder bonus reduced by 5% to 20%.
• Legalism: Provides a free Culture building in your first 4 cities.
• Oligarchy: Garrisoned units cost no maintenance, and cities with a garrison gain +100% ranged combat strength.
• Landed Elite: +15% Growth, and +2 Food per city.
• Monarchy: +1 Gold and -1 Unhappiness for every 2 Citizens in your capital.
• Liberty: +1 culture per turn in every city.
• Collective Rule: Settler production increased by 50%, and a free Settler appears near the capital.
• Citizenship: Worker construction rate increased by 25%, and a free Worker appears near the capital.
• Representation: Each city you found will increase the Culture cost of Policies by 33% less than normal. Also starts a Golden Age.
• Order: Reduce Order production bonus to 15%.
• Meritocracy: +0.5 Happiness for each city connected to the capital, and a free Great Person of your choice appears near the capital.
Resources
• Fish reduced to 1 food (but can be boosted back to 2 with Lighthouse)
• Marble boosts wonder production by 20%, down from 25%
Technologies
• Scaled up tech costs throughout the game (slight change for early eras; close to double for Modern)
• Move Lumbermills up to Construction
• Move Bridge Building back to Engineering
• Move Ironworks to Machinery
Units
• Workboat cost increased
• Settler cost increased by 25%
Wonders
• Colossus no longer goes obsolete
• Angkor Wat now provides a 25% discount for the costs (both culture and gold) to gain plots empire-wide.
Civ Unique Bonuses
• Reduce Chu-ko-nu from 10 to 9 ranged strength
• Doubled culture from kills for Aztecs
• Krepost now provides a 25% discount for the costs (both culture and gold) to gain plots in the city.
• Paper Maker only provides 2 gold but no longer requires any building maintenance
Map Generation Changes
• Increased Oil quantity per resource.
• Minimum Uranium is now 2.
• Cut Deer Appearance in Arctic regions.
• Adjusted Sheep placement so it is more spread out.
• Decreased Wheat appearance in Plains.
• Increases Cow appearance overall, including adding up to 2 Cow tiles to heavy grass start positions.
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MediaMongrels
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Re: Civ 5
«
Reply #91 on:
March 02, 2011, 10:44:41 AM »
May give the game another go
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Quote from: Magathery on September 03, 2011, 11:41:48 PM
I find myself stark naked except for a pair of latex gloves attempting to pull on a pair of red tights on in my parent's spare bedroom.
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Re: Civ 5
«
Reply #92 on:
March 02, 2011, 03:38:07 PM »
ive had a quick go already, pretty decent. improvements are more effective when combined with the right buildings, as well as making specialists more buff, and improving some of the more useless social trees so you actually have a tough choice now
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Blue Geezer
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Re: Civ 5
«
Reply #93 on:
March 02, 2011, 11:11:15 PM »
so should i be tempted back?
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When I was a kid I used to pray every night for a new bicycle. Then I realised that the Lord doesn't work that way so I stole one and asked Him to forgive me.
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Re: Civ 5
«
Reply #94 on:
August 05, 2011, 02:12:45 PM »
theres an ancient greek dlc about to come out. So says my achievement debugger. Civ 5 are a bit weird with achievements they always add them to the game early but give them a generic NEW ACHIEVEMENT name, only the achievement debugger prints out the internal names and all the new ones are stuff like ROME GET ZEUS, and WIN GREECE
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Re: Civ 5
«
Reply #95 on:
August 05, 2011, 02:57:53 PM »
Quote from: Blue Geezer on March 02, 2011, 11:11:15 PM
so should i be tempted back?
Theres been like 2 or 3 patches since the last one deadly posted about. Theres new buildings, a stone resource, couple of new techs, the diplomacy is a lot more transparent and sucks less although its still too simplified.
All the social policy tracks are decent now they get improved with each patch. The AIs still fairly retarded but eh. I still miss the extra layers and systems of civ 4. But most of the balance issues and release issues are gone and the combat and hexes are still miles better. I always hated stacks of doom in civ 4.
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Re: Civ 5
«
Reply #96 on:
August 11, 2011, 04:56:42 PM »
[UI]
- Prevent creating duplicate great people by lagging the free great person UI.
- Yield Modifiers of buildings from policies are now shown in the tooltip of that building in the choose production UI.
- Production tooltip in CityView now displays the production penalty (usually -10%) for when the player has too many units than they can support.
- The checkboxes for the mini-map panel now correctly reflect the state of the options (even if these options were toggled while the panel was hidden).
- Unhappiness is now broken down between regular population and population from puppet cities.
[GAMEPLAY]
- Slightly reduce the bias to sneak attack.
- "City must not be in Plains" requirement for Stone Works now functions properly.
- Killing Barbarians inside a City State's borders with a ranged unit now correctly rewards the player with influence.
[TACTICAL AI]
- Found and corrected a likely cause of having the AI send Great Generals out unescorted to "defend" tiles.
- Be reluctant to use land units for an operation if they are currently on a different continent than the muster point.
- If attacking over land, add extra emphasis to nearby targets (so don't often try to bypass closest cities).
[MULTIPLAYER]
- Multiple out of sync causes found and fixed.
- Add an Invite button on the Staging Room screen for the host.
- Add a network message when force-quitting the game. Should eliminate the tedious wait for a network timeout when a player quits like this.
- Host can now change the game set-up options (except DLC) after a room has been gathered.
- Player can now manually save a game while in multiplayer.
- Player can now “un-end” their turn in multiplayer (first pass). This includes performing any new actions, like giving a unit a new order, opening a city screen, or clicking on the "Please Wait" button after previously ending your turn.
- Ping times now displayed in the Player List UI (click the player list to expand, exposing the ping times, and then click again to hide them).
- Hot-Seat: City State screens now update properly when switching players.
[BALANCE]
- Pyramids now grant 2 free workers when built instead of 1.
- Brandenburg Gate now gives 15 XP to units built in the city (in addition to the Great General).
- Taj Mahal now gives 4 Happiness in addition to a Golden Age.
- Seaport now gives an additional gold on sea resources and increases naval unit production by 15%.
- Harbor no longer increases naval production by 15%.
- Aristocracy now gives 1 happiness per 10 citizens in a city in addition to 15% production towards wonders.
- Landed Elite now gives 2 food and 10% growth in the capital (stacks with Tradition Finisher).
- Trade Unions now reduce road/railroad maintenance by 33% (up from 20%) and add 1 gold to Harbors and Seaports.
- Balance tweaks to New World scenario.
[MODDING]
- Installed Mods panel (in Mod Browser) will now display which mods have updates available online w/ a link to view that entry.
[BUGS]
- Multiple minor bug fixes.
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DeadlyAvenger
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Re: Civ 5
«
Reply #97 on:
August 11, 2011, 05:11:12 PM »
Ah, some nice MP changes there.
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MediaMongrels
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Leftism
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Re: Civ 5
«
Reply #98 on:
August 11, 2011, 05:12:53 PM »
Mega Civ5 game tonight?
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DodgyEmu
DeadlyAvenger
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Re: Civ 5
«
Reply #99 on:
August 11, 2011, 05:14:41 PM »
Quote from: Leftism on August 11, 2011, 05:12:53 PM
Mega Civ5 game tonight?
Sure, could do!
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Re: Civ 5
«
Reply #100 on:
August 11, 2011, 05:15:18 PM »
i've been waiting for some civ 5 action for awhile. Korea + ancient wonders dlcs are out either later today or tomorrow as well.
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Leftism
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Re: Civ 5
«
Reply #101 on:
August 11, 2011, 05:17:17 PM »
Vanilla Civ 5 only, pls. ^_^
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DodgyEmu
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Re: Civ 5
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Reply #102 on:
August 11, 2011, 05:20:31 PM »
i can't use my dlc unless all you jerks buy it anyway they fucked up that promise. MP games are forced to use only dlc everyone owns. I assume they are fixing that in the next patch. I've had a lot of fun with all the scenarios and some of the funny dlc civs but not being able to use them in mp is frustrating as hell, I bought the first few on the understanding they would be supported in mp no matter who had what.
EDIT: Oh they are out already just not visible on main page. Please consider buying wonders on the ancient world, the 3 new wonders it includes are super sexy and I do love wonders. Will report back on what they do soon. Statue of Zeus I think is a military wonder, the mausoleum gives you gold everytime a great person "dies" (is used up), not sure about temple of Artemis
EDIT:Mausoleum of Halicarnassus. Gain 100 gold each time a great person is used. Marble and stone worked by a city gain +2 gold.
Statue of Zeus. All units get +15% versus cities.
Temple of Artemis. +10% growth in all cities. +15% production on ranged units.
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Last Edit: August 11, 2011, 06:39:17 PM by discordance
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Leftism
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Re: Civ 5
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Reply #103 on:
February 16, 2012, 07:39:46 PM »
Epic necro?
http://www.2kgames.com/blog/civilization-v-expansion-pack-announced
Basically, the 1st expansion pack will have:
- Religion
- 9 New Civs
- New Combat System
- More inter-civ interaction options.
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DodgyEmu
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Re: Civ 5
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Reply #104 on:
February 16, 2012, 07:55:28 PM »
That expansion may actually get me playing Civ 5 again
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Quote from: Magathery on September 03, 2011, 11:41:48 PM
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