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#1301 |
Senior Member
Iscritto dal: Nov 2000
Città: Monterotondo (RM)
Messaggi: 1855
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Lo so, quando non hai rame e ferro e la tua UU ne ha bisogno te rode da matti!
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__________________
http://www.civilizationitalia.it |
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#1302 |
Member
Iscritto dal: Oct 2006
Messaggi: 76
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Ho alzato bandiera bianca
![]() - 1000 a.c. Data in cui i Romani vennero sconfitti ad opera dei Barbari. Dopo questa data dei Romani non si seppe più nulla. - Si crede che l'Imperatore dei Romani Cesare Augusto sia sopravvissuto e si sia rifugiato nella terra dei Cartaginesi - ![]() ![]() |
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#1303 |
Member
Iscritto dal: Oct 2006
Messaggi: 76
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Raga, avrei bisogno di una spintarella nella produzione
![]() ![]() Quale è la strategia giusta? Le botteghe? Le miniere? Ho visto che nelle forme di governo c'è...... uhmm...... vado a vedere ![]() . mantenimento alto . permette di realizzare Missionari senza Monastero . le città con Giudaismo costruiscono il +25% più velocemente Dite di adottare questa forma di religione? Il Giudaismo oramai si sta diffondendo in tutte le mie città quindi dovrei avere dei buoni benefici. Quello che non so e se riuscirò a mantenerla visto il costo di mantenimento. Un'altra cosa. nella partita precedente dopo aver scoperto la Matematica " I lavoratori producono il +50% produzione dal legname...... etc etc" ho notato un incremento notevole nella produzione ma non in tutte. Ho appena scoperto la Matematica e stavolta però non ho notato, anzi, non c'è proprio quell'incremento nella produzione. Come funziona sta cosa? ![]() ![]() ![]() Ultima modifica di lucaaab : 23-10-2006 alle 00:56. |
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#1304 |
Senior Member
Iscritto dal: Sep 2003
Messaggi: 1765
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50% in più di produzione dal legname significa che si incrementano del 50% gli scudi quando si elimina una foresta.
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#1305 | |
Member
Iscritto dal: Oct 2006
Messaggi: 76
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Quote:
![]() Grazie alemar78 |
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#1306 |
Junior Member
Iscritto dal: Sep 2006
Messaggi: 21
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ragazzi ho appena scaricato un aptch che si chiama tipo "v16PATCHREL" piu o meno cosi...che dovrebbe fare?
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#1307 |
Junior Member
Iscritto dal: Sep 2006
Messaggi: 21
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Dopo aver scaricato la patch mi si vedono i personaggi!(prima vedevo solo i bulbi oculari e la bocca) ma ho un altro problema:appena il carcamento di una partita arriva a un quarto mi si blocca e mi costringe a riavviare tutto.Cosa devo fare?
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#1308 | |
Senior Member
Iscritto dal: Jun 2002
Città: ALTARE
Messaggi: 12419
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Quote:
__________________
Scusate se dico le cose come credo che stiano. Lunga vita e prosperità! /Naso San Home Page***www.AdrianaLima.it |
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#1309 | |
Junior Member
Iscritto dal: Sep 2006
Messaggi: 21
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Quote:
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#1310 | |
Bannato
Iscritto dal: Jan 2003
Città: Milano
Messaggi: 3684
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Quote:
Per le meraviglie devi avere la pietra o il marmo altrimenti te le soffieranno gli altri popoli soprattutto quelli industriosi. |
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#1311 | |
Junior Member
Iscritto dal: Sep 2006
Messaggi: 21
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Quote:
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#1312 | |
Senior Member
Iscritto dal: Jun 2002
Città: ALTARE
Messaggi: 12419
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Quote:
__________________
Scusate se dico le cose come credo che stiano. Lunga vita e prosperità! /Naso San Home Page***www.AdrianaLima.it |
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#1313 | |
Junior Member
Iscritto dal: Sep 2006
Messaggi: 21
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Quote:
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#1314 | |
Junior Member
Iscritto dal: Sep 2006
Messaggi: 21
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Quote:
![]() altre cose? |
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#1315 |
Senior Member
Iscritto dal: Nov 2000
Città: Monterotondo (RM)
Messaggi: 1855
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E' uscita la patch per Warlords!
![]() http://forums.civfanatics.com/downlo...o=file&id=3344 Elenco delle migliorie/correzioni. (in inglese) Civ4 Warlords v2.08 Patch Fixes and Changes Vassal States No longer possible to receive a request from an AI to declare war on one of his vassals (!) Vassals can no longer accept one-sided defensive pacts (!) Fixed happiness from vassal issue You can now airlift into cities of your vassal You don't pay supply costs for units inside your vassal's borders Can no longer ask someone to make peace with a vassal. Talk to the master directly. Vassal AI improvement When you declare war on a vassal, you also declare war on the master (instead of the master declaring war on you) Vassal AI no longer makes *all* their gold available for trade. Vassal AI never refuse to talk to their master AI better considers war consequences of accepting a vassal Vassals no longer freed when master forms a permanent alliance - Fixes the vassal/defensive pact exploit Master/Vassal AI attitude reflects the implicit defensive pact of a vassal agreement. Master/Vassal AI no longer give each other negative attitude modifiers for close borders. Vassal AI does not get upset because of Master's defensive pacts with third parties. Vassal cannot own plots within the city radius of his master's cities unless those plots are closer to his own cities. If you have a peace treaty in effect with someone, you can no longer declare war on their vassals either. Adjusted negative AI attitude for having vassals AI no longer refuses to become a vassal because of "your lands too far" when you are actually neighbors Great Generals When a generic Great General is attached to a unit, the unit is no longer given a TXT_KEY name Great Generals experience threshold scales with the ratio of Great People threshold to unit production rate (so the threshold is the same at all speeds except Marathon where they require 1.5 time more experience) Multiplayer Anonymous play: real player names revealed on game end Fix for anonymous mode not being always anonymous Fixed some more anonymous play issues - You can no longer see other player's names in the staging screen for loading a save - You no longer see the player ID for "waiting to hear from..." Fixed selection issue in simultaneous MP for recently-moved units Now possible to join a Pitboss game where only AI are left Fixed Pitboss not-ready-to-launch bug Pitboss no longer crashes when launching as players are joining Pitboss no longer crashes when large amounts of text are spammed into the chat box Don't allow launching the game with players still in the civ selection screen Fixed MP crash when player is eliminated with the trade screen up and performs a trade Switched to new GameSpy SDK No autosaves generated for PBEM Innocent units are no longer penalized when another unit moves near the end of the turn timer and stays selected Added "logging enabled" warning for MP LAN: No longer possible to spam the network with game refresh requests Graphics Fixed non-shader version of Mehmed if too many individual plots need globe rendering, redraw entire globe texture for performance Hooked up modern harbor graphic Fixed issue where combat zoom did not happen after you just clicked "yes" on the popup to declare war. Possible fix for grid crash. Test by playing at medium or low graphics level. Kublai / Qin swap High resolution terrain option has no effect when graphics settings are not at the highest level Interface Combat odds greater than 99.9% are displayed as such (not rounded to 100%) Combat odds less than 0.1% are displayed as such (not rounded to 0%) Active resource deals (1 of X) display the correct number for X Diplomacy screen: leader attitude once again shown at the top Regenerating the map resets the statistics in the Info screen Plot indicator rotation no longer gives away your location on the map (north-south hemisphere) Fixed Python exception in plotlist mouseover help Fixed watermill and workshop tooltip Mission queue is no longer cleared after the selection group has used up all its movement from a previous mission Fixed cursor location for windowed maximized mode. Rally points now work with autopromote Canceling a deal in the diplomacy advisor no longer affects the state of any existing diplomacy screen Fixed erroneous score display in city screen for games with over 20 number of players Foreign advisor: leaderheads no longer cut off when tech or resource trading not possible Great Person city bar mouseover shows turns left Your cities can now have the same name as an existing city of another civ (to prevent renaming to expose your AI opponents) Civ name appears after city names when captured and when Great People are born (to avoid confusion now that duplicate names are allowed) City selection: Shift-clicking on a selected city de-selects it, just as it works for unit selection Fixed sorting bug in Domestic advisor Improved performance for large selection groups Fixed F6 screen update issue for PBEM Fixed civilopedia display for buidings that give raw food/production/commerce/gold/science No more warnings for animals at your borders No more '&' allowed in player and city names (special character) Globeview unit indicator and help text show up correctly for plots with more than one unit Correct unit mouseover for collateral damage protection Correctly updating yield symbols after plot ownership change Workers given orders after they have moved wake up when in danger Sound Fixed SAM noise issue Fixed a sound bug Added audio to enemy unit warnings Stalin gets Peter's diplo music, not Catherine's Fixed audio crash on reload Diplomacy music was slightly too loud for new leaders AI AI no longer chooses state religion civics if it has no religion City governor no longer overly starves a city when there is not enough food Fixed a couple more issues with the city governor AI no longer dumps their entire nuclear arsenal on the barbarians Fixed bug where AI would sometimes accept trades for your worthless maps AI builds bunkers more urgently AI city placement improvement as per Blake Improved AI use of 'emphasize' buttons as per Blake Pop-rush and draft AI improvement as per Blake Worker AI improvement as per Blake Improved civics AI as per Blake Tweaked AI building priorities as per Blake Fixed AI accidental war declaration (crash into submarine) AI no longer offers non-peace deals when at war Balance Increased trebuchet cost to 80 Quarries give +1 shield with railroads Expansive gets +50% production for workers, and just +2 health Navigation II requires Flanking Leadership gives double experience points Stables obsolete with Rocketry (when mounted units upgrade to Gunships) Siege units no longer defend after other less powerful units in a stack When gifting a unit to a charismatic leader, an experience adjustment occurs. (Prevents exploits of gifting units to a charismatic teammate just for them to promote and return them) Removed balanced resource option from Mirror mapscript Creative gets cheap Libraries Organized gets cheap Factories Jaguar gets Woodsman promotion instead of 25% jungle defense Bureaucracy: High upkeep Representation: +3 Happy in largest cities Civil Service requires Mathematics Pyramids cost 500 Colosseum and Odeon cost 80 Masonry has higher religious weight Mall: +20% gold Guerilla3 gives +30% withdrawal in addition to hills attack bonus Walls give 25% protection to bombardment (so they are relevant even in high-culture cities) Castle gives 25% protection to bombardment Spanish Citadel gives +5XP to siege Heroic Epic available with a level 4 unit Shrines immune to nukes Gallic Warrior can also be built with Copper Military Academy: +50% production for military units Military Academy requires Education Military Academy gives 3 culture Oracle, Stonehenge, Great Wall no longer available in Classical starts Great Wall gives just 1 Great Person point per turn Temple of Artemis: reduced cost to 350 Barbarians can have Spearmen Misc bug fixes Fixed first strike chance bug Enemy spies no longer visible from GlobeView! Barbarians can no longer build any of the Wonders Fixed potential crash Old .Civ4WorldBuilderSave files are recognized and loaded Can't gift a unit if the recipient is over the limit (missionaries, spies) Units cannot jump into enemy territory when expelled When you lose a Wonder race and you have a Settler/Worker queued up next in that city, you no longer get food counted both in the food and production boxes. Fixed crash with flip of city that contained troops loaded into a transport. Fixed several other potential crashed of the same type. Fixed crash bug Fixed bug with research overflow Fixed load unit into transport crash Fixed selection group cycling crash Can't capture Greek Odeon (gives culture) Raised Worldbuilder culture limit from 1000 to 100000000 No longer possible to bombard a city with zero defensive modifier Fixed back to main menu crash Great People type no longer changes during anarchy Game no longer freezes when you try to retire after ending your turn in PBEM/Hotseat Text Fixed Stonehenge strategy text Updated credits Fixed typo in Hannibal civilopedia entry Fixed inaccuracy in Great General civilopedia entry Fixed Pavilion spelling Updated Celtic city list Fixed Louis diplomacy text bug Egypt civilopedia text fix French Tank: Char -> Char d'assaut Modding Updated PythonHelp feature exposed getCurrentEra to Python Added some missing python auto-doc information Added Python override to prevent razing of a city Leaders with no favorite civic appear in civilopedia Projects defined in WorldBuilder saves now work properly Genghis Khan Scenario Removed Pinch promotion Chinese Unification Scenario Can now build Galleys in all 'river' coastal cities Imperialist Trait now grants 50% Settler production bonus as expected Alexander the Great Scenario Reset Variables at the beginning of the game; fixes the 2 Alexander if the scenerio is restarted. Scenerio->Scenario Only available for single-player games Peloponnesian War Scenario Non-english text fix for Peloponnesian War Vikings Scenario fixed bug where Red marking circles did not show up after loading a save Omens Scenario Player can no longer gift Missionaries to the AI to convert them to their religion and win easily
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#1316 |
Junior Member
Iscritto dal: Sep 2006
Messaggi: 21
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io ho civ 4,potrebbe risolvere il mio problema questa patch?
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#1318 | |
Senior Member
Iscritto dal: Jun 2002
Città: ALTARE
Messaggi: 12419
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Quote:
__________________
Scusate se dico le cose come credo che stiano. Lunga vita e prosperità! /Naso San Home Page***www.AdrianaLima.it |
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#1319 |
Senior Member
Iscritto dal: Nov 2000
Città: Monterotondo (RM)
Messaggi: 1855
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Le patch sono tutte multilingua.
Attenzione, è solo per l'espansione Warlords.
__________________
http://www.civilizationitalia.it |
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#1320 | |
Junior Member
Iscritto dal: Sep 2006
Messaggi: 21
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Quote:
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Tutti gli orari sono GMT +1. Ora sono le: 16:35.