![]() It's a number-one, must-have mod for whoever loves the Civ series. Gazebo upgrades the game from a primitive tic-tac-toe to something as sophisticated as chess. But the augmented external threats due to improved AI warfare skills can just ravage any peaceful empires who don't build enough units. City Micro-management and specialization determines your capability to grow your population. It takes Civ5 to a whole new level in that it requires players to recognize the interconnectedness of various elements in game like city yields, policies, barbarians and many more Conventionally Civ5 debates revolves around the simple "wide vs tall" problem, but here you will not find the game is as simple as that. The changes improve the game to become ever more sophisticated, but not too arbitrary that you may feel in most mods.Īmong all the changes, the jack-of-all-trade is definitely the new happiness system and the corresponding balance changes. Makes Civilization VI great again Gameplay. In CPP, Gazebo managed to fix most, if not all of the AI flaws and loopholes. Top rated and the most comprehensive gameplay mod in the Steam Workshop community Adds multiple new game modes, overhauls, tweaks, and fixes most irrationalities in Vanilla. In vanilla you kind of feel you outsmart the AI because of their inherent straight-forward logics and lots of easily exploitable bugs. Lastly, I want to thank the community for helping me with this project - we have come a long way in the past year, and I have the community to thank for that! I have linked this post to the civfanatics subforum so that veterans of the project can help field questions. I welcome any and all questions about the project. The changes may not be for everyone, and that's fine - if, however, you are looking for a refresh of Civ 5, the Community Balance Patch is a solid choice. The Community Balance patch, on the other hand, is a complete overhaul of Civ 5, affecting nearly every element of the game. Unless you use a mod that includes a DLL, I recommend the Community Patch for all users. The Community Patch improves the AI, adds dozens of new LUA/SQL/XML elements for modders, and fixes lingering bugs in the DLL. It is important to distinguish between the Community Patch and the Community Balance Patch: The subforum on Civfanatics is a great place to discuss the project, and is where I make the majority of project-related posts. The installation guide and download links can be found in this thread. If you would like a detailed breakdown of all of the project's changes, see the Unified Changelog. Ideally such a post could be stickied (or linked in the sidebar) to save users or potential users of the mod time and energy searching for answers, however I understand if this violates r/civ's moderation policy. As many of these questions are similar in content, I feel it prudent to open up a curated thread where users new and old can ask/answer questions about the project. Since May, however, the number of private messages and assorted questions I receive on reddit about the Community Patch Project has increased rapidly. If you're hoping this is a fix-all patch, you'll be disappointed. Haven't had any crashes yet with the new patch, though note I wasn't as affected by crashes pre-patch either. Turn performance has massively increased for me too. ![]() This is one of the largest community endeavors to date for Civ 5, yet the project's presence on r/civ is relatively small compared to the project's install base (over 12k, as of my last query). Played post-patch (and with Polynesia too) and must say the game balance is a LOT better. I am the lead designer of the Community Patch Project, which includes the Community Patch and the Community Balance Patch. Usually, individual reviewer scores are more accurate though the game companies are even starting to ruin that.Hello, everyone! Gazebo here. The game companies advertise with the big game reviewers and give them special perks/bribes, etc. The reason it got such high reviews was simply that there is pressure on these big game reviewers to give high scores. How this game can get 90 percent in reviews is beyond me. It even did that after my attack was repelled by the city and I had to withdraw! The AI declares war, then you built a few units, and suddenly, it offers surrender, giving all it has. A simple scripted event that went wrong, I guess (problably pathfinding of a unit failed, and the others got stuck behind it). Though the AI built a reasonable force, it parket all the units on water in front of my city and waited there to die from ships and city fire.
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