[PC] Civilization V

Thảo luận trong 'Thảo luận chung' bắt đầu bởi death_evil_91, 23/9/10.

  1. twinlife

    twinlife Mr & Ms Pac-Man

    Tham gia ngày:
    23/12/09
    Bài viết:
    120
    Nơi ở:
    Ho Chi Minh City
    Co' ban. a` !!!!!!!!!!!!!!!!!!!!@@
     
  2. X-bike

    X-bike Legend of Zelda

    Tham gia ngày:
    3/9/09
    Bài viết:
    944
    Nơi ở:
    Tiền Giang
  3. phamquangthang2002

    phamquangthang2002 Youtube Master Race

    Tham gia ngày:
    12/9/02
    Bài viết:
    50
  4. Zuu

    Zuu Mr & Ms Pac-Man

    Tham gia ngày:
    31/1/09
    Bài viết:
    249
    This is only file updated with 1.0.1.217 (Update 9 đó) and DLC Polynesia
    You also need Skidrow's Patch 7 first
    Just copy all of these files into the game folder

    Big Thanks Chinese guy from 3DMGAME forums for crack.
    Thanks peter980 from tehparadox forum for the files.

    http://www.demonoid.me/files/download/2573484/00262919876
     
  5. Kronpas1997

    Kronpas1997 Baldur's Gate Lão Làng GVN

    Tham gia ngày:
    5/9/02
    Bài viết:
    30,781
  6. pow

    pow Let Us Cling Together

    Tham gia ngày:
    17/9/05
    Bài viết:
    5,512
    Nơi ở:
    Valeria
    Rốt cục việc chuyển từ stack of death sang 1 unit per tile là cái mà CiV được khen nhiều nhất nhưng cũng lại là lý do làm nó gây thất vọng. Tôi thấy CiV vẫn là một game hay nhưng AI lởm (chủ yếu do chuyển sang 1upt) và gameplay không có chiều sâu bằng Civ IV dẫn đến không có nhiều lựa chọn khi chơi nên không chơi lâu được.
    Cái này đúng là Firaxis hơi dở và chủ quan.
     
  7. Kronpas1997

    Kronpas1997 Baldur's Gate Lão Làng GVN

    Tham gia ngày:
    5/9/02
    Bài viết:
    30,781
    Arrogance (Firaxis) + Greed (2kGames) = Civ V =))
     
  8. pow

    pow Let Us Cling Together

    Tham gia ngày:
    17/9/05
    Bài viết:
    5,512
    Nơi ở:
    Valeria
    Tôi lại thích nó arrogance một chút còn hơn Play it safe như Blizzard. Tôi thà chơi CiV còn hơn chơi Civ IV remake. Có thể chúng ta thất vọng một chút với CiV nhưng tương lai cái Civ VI Firaxis sẽ rút kinh nghiệm từ bản V và ra được một game xứng đáng hơn.
     
  9. Kronpas1997

    Kronpas1997 Baldur's Gate Lão Làng GVN

    Tham gia ngày:
    5/9/02
    Bài viết:
    30,781
    Tham vọng quá sức mình thôi. Game bị 2 cái: Streamlined quá mức làm mất lòng hardcore fan + 1UpT làm bao nhiêu cái dở của AI lòi hết cả ra. Hardcore fan cực kì quan trọng đối với game TBS, lại là TBS có truyền thống như Civ.

    Đợi xpac. Xpac vớ vẩn thì đợi Civ VI. Game chán đời quá nên bao nhiêU DLC mình chẳng thèm mua cái nào :\
     
  10. CRUSADER_01

    CRUSADER_01 Donkey Kong

    Tham gia ngày:
    21/5/07
    Bài viết:
    404
    Chán Civ IV có thể thử sức với CiV IV RoM AND (mod Rise of Mankind - A New Dawn). Mod này nặng tận 1.7 Gb, với một đống update mà chơi Civ IV có nằm mơ cũng không thấy, như hệ thống Civic mới, thành phố mở rộng lần 2, nhiều resource mới, trait mới, Civ mới, Leader mới, tech mới, unit mới, civic building mới, religion mới, multi research, multi production, ... :)). Mod đã phát triển được hơn 4 năm, down về chơi thử nè
    http://forums.civfanatics.com/downloads.php?do=file&id=12838
    Đây là topic giới thiệu của Mod này
    http://forums.civfanatics.com/showthread.php?t=372884&page=26
     
  11. pow

    pow Let Us Cling Together

    Tham gia ngày:
    17/9/05
    Bài viết:
    5,512
    Nơi ở:
    Valeria
    Thôi khỏi, tôi có cái thói quen là chỉ chơi cái gì official, tất cả những cái gì liên quan đến mod miếc là tôi ít khi đụng vào. Trừ những cái chơi online :))

    Cái trang civfanatic có một dạo tôi lurk hoài sao lại không biết mấy cái mod như thế chứ =)
     
  12. mastertan

    mastertan Mr & Ms Pac-Man

    Tham gia ngày:
    8/5/09
    Bài viết:
    188
    Nơi ở:
    Hồ Chí Minh
    Chơi Civ nhiều quá giờ qua chơi shogun đâm cái tính nhẩn nha,từ tốn ~.~
     
  13. CRUSADER_01

    CRUSADER_01 Donkey Kong

    Tham gia ngày:
    21/5/07
    Bài viết:
    404
    Mod này được đánh giá cao nhất trong tất cả các mod Civ IV, coi như chơi 1 Civ mới hoàn toàn, ko chơi thử thì phí một nửa đời chơi Civ IV =)).
     
  14. pow

    pow Let Us Cling Together

    Tham gia ngày:
    17/9/05
    Bài viết:
    5,512
    Nơi ở:
    Valeria
    Đừng xúi dại, tôi đã mất tổng cộng gần 200h vào Civ IV, tôi không muốn mất thêm 200h nữa =))

    Không có tin gì về expansion mới nhỉ, game cũng được 6 tháng rồi.
     
  15. connghiennet

    connghiennet Youtube Master Race

    Tham gia ngày:
    16/8/08
    Bài viết:
    33
    có bác nào re up lại crack cho em với :(.hoặc cho em hỏi là em down torrent về rồi giải nén theo hướng dẫn,play game thì nó chỉ chạy lên 1 hình khoảng 1s rồi tắt luôn là bị lỗi gì ạ
     
  16. apollo540419

    apollo540419 Mr & Ms Pac-Man

    Tham gia ngày:
    3/6/07
    Bài viết:
    221
    Bộ cài mediafire bị lỗi part 5 rồi, có bạn nào up lại được không vậy? Tải xong mà không chơi được bức xúc quá
    Thanks
     
  17. tancon

    tancon Mr & Ms Pac-Man

    Tham gia ngày:
    26/7/06
    Bài viết:
    225
    Nơi ở:
    Hawaii-Five-0
    update moi đây xả nén vào folder game nha .Thay đổi khá nhiều về AI :
    AI
    •Economic AI: Tweaks to improve the number of workers built.
    •Diplo AI: Correct minor error in calculation by AI to decide if it wants to join a coop war.
    •City Strategy AI: Fix flavor broadcast to cities just after they are founded. Player level adjustments since start of game weren't being copied over to the new city.
    •Operational AI: If AI sees that WarState is Calm (i.e. no one has troops near enemy lands), still consider launching an attack if overall military strengths are at least even.
    •Operational AI: Enhancements to more sensibly pick city from which to launch a naval invasion.
    •Operational AI: Slightly relax requirements for naval invasion to be on target (to get them onshore and attacking sooner).
    •Operational/Tactical AI: Fix to movement/deployment for naval invasion forces.
    •Operational/Tactical AI: Improved weighting and selection of muster and target cities for city attack operations.
    •Tactical AI: Early game AI tweak to allow occasional sneak attack.
    •Tactical AI: Improvements in civilian and embarked units targeting.
    •Tactical AI: Units with defensive embarkation had a combat strength when embarked and were being considered for tactical moves (like making ranged attacks) that they weren't actually eligible for.
    •Tactical AI: Improved the logic of how units are chosen for tactical moves so embarked units can now drop into place on land as flanking units, bombard units, etc.
    •Tactical AI: Changes to more effectively use Great Generals offensively.
    •Tactical AI: Citadels now project danger.
    •Tactical AI: Units defending citadels are high priority targets; AI will prioritize trying to take these spaces.
    •Tactical AI: AI will now pillage undefended citadels.
    •Tactical AI: Be wary when approaching an enemy city; don't close on it if enemy clearly has superiority.
    •Diplo AI: Make sure the diplomacy AI doesn't declare war on someone they are already at war with. Prevents confusing pop ups. (Added 4/18)
    •Operational AI: AI will now correctly abort operations against a player that were started during a war (like gathering a new attack), but could execute after a peace treaty was declared. This corrects the occasional “AI declared war during a peace treaty” issue. (Added 4/18)
    •Operational AI: Fix muster radius for gathering a naval invasion. Invasions won't get stuck trying to gather and will get moving to target sooner now. (Added 4/18)
    •Operational AI: Don't allow nuke attacks on tiles that will break a peace treaty. (Added 4/18)
    •Homeland AI: Make sure that flavor settings don't prevent workers from building improvements. This would cause some AI players to have large amounts of unimproved space in later parts of the game. (Added 4/18)
    •Homeland AI: Fixed a problem that was causing workers to ignore pillaged non-resource and bonus resource tiles. (Added 4/18)


    GRAPHICS
    •Fixed an issue that was not allowing the Americas building set to display properly.
    •If a 3D leaderhead scene cannot be created, fallback to 2D.
    •Update to river color, texture, and shader. (Added 4/18)

    GAMEPLAY
    •Units: Stealth Bombers can now get promotions.
    •Units: Add “Fortify until Healed” option for aircraft. Before, they only healed when inactive, which could cause confusion for the player.
    •Units: Prevent units with the "No Melee" promotion from capturing cities (archers, catapults, etc.).
    •Units: Air units must be in a city to upgrade, and no sneaky "I'm on a carrier in the city" either.
    •Units: Fixed a problem that was allowing units to upgrade in territories that were not their own.
    •Terrain Improvements: Allow Moai to be built over top of resources.
    •Terrain Improvements: Correct an issue that resulted in double resources if you founded a city on top of an improved resource plot.
    •Yields: Fix a load order problem where the lake bonus is not applied to a farm after loading an existing save.
    •City Management: When selling a building, ensure that all citizens are properly removed.
    •City Management: When assigning a specialist to a building, make sure we don't accidentally assign more citizens than we have available.
    •City Management: Fix for an issue that was causing workers to go missing when population went down.
    •City Management: After the citizen is removed from working, adjust the unassigned worker count before subtracting from the total population. There were rare situations that could cause the worker to disappear.
    •Culture: Keep the current culture level of the city after it is captured. The culture production will go to 0, but the culture level must remain the same or else a large city will be able to acquire tiles at the same rate as a smaller city.
    •Exploit: Removed ability to gain additional free settlers/workers by gaming the policy system. (Added 4/18)
    •Units: City States in games started in the industrial/modern era now correctly produce workers as needed. (Added 4/18)

    UI
    •Pre-Game: The tooltips for unique items in the Loading screen no longer show up until AFTER loading has finished, preventing potential “stuck” UI.
    •Pre-Game: Prevented escape key from being used to corrupt starting parameters while starting a tutorial game.
    •Pre-Game: Multi-player maps added to Single-player as well.
    •Pre-Game: Fixed a rounding issue in the options menu so that values are always integer based for the tooltip delay.
    •Pre-Game: Using ":" in a save filename is no longer considered valid since Windows does not allow this. Players could potentially use this character in a save name without knowing that the file was not created when they exited the dialog.
    •Notifications: Fix notifications that arise after a city is liberated so they show the name properly.
    •Notifications: Extra DOF expiration notifications removed.
    •Notifications: Notifications for denouncement or friendship are only displayed if the active player has met one of the teams.
    •Tool-tips: Tooltips for worker/workboat build recommendations now build dynamically by looking at tile yields for these improvements: camp, pasture, farm, mine, trading post, fishing boats, custom house and manufactory.
    •Tool-tip: Plot Mouse Over text for Natural Wonders will now display the culture yield as if it was in your borders and being worked, similar to how other yields are displayed.
    •Mod Browser: Mod Browser panels now reset their scroll value when a new mod is selected.
    •New Addition: Resource Panel integrated into upper-left Info Panel UI.
    •New Addition: Specialist slots in buildings are now shown in the info tooltip for both the tech tree, production popup, and Civilopedia.
    •Combat Preview: "Bonus VS Cities" is now renamed to "Penalty VS Cities" when it's < 0.
    •Combat Preview: Fix bonus display issue when bombarding an enemy unit (if enemy had bonuses that required “friendly” territory, it would show up in the preview even though they were obviously in enemy territory).
    •Combat Preview: Show Oligarchy Garrisoned Unit bonus for city ranged attacks.
    •City Screen: City Growth meter within the City screen now displays the correct amount.
    •City Screen: Fix the display of the current research progress UI, which made research estimates appear to be incorrect.
    •In-Game: Fix the display of the movement cost for units that can embark.
    •In-Game: Fixed a rounding issue in the military overview (actually, a lack of rounding issue).
    •In-Game: Properly hide the Aircraft selection UI if hidden from view (fog of war, etc.).
    •In-Game: City State's "Quest" icon is now hidden if that City State is at war with your team.
    •In Game: City banner now displays different tooltip for puppet cities that are not owned by the player.
    •In Game: Top Panel now differentiates between unhappiness from regular population and unhappiness from specialists.
    •In-Game: Selecting a unit in the military overview will now select that unit, selecting it twice will now move the camera to it.
    •Victory: Fix UI display of Diplomatic Victory votes (it was displaying votes from dead Civs/City States).
    •Victory: UN Voting and Results screens now have better support for team games.
    •Multiplayer: Human players no longer show an approachability type since that was meant for AI.
    •Multiplayer: Multiplayer diplomacy w/ teams no longer has overlapping text.
    •Diplomacy: There's now a confirmation dialog when you publicly denounce a civ.
    •Diplomacy: Player cannot publicly denounce a civ multiple times in the same turn.
    •Unit Panel: Fixed an erroneous display of a needed upgrade resource if the needed resource quantity was 0 and you are running a deficit on that resource (negative return value).
    •Production: In UI for national wonders that have a prereq building, don't list each individual city that needs the building if the prereq doesn't have to be in EVERY city in the empire. Instead just continue to show the count.
    •Production: City connected by railroad production bonus now correctly displays across all UI.
    •Civilopedia: Multiple updates to Civilopedia functionality and accuracy. (Added 4/18)
    •Pre-Game: Civillization Name in Load Menu is now truncated if it's too large. (Added 4/18)

    DIPLO
    •Don't allow research agreements if one party has finished the tech tree.
    •Correct opinion code so we can get outcomes of friendly or allied.
    •Fix the AI's deal adjustment so that it doesn't accidentally treat your luxury items as strategic items. This essentially prevented the AI from ever countering the deal with a request for a strategic resource from the other player. It just re-submitted the counter offer, requesting more luxury items, which the player could not see. If accepted, the player would realize too late that all their luxury resources were gone.

    WORLD BUILDER
    •Map Resize: Added controls for adding and removing rows of hexes from the top, build, left, or right of a map.
    •Added default “map size” drop-down so that players can set the default number of Civs that they want to play on a map.
    •Fix permanent war setting in the WB so that it reflects properly in the game.

    MODDING
    •Support for disabling the Happiness system.
    •Support for disabling the Science/Research system.
    •Support for disabling Social Policy acquisition.
    •Support for disabling the Tutorial system.
    •Properly initialize citizens and trade routes when loading for a scenario with a preexisting empire.
    •Correct a problem with the awarding of contacts with minor civs in games created from WB scenarios.
    •Add "CityCanConstruct" Lua hook.
    •Exposed LoadString to Lua scripts.

    ACHIEVEMENTS
    •Fixed issue for Lancer that was stopping the Model of a Modern Major-General achievement from firing.
    •Fixed issue with building type comparison that was keeping the Tomb Raider achievement from firing.
    •Fixed issue that was keeping the Barbary Coast achievement from firing.
    •Fixed issue with the Flying Fortress achievement that would cause it to fire when the action was performed by an AI player.
    •Fixed issue with the God is Great achievement that would cause it to fire when the action was performed by an AI player.

    SCENARIOS
    •Mongol: Disable all victory conditions except domination.
    •Disable tutorial across all Scenarios.

    CRASH
    •Additional nil checking to prevent possible Lua crashes due to invalid data in the HoF database.
    •Tighten up decal culling to reduce the number of decals rendered per cell (Scroll crash).
    •Fix to "Moai on the edge of the map" crash.
    •Prevent CvDiplomacyAI :: DoUpdateEstimateOtherPlayerMilitary Threats from doing a divide by 0 (caused by a city having more damage than hit points).
    •Added in additional protections against using invalid player IDs that were causing crashes in community provided saves.
    •Fix bad cast of PlayerType to TeamType (and resulting crash).
    •Fix random map selection in multiplayer, which could cause a crash.
    •Additional crash protections (Added 4/18)
    và có thêm DLC mới:

    http://www.megaupload.com/?d=VI38OJU9
     
  18. Lâm-9p

    Lâm-9p Chình Tái Moderator Lão Làng GVN

    Tham gia ngày:
    30/5/05
    Bài viết:
    4,915
    Nơi ở:
    Hà Nội
    EM mới cài bản gốc của CV5 thì sau đó update bản của bác ở đây là lên mới nhất phải không bác, có cần cài Update 7 ở post #1 ko bác :-s
     
  19. tancon

    tancon Mr & Ms Pac-Man

    Tham gia ngày:
    26/7/06
    Bài viết:
    225
    Nơi ở:
    Hawaii-Five-0
    bạn cài update 7 roi cai tiep ban nay moi choi dc
     
  20. twinlife

    twinlife Mr & Ms Pac-Man

    Tham gia ngày:
    23/12/09
    Bài viết:
    120
    Nơi ở:
    Ho Chi Minh City
    Cái này là update mấy vậy!!!!!!!!!!!!
     

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