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Neki

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duży patch do civ 5 nadchodzi

You guys have been asking for an update about what we're working on to improve the game, and today I am happy to give it to you.

This is the list of updates to the game that the developers have been working on the past couple weeks. This isn't necessarily the complete patch notes for the next patch, but it's what I have so far.

Keep in mind that these are just the first batch of changes that will go in to the first major patch. We're planning more improvements (such as the much-asked-for Hotseat and Pitboss) that will be coming in a later patch.

10/14 UPDATE: More changes have been added to the list! Check them out below!

Also, many people have been asking for an ETA on when this patch will be released. I said I'd do what I can to get some sort of ETA and now I have it for you. However! I am about to do something I don't normally like to do: Give an ETA. Big emphasis on the E. So what I am about to tell you is the current estimation of when it will be available. This patch is not done with testing at the current time, and most everyone in software development has experienced the dreaded last minute showstopper bug that forces a delay. This could happen! So, with all of that in mind:

The patch will be available as early as next week.

UI

* Fix for production prompt that sometimes appears with newly created puppet states that could stop the player from being able to end the turn.

* Aircraft banner corrections – now when you rebase an aircraft, the number will move with it.

* Resource icons now come up with Ctrl-R again, instead of sharing the same button with Build Roads.

* Selecting a great general will no longer cause yield icons to appear.

* Added option to disable auto-unit cycling.

* Fix for full-screen game when running dual monitors. Previously, the curser could scroll off the â€oeopenâ€? side, and not be able to scroll the map in that direction.

* Misc additional fixes to mouse controls, and other interface issues.

* Rounded out financial information in the Economic Overview screen. Details now provided on the amount of gold provided by each city, the cost of buildings in each city, etc.

* Auto-populate save menu with save file name

* Allow selection of other cities by hex from within the city screen

* Added detailed trade route info to Economic Overview screen

* Added new tab to the Economic Overview Screen: "Resources & Happiness." (new 10/14)

* Added option to activate the mp score list in single player (for â€oealways upâ€? score similar to Civ IV.) (new 10/14)

* The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action. (new 10/14)

MODDING

* Category list now displays correctly

* â€oeInstalledâ€? panel now displays ALL versions of a mod but prevents the user from enabling multiple versions. (new 10/14)

GAMEPLAY

* Workers - Added option to force workers to ignore manually made improvements (so they don’t change what you decide was best for a plot).

* Workers - Fixed bug where number of turns to complete were incorrect in build action button tool-tip.

* Economy - Fixed bug where players could disband a single unit, and not see the economic return until disbanding 1 more.

* Economy – Increased city wealth setting to 25%

* Economy – Multiple fixes to the way trade-routes are tabulated and recognized.

* Economy - Can now sell Buildings in a city (to help lower maintenance for obsolete buildings later in the game).

* Trade – Found and corrected a Trade problem that could cause your Resource inventory to multiply.

* City States - Fixed a bug where you could not gift aircraft to city states.

* Military - Medic promotion now only provides healing bonus for adjacent units.

* Military – Fix for Minuteman movement.

* Military – Correct promotions for â€oearcher-likeâ€? units (horse archers, chariots).

* Military - Embarked units will no longer slow enemy land units

* Military - Improved unit cycling logic. Camera will jump around much less.

* Balance - Engineers +1 hammer

AI

* Military – Better handling of unit need (navy vs land, etc.) .

* Military - AI will tend to build ships to deal with blockaded cities more often

* Military – Corrected an issue hampering movement of AI armies, especially when in close proximity to enemy forces

* Diplomacy – AI will be more reluctant to offer or accept open border agreements with more powerful opponents.

* Diplomacy – Fix for never ending deals (peace, research agreements, etc).

* City – City specialization and city focus improvements.

* City - Cities that are Avoiding Growth will not grow while that option is selected

* Workers – Priority of trading posts reduced, and rebalanced priorities on other improvements

* Workers – Improved the path-finding mechanic when building route-to roads improved, including a large performance increase when evaluating road-pathing.

* City - Make sure Puppets don't construct buildings that require Resources. (new 10/14)

* City - Add a Puppet city strategy that turns off training buildings and emphasizes gold. (new 10/14)

MULTIPLAYER

* Exploit – Fix for gifting unit exploit

* Chat – Color-coding, sound alerts, etc., added for in-game chat system, including a larger window.

* Deals – Additional deal validation put in place to verify deals before they are committed

MISC

* Research treaties that end because you declare war will no longer grant the free tech

* Save/Load – Fix for corrupted saves being experienced by some players in late-game.

* Map - Huge map crash-during-load fix that were reported on some specific systems.

* Map – Terrain caching fix that could cause problems for certain video cards (the â€oeglowing red orbsâ€? seen on the map are an indicator of this).

* Map – Fix for the low res terrain that appears the first time the game is run (terrain tiles would not load in anything but low-res the first time you play on some computer configurations)

* Strategic View – Crash fix for units rendering in background.

* Strategic View – Fix for selecting units either standing on a city plot, or garrisoned in the city plot.

* Eyefinity – Better handling of leader scenes when using Eyefinity displays.

* Tutorials – Many tutorial tweaks and adjustments.

* Multiple crash fixes.

* Taller than wide map crash fix. (new 10/14)

http://forums.2kgames.com/forums/showthread.php?t=94438

Edited by nekron

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moja 1 gra na poziomie 2 i coz morduje jak leci troche prosto skoncze ta gre i wezne na trudniejszy i zobaczymy :) ale jakos jestem zawiedziony troche spodziewalem sie wiecej kluczowych zmian :) odswieze sobie chyba civ 4 colonizacje :D

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W poniedziałek pojawią się dwa pierwsze DLC do Civki. Pierwsze to znany z wersji Digital Deluxe Babylonian Civilization pack czyli cywilizacja Babilonu w cenie 4,99$ (chyba ich trochę pogięło). Drugie o nazwie Genghis Khan, wprowadza cywilizację mongolską oraz nowy scenariusz i będzie dostępne całkowicie za darmo. Dodatkowo patch 1.1 ma się pojawić również w przyszłym tygodniu, więc może znowu zamieszanie wokół civki u nas powróci :)

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pograłem sobie singla na 5tej trudności i po prostu masakra, komp na początku ostro mnie cisnął, ale tak w mid game miałem technologię 2x lepszą i np na jego rycerzyki walczyłem infantry itp. xD

muszą trochę popracować nad ai, zaatakowałem kompa, zacząłem bić 3 jego miasta, to chciał się poddać... i żądał 200 złota, 3 luksusowych materialow itp. no niezle niezle jak na przegranego ;D

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patch juz dostepny

1.0.0.62

Ujrzał światło dzienne 22/10/2010

INTERFEJS UA»YTKOWNIKA

* Naprawiony monit dotyczący produkcji z nowo powstałego miasta marionetki, który uniemożliwiał zakoA„czenie tury

* Poprawka wyświetlania informacji nad samolotem - teraz przebazując samolot liczba będzie poprawnie poruszać się wraz z nim.

* Ikony zasobów wyświetlają się ponownie z Ctrl-R, do tej pory przycisk ten służył również Budowaniu Drogi.

* Wybór wielkiego generała nie spowoduje już wyświetlenia ikony produkcji.

* Dodana opcja wyłączenia automatycznego przełączania się na następną jednostkę.

* Poprawiony błąd dla gry na dwóch ekranach. Wcześniej kursor mógł wyjść poza "otwartą" grę i uniemożliwiał przesunięcie mapy w tym kierunku.

* Różne dodatkowe poprawki dla kontroli gry przez mysz oraz poprawki interfejsu.

* Uzupełnione informacje finansowe na ekranie Przeglądu Ekonomicznego.

Dostępne są teraz dodatkowe informacje o ilości złota dostarczanego przez każde miasto, kosztach budynków w każdym mieście itp.

* Uzupełnianie automatyczne w menu zapisu gry na podstawie pliku zapisu gry.

* Możliwy wybór innego miasta poprzez hex z panelu aktualnie wybranego miasta.

* Dodano szczegółowe informacje o szlakach handlowych na ekranie Przeglądu Gospodarczego.

* Dodano nową zakładkę do ekranu Przeglądu Ekonomicznego: "Zasoby i Zadowolenie".

* Dodano opcję włączenia rankingu punktowego (z gry dla wielu graczy) w grze dla pojedyA„czego gracza (ranking podobny do tego z Civ IV).

* Powiadomienie o anektowaniu/przyłączeniu jako marionetki/zrównaniu z ziemią miasta informuje teraz jak duże niezadowolenie wywoła każda z tych akcji.

* Jeśli do budowy Cudu Narodowego wciąż potrzebne jest mniej niż 5 budynków podpowiedó produkcyjna w formie powiadomienia dostarczy listę miejsc gdzie nie są one wybudowane.

* Dodano podpowiedó dotyczącą Produkcji i Kultury w wyskakującym powiadomieniu o produkcji.

* Zoptymilizowano informacje w zakładce Globalnej Polityki na ekranie Przeglądu Dyplomacji.

MODOWANIE

* Lista kategorii wyświetla się teraz poprawnie

* Panel "Zainstalowane" wyświetla teraz WSZYSTKIE wersje moda, ale uniemożliwia użytkownikowi aktywowanie wielu wersji tego samego moda.

ROZGRYWKA

* Robotnicy - Dodana opcja wymuszenia na robotnikach ignorowania ulepszeA„ wykonanych bez trybu automatycznego (więc nie będą zmieniać ulepszeA„ co do których ty podjąłeś decyzje, aby je wybudować).

* Robotnicy - Poprawiony błąd o nieprawidłowej ilości tur do ukoA„czenia zadania w podpowiedzi wyświetlającej się nad przyciskiem budowy.

* Gospodarka - Poprawiony błąd gdzie gracze w trakcie pozbycia się pojedynczej jednostki nie dostrzegali ekonomicznych korzyści dopóki nie usunęli jeszcze jednej jednostki.

* Gospodarka - Ustawienie zamożności miasta zwiększone do 25%

* Gospodarka - Wiele różnych poprawek do szlaków handlowych, które są teraz rozpoznane i ujęte poprawnie.

* Gospodarka - Można sprzedać Budynki w miastach (w celu zmniejszenia kosztów utrzymania starszych budynków w póóniejszym etapie gry).

* Handel - Odnaleziony i skorygowany problem z Handlem, który mógł powodować zwielokratnianie się dostępnych dla gracza Zasobów.

* PaA„stwa-miasta - Poprawiony bug, gdzie nie było możliwości podarowania samolotu dla paA„stwa-miasta.

* Wojsko - Awans na medyka dodaje teraz bonus do leczenia tylko dla sąsiadujących jednostek.

* Wojsko - Poprawiony ruch jednostki Minuteman.

* Wojsko - Poprawiony awans dla jednostek korzystających z łuków (konni łucznicy, rydwany).

* Wojsko - Zaokrętowane jednostki już nie spowodują spowolnienia jednostek lądowych przeciwnika

* Wojsko - Poprawione przełączanie się między jednostkami. Kamera będzie przeskakiwać o wiele rzadziej.

* Zbalansowanie - Inżynierownie +1 młotek

* Zbalansowanie - Likwidacja jednostek dostarczy obecnie tylko 10% z ich bazowej produkcji w złocie.

* Zbalansowanie - Dostępny przycisk "jeszcze jedna tura" gdy przegrasz, ale wciąż egzystujesz.

PRZECIWNIK KOMPUTEROWY (SI)

* Wojsko - Lepiej radzi sobie z wykorzystaniem możliwości jednostek (marynarka wojenna przeciwko lądowej, itp.).

* Wojsko - Przeciwnik komputerowy będzie mieć większą tendencję do budowy statków, aby poradzić sobie z zablokowanymi miastami

* Wojsko - Poprawiony błąd z przeszkadzającym ruchem armii SI, szczególnie w pobliżu sił wroga.

* Dyplomacja - Przeciwnik komputerowy będzie mniej chętniej oferował lub akceptował umowę o otwarciu granic z mocniejszym przeciwnikiem.

* Dyplomacja - Poprawiono nigdy nie koA„czące się umowy (pokojowe, umowy o wspólne badania naukowe, itp).

* Miasto - Specjalizacja miasta i skupienie się na budowę ulepszeA„.

* Miasto - Miasta z opcją Zapobieżenia Wzrostu nie będą się rozrastać jeśli ta opcja jest wybrana

* Robotnicy - Priorytet budowy placówek handlowych został zredukowany i zrównoważony z priorytetami na inne ulepszenia

* Robotnicy - Poprawiona mechanika gry w kwestii doboru ścieżki do dotarcia przy budowie ulepszeA„ drogowych na wyznaczonych odcinkach, w tym znaczna poprawa wydajności przy ocenie miejsc na budowę drogi.

* Miasto - Upewnia się, że miasta marionetkowe nie budują budynków wymagających Zasobów.

* Miasto - Dodana strategia dla miasta marionetkowego, która wyłącza budynki treningowe i skupia się na złocie.

* Wojsko - Zmieniona obrona taktyczna SI. Gdy jesteś w trakcie wojny i zagrażasz wrogiemu miastu, gracz komputerowy lepiej wykorzysta garnizon, a także otaczające tereny wokół miasta do obrony.

GRA WIELOOSOBOWA

* Exploit - Poprawiony błąd, który powodował nadużycie w trakcie przekazywania jednostek

* Czat - Oznaczanie kolorami, dówięki ostrzegawcze, itp., dodane dla czatu w grze, w tym większe okno do rozmów.

* Umowy - Wprowadzona dodatkowa weryfikacja do umów zanim zostaną one ostatecznie zaakceptowane

RA“A»NE

* Umowy dotyczące badaA„ zakoA„czone z powodu wypowiedzenia wojny nie spowodują otrzymania darmowej technologii

* Zapis/Wczytywanie - Poprawka dla graczy doświadczających uszkodzonych plików zapisanej gry w póóniejszym etapie rozgrywki.

* Mapa - Poprawka do zawieszającej się gry podczas wczytywania dużych map, błąd był zgłaszany na specyficznych konfiguracjach.

* Mapa - Poprawka do buforowania terenu, które mogło powodować pewne problemy dla niektórych kart graficznych (przejawem tego były "świecące czerwone kule" widziane na mapie).

* Mapa - Poprawka dla pojawiającego się terenu o niskiej rozdzielczości po pierwszym uruchomieniu gry (pola terenu nie będą wczytywane w niczym, ale pierwszy raz w niskiej rozdzielczości dla niektórych konfiguracji komputerowych)

* Widok strategiczny - Poprawka do zawieszającej się gry dla jednostek renderowanych w tle.

* Widok strategiczny - Poprawka podczas wybierania jednostek stojących zarówno na polu z miastem, jak i w garnizonie tego miasta.

* Eyefinity - Lepsza obsługa scen z przywódcami w trakcie korzystania z wyświetlania Eyefinity.

* Samouczki - Wiele poprawek i korekt w samouczkach.

* Wiele różnych poprawek do zawieszającej się gry.

* Poprawka do zawieszającej się gry na mapie o większej wysokości niż szerokości.

http://forums.civ.org.pl/viewtopic.php?TopicID=8631

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Wybaczcie ze post pod postem ale właśnie wyszedł patch do civ5 wazy 149 mb

[TACTICAL AI]

* Proper evaluation of which enemy units can reach my units next turn.

* Sorting enemy targets (within a class) by damage.

* Combine bombardment fire from cities with other ranged fire where possible.

* Never target a city for a ranged attack when they are already at (or going to be at) 1 health.

* Have the tactical AI be more aggressive about fortifying units that aren't moving anyways.

* Make all forms of guarding improvements the lowest priority tactical AI moves.

* Don't mark tiles adjacent to enemy at sea as good for flank attacks -- there is no flanking at sea.

* Update to tactical AI pillaging code - now prioritize enemy land resources and trade routes (never regular mines or farms). Always uses the check to make sure AI is not trying to pillage in an enemy dominance zone. Barbarians will still target everything.

* Never use ranged units to provide flank bonuses.

* Reduce chance of AI civs making "suicide" attacks.

* Changes to better protect the capital or any city with an enemy within 5 tiles.

[VICTORY]

* AI will be more aggressive about pursuing Diplo victory (bribing City States) if they are wealthy.

* AI will be more aggressive about building Spaceship parts when going for Science victory.

[CIVS]

* Tweak a few leader settings to be more likely to use their traits.

* Adjust Napoleon to make more likely to go for culture.

[COMBAT/UNITS]

* AI will not use Horse as defenders on hills as much.

* AI will often build more defensive troops.

* AI will more aggressively hunt barbs in the early game.

* Slightly more naval units.

* AI will now build ranged and mobile units more in line with the flavor settings for the team - in general, this means more mobile units.

* AI now builds, deploys, and uses air units more effectively.

* Allow AI to build more units if above Prince.

* AI will be more likely to build and bring siege units in a city attack.

* Better nuke targeting by AI.

* Won't build AA if no air threat.

* Allow AI or automated human explorers to move to edge of sight range and then explore again.

[EXPLORATION/EXPANSION]

* AI will emphasize getting an Ocean going explorer unit when the time comes.

* AI slightly more likely to settle off home continent.

* AI should colonize other continents regularly.

* AI second wave expansion more aggressive.

* Improve the AI's chances of setting up protected bombard attacks.

* Settlers: should handle watery maps better.

* AI will grab goody huts on other land masses.

* AI will grab empty barb camps more often.

[WORKERS/CITY AI]

* Large Cities should be more willing to build happiness and gold buildings.

* Workers prioritize repair builds higher than other builds.

* AI will be more likely to build a wall on any city that was an original capital.

* Builder tasking now calculates yields appropriately during golden ages and weighs tiles according to how much stuff they provide overall as well as their maximum yield of a certain type.

* More likely to build up economy early.

* Multiple worker AI improvements.

[MISC]

* Factor GS into flavors more.

* Disband obsolete units even if not losing money.

* Upgrade units a bit more.

* Tweak flavors of policies a bit.

* Have AI factor Grand Strategy into picking policies.

* AI will factor grand strategy into tech choices a bit more.

* AI don't send a barb expedition if defenses are critical.

* AI less likely to pick a city on an inland sea for serious naval production.

* Additional pathfinder optimization.

[GAMEPLAY]

[CITY/BUILDINGS]

* Added "National Treasury" national wonder, which requires Markets in all cities. Provides +8 Gold per turn to the city in which it's built.

* Added â€oeCircus Maximusâ€? national wonder, which requires Colosseums in all cities.. Provides 5 Happiness.

* Library now has no specialist slots.

* Wat now has two specialist slots.

* Public school now has 1 Science per pop, +1 free Great Scientist point, +1 Culture for 3 gold maintenance.

* Observatory now has 1 specialist slot.

* Research Lab has two specialist slots.

* Public school now provides 1 beaker per pop for 3 gold maintenance.

* Watermill now provides +2 good and +1 production for 2 gold maintenance.

* Paper Maker now has no specialist slots.

* Circus now has +2 happiness and no maintenance.

* Theatre now has +5 happiness.

* Stadium now has +5 happiness.

* Reduced production cost and maintenance for the Courthouse.

* Courthouse can now be purchased in a city (although it is expensive).

* Removed maintenance from city defense buildings (Walls, Castle, Military Base).

* City defense buildings now help cities heal.

* Increased city strength ramp-up based on technology.

* Reduced effects of Forbidden Palace and Meritocracy (Happiness per city).

* Reduced amount of food needed for cities to grow at larger sizes.

* Buildings can now no longer provide more Happiness than there is population in a city (wonders are excluded from this).

* Ironworks now gives 10 hammers instead of a % bonus.

* National College now gives +5 science in addition to the % bonus.

* Hermitage gives 5 culture in addition to its previous bonus.

* Raze/Unraze exploit fixed.

* Cities being razed are unhappy about it (only during the razing process).

* Cities heal more quickly.

[uNITS/PROMOTIONS]

* Cavalry can now go obsolete with Combustion.

* Stealth bombers cannot use carriers.

* Only allow one upgrade per unit from a goody hut.

* Add second embarkation promotion ("Defensive Embarkation").

* Amount of damage done during naval combat increased.

* All melee horse units get penalty attacking cities.

* Increased city attack penalty for mounted and armor units to 50% (from 40%).

* Lancers (and Lancer UUs) upgrade to helicopter.

* Lowered combat value of Horseman and Companion Cavalry.

* Promotions must be picked the turn they're earned.

* Can no longer promote a unit that has fought during the turn (instead, the promotion comes up the beginning of the following turn).

* Catapults and Trebuchets now weaker against units but stronger VS cities.

* Reduced effectiveness of Archers & Crossbowmen (and their UUs) VS cities.

* Reduced some combat bonuses: flanking (15 to 10), Great Generals (25 to 20), Discipline (15 to 10), Military Tradition (2x to 1.5x).

* Remove requirement for aluminum on Mobile SAM.

* Lower open terrain penalty to 10% .

* Marsh is now 3 moves to enter (Chariots do not move quickly through it anymore).

* Cavalry now upgrade to tanks.

[CITY STATES]

* Reduced bonuses from Maritime city-states - Friends: +2 food in capital, +0 food in other cities - Allies: +3 food in capital, +1 food in other cities

* Only the first 3 units gifted to a city-state will earn Influence now.

* Killing a barb inside a city-state's territory now gives a 5-turn buffer where there is no Influence intrusion penalty.

[HAPPINESS]

* If an empire reaches -20 Happiness, it goes into revolt, and rebels start appearing throughout the empire, based on the number of cities.

* Amount of Happiness needed to trigger a Golden Age reduced.

* Amount of Happiness needed to trigger a Golden Age now increases as the number of cities in the empire goes up.

[POLICIES]

* Landed Elite (Tradition Branch) now reduces culture cost of border growth by 2/3.

* Monarchy (Tradition Branch) now provides +1 Gold per 2 pop in the Capital..

* Liberty now provides a Settler training bonus to only the capital, and not every city.

* Tradition now provides +50% growth in the capital.

* Theocracy now reduces Unhappiness by 25% .

* Reformation now gives a 10-turn GA.

* Adopting Rationalism now gives a 4-turn GA.

[TECH TREE]

* Add link between Military Science and Dynamite.

* Add link between Civil Service and Education.

* Add link between Economics and Scientific Theory.

* Add link between Chivalry and Acoustics.

* Research overflow now works correctly (extra beakers after completing a tech will rollover to the next tech).

[GENERAL]

* Fixed bug where clicking on a city plot wouldn't select the garrison.

* Natural wonders now award culture (if worked) and happiness (if in border) if that trait is assigned to a wonder in XML.

* Players must now always adopt Policies immediately, and cannot defer picking until later.

* Have culture cost for policies never go down (trading away cities to reduce culture cost exploit). Razing cities will not raise your policy cost ceiling.

* Reduced culture needed for first plot acquisition from 20 to 15.

* 3 new Natural Wonders and rarity code for both base game and New World scenario.

* Reduced points from Wonders (40 to 25) & Cities (10 to 8), increased points for pop by 1 (3 to 4).

[DIPLOMACY]

* AI's attitude towards you is now visible in the diplo screen and diplo drop-down.

* Added info tooltip for an AI leader's mood. Lists things that are making an AI player happy/upset.

* New diplo system: Declaration of Friendship (public declaration with diplomatic repercussions).

* New diplo system: Denounce (public declaration with diplomatic repercussions).

* New custom leader responses (Serious Expansion Warning, Aggressive Military, Luxury Exchange, Borders Exchange, Gift Request, etc.).

* Not agreeing to a friend's request now results in a relations hit.

* Third party AIs can now respond when a player makes a DoF or denounces someone. What they say is based on the situation - e.g. if you make friends with someone they don't like, they'll scold you.

* AI leaders will now sometimes ask their friends to denounce one of their enemies as a show of support, and refusing to denounce someone when an AI asks can now make them very upset.

* AI is now capable of denouncing friends (aka, backstabbing) and added backstabbing info to diplo overview screen.

[uI]

* Add XP bar for air units, do not allow XP for air units attacking a city that is already down to its last hit-point.

* Change ActivePlayer's name to "You" in single player in score list.

* Added game option to disable automated workers from removing features.

* Fixed bug where Happiness from garrisoned units wasn't being listed in Happiness info tooltip.

* Load Map function will now display correct size and type of saved map.

* New â€oeAngry Genghisâ€? loading screen (replaces the â€oefluffy-bunny Genghisâ€? loading screen).

* Added setup options to allow players to defer choosing Policies and Promotions right away.

* Show the river penalty when attacking city across river (the penalty was there but was not being shown in the preview).

* Global politics screen updated to reflect new diplo system.

* Can no longer Force End Turn (shift-enter) through blocking notifications. CAN now use it to skip over units which need orders.

* Multiple tweaks and bug fixes.

[MISC]

* Fix small bugs with adding long roads around existing features.

* Fixed bombard arrow across world wrap.

[MODDING]

* Parent category counts now include counts of child categories.

* Selecting/deselecting a category now automatically selects/deselects it's children and its parent.

* Tweaked category name truncation to better fit names.

* Hide categories w/ no children and a count of 0.

* Added support for fallback languages (if mod is not translated, fall-back to English so text keys are not showing).

* The pager for the installed mods tab of the mods browser is now displayed in the correct location.

* Long values for properties such as "Special Thanks" will no longer extend past the edge browser frame.

* Categories refresh much faster now in the mods browser.

* Multiple additional tweaks and fixes to the mod browser.

* Support for mods that perform major restructuring of the tech tree including adding, deleting, and updating techs, buildings, and units.

* Added GameEvents system for overriding Gameplay DLL specific functionality.

* Fixed "Reload Landmark System" mod flag to now refresh landmarks defined in "ArtDefine_Landmarks".

* Multiple SDK updates (new version to go live shortly).

[sERIALIZATION/SAVES]

* Fixed save format which causes saves to increase the memory footprint of the game drastically when loading frequently over the course of the game. This heightened the risk of late-game our of memory crashes significantly.

http://forums.2kgames.com/showthread.php?9...ull-Change-List

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I co testował już ktoś jak się gró Można z komputerem zrobić coś ciekawszego niż wojny?

Polskie tłumaczenie patcha: http://forums.civ.org.pl/viewtopic.php?TopicID=8699

Dzisiaj pojawia się też nowe DLC, Hiszpania + Inkowie i scenariusz "New World" o odkrywaniu ameryki przez Columba

Edited by Talek

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A poprawek do trybu multi jak nie było tak nie ma. Sprawdzał ktoś ostatnio czy da się pograć normalnie w 8+ graczy?

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Oni chyba nad VI pracuja a nie nad tym by Royal Legion moglo sobie epickie wojny zrobic - trzeba czekac na nieoficjalne dodatki zmieniajace silnik gry

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jak ktos chce dzisiaj zagrac okolo 14-15 (sobota 23.04.2011) to prosze dac znac

warunki gry

6 cywilizacji ( 4 graczy 2 AI)

2 graczy w sojuszu (ja i kolega) vs 2 graczy w sojuszu

komp na poziomie prince czyli w sumie statysta ale mozna jakos ciekawie kompa wykorzystac

reszta do dogadania na ventrillo

czas rozgrywki okolo 7-8 godzin:-)

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Dziś wyszedł patch dodający (w koA„cu) opcję "hot-seat" :)

Oto pełna lista zmian:

[NOTES]

* Pacing has received a large amount of work. Expect to have more of a challenge managing your empire at higher difficulty levels than you did before. Consider dropping a difficulty level if you have problems.

* Existing saves will work correctly. However, the balance pass may make your existing happiness lower than expected when loading into your existing save post-patch.

[uI]

* Civilopedia now available in the Main Menu (under â€oeOtherâ€?)

* Replay is now available at the end of the game, and through the main menu. You can choose Map, Graphs, and turn-by-turn. Only games played post-patch will apply.

* Great People progress UI addition (upper-left Info Corner UI).

* Combat preview for Aircraft UI addition.

* Fixed aircraft UI issue causing the aircraft selection UI to duplicate itself when rebasing aircraft.

* When loading save game files, you can now order the list by name, or last modified.

* Fix aircraft UI bug that was causing Nuclear Missiles and Atomic Bombers to leave behind container UI after it’s destroyed.

* Removed dead players from Demographics UI.

[DIPLOMACY]

* Made backstab routine more transparent (the dialog will clearly state that they are backstabbing you).

* AI now remembers when it has been nuked, for a permanent diplomatic penalty.

* AI now recognizes a player that captured their capital for a permanent diplomatic penalty.

* End declaration of friendship as soon as war is declared (so can't later get a notification that it has expired).

* AI remembers if you satisfied one of their requests (positive modifier, decays over time, based on value of items granted).

* AI remembers if you fought against a common foe (positive modifier, decays over time, based on damage done to the common foe).

* Track trades between players and allow that to positively influence relationships (the better the deal for the AI, the stronger the modifier). Particularly useful for bribing a hostile AI.

[AI]

* Rebalanced AI flavors and strategies for unit training to improve AI army composition and build choices.

* Allow the AI to consider Pikeman units for offensive roles when they can't build Swordsman or Longswordsman.

* Allow Alexander and Darius to consider Hoplites and Immortals for offensive roles in early game.

* AI players may now use a Great General in early rushes on higher difficulties.

* Modified flavor tags for Atomic Bomb and Nuclear Missile so AI builds them only when it decides it specifically wants Nukes.

* Block City States from building carriers, atomic weapons.

* Strategies for building mobile units now persist into Modern era to help AI decisions for when to build tanks and modern armor.

* Dampen early game Grand Strategies to give the AI time to expand (AI were sometimes stuck in a single city until late in the game).

* Victory adjustments to AI behaviors, including alternate victory paths as â€oeback-upsâ€? (for example, building the Apollo Program, even if they are not going for a Spaceship victory).

* Revise code calculating recommended army size (using smaller armies if the threat is low).

* Correct issue that was causing late-game continent-bound AI’s to over-build units intending to invade, and never properly execute the amphibious invasion.

* Scale recommended army sizes based on difficulty level.

* AI grand strategy and flavor weighting balance pass.

* AI policy choice weighting balance pass.

* AI tech choice weighting balance pass.

[GAMEPLAY]

* Player is now given the option to return a CS worker that they free from barbarians.

* Roads under captured cities no longer charge maintenance.

* Machu Picchu no longer destroyed when capturing a city containing Machu Picchu.

* Fixed Oligarchy bug that was causing the effect to expire when loading from a save.

[MULTIPLAYER]

* Multiplayer AI is now consistent with Single Player AI.

* Hot-Seat is now available through the multiplayer menu.

o You can have as many humans playing as available slots in the game.

o Password protection is built in.

o All maps, including purchased and user-created, are available to play in Hot-Seat.

o While play-by-email is not yet implemented, we did include an in-between turn saving option for those that want to play via email.

[bALANCE]

Mechanics

* Policy â€oeFinishersâ€? added to all 10 policy trees. Taking all policies in a tree will grant an additional bonus effect. See policy notes below for more information.

* Tweaked Policy cost formula (cheaper earlier, more expensive later).

* Reduced per-city Policy cost increase by 50%.

* Culture from City States tweaked (less early, more later).

* Killing a barbarian for a city state now gives 12 influence (was 5).

* Production cost adjustments for units/buildings/wonders (mostly a little cheaper, much cheaper late game).

* Unhappiness per city increased to 3 from 2.

* All great person tile improvements now connect all strategic resources.

* Reduced Culture from Goody Huts to 20 from 30.

* Defense penalty and city assault bonus promotions are now lost with upgrade.

* Research agreements now give a tech boost instead of a free tech. Tech boosts start at 50% of the median value of all techs you can research. Can be boosted to 100% if you both start Rationalism and build the Porcelain Tower.

Terrain, Resources, and Improvements

* New bonus resource: Stone (+1 production, improved with a Quarry). See the Stone Works building note below for additional details.

* Map generation improvements to integrate Stone into production-poor terrain, reducing the temporary usage of Cows. Additionally, will switch grass bonus resources from Cows to Stone when production is needed.

* Marsh and Fallout terrain penalty reduced from -33 to -15.

* Academy yield increases with Scientific Theory.

* Customs House yield increases with Economics.

* Manufactory yield increases with Chemistry.

* Marble wonder production mod reduced to 15%.

* Luxury resources now give 4 Happiness, down from 5.

* Remove penalty for improving Tundra, Snow and Desert.

* Railroad improvement now takes 3 turns, down from 7.

* Scrub Fallout now takes 2 turns, down from 5.

* Repair improvement now takes 2 turns, down from 3.

* Well improvements now remove jungle/forest/marsh.

Buildings

* New building: Stone Works: +1 Happiness and +1 production, and +1 production for each source of Marble and Stone worked. Requires Marble or Stone.

* Burial Tomb now correctly has an Artist slot.

* Mud Pyramid Mosque reduced 1 Culture.

* Circus moved to Trapping.

* Forge maintenance reduced 1 gold.

* Windmill production modifier reduced 5% to 10%.

* Monastery base Culture reduced from 3 to 2. Per resource Culture unchanged.

* Mint gold per resource reduced by 1 gold.

* Colosseum maintenance reduced by 1 gold, Happiness reduced by 1.

* Theatre maintenance reduced by 1 gold, Happiness reduced by 1.

* Stadium maintenance reduced by 1 gold, Happiness reduced by 1.

* Broadcast tower cultural modifier reduced to 33% but now gives 3 Culture.

* Armory maintenance reduced by 1 gold and moved to Machinery.

* Military academy maintenance reduced by 2 gold.

* Arsenal moved to rifling and now provides city defense instead of unit production.

* Walls now gives 4 Defense (was 5).

* Walls of Bablylon now give 6 Defense (was 7.5).

* Mughal Fort now gives 6 Defense (was 9).

* Castle now gives 4 Defense (was 7.5).

* University maintenance reduced by 1 gold and now gives a 33% boost to science instead of 50% (will increase to 50% after adopting Free Thought Policy).

* Military Academy now requires Armory instead of Barracks.

* Arsenal now requires Castle instead of Military Academy.

* Military Base now requires Arsenal.

* Wat now requires Library.

* Mud Pyramid Mosque now requires Monument.

* Harbor naval production reduced 10% but now increases sea resources yield by 1 hammer.

* Seaports no longer require a sea resource, they now require a Harbor. Production per sea resource reduced by 1 hammer.

* Factory production increased by 1 hammer but modifier decreased to 10%.

* Solar/Nuclear plant cost greatly reduced.

* Solar/Nuclear plant production increased by 1 hammer but modifier decreased to 15%.

* Public School science per population reduced by 50% and now provides a flat 3 science.

* Research Laboratory modifier reduced by 50% but now gives a flat 4 science.

* Workshop production modifier reduced by 5%.

* Barracks, Armory, Military Academy and Krepost now provide experience to all units trained.

Wonders

* National College moved to Philosophy and reduced by 2 science.

* Oxford University now gives 3 additional science.

* Great Lighthouse now also provides a free Lighthouse in the city where it was built.

* Great library now gives 3 additional science, and provides a free Library in the city where it was built.

* Porcelain tower now additionally increases the Science granted when completing Research Agreements by 50%.

* Hermitage moved to Acoustics and much cheaper to build. Now requires Opera Houses but gives only a 50% boost to Culture.

* Stonehenge Culture reduced to 6 from 8.

* Pyramids worker speed increase reduced to 25% from 50% but now give a free Worker when built

* Hanging Gardens now give 10 Food instead of 1 population per city and Happiness.

* Great Wall now obsoletes with Dynamite instead of metallurgy and gives 3 Culture. Additionally, a free Wall is provided in the city where it was built.

* Hagia Sophia great person modifier reduced to 25% from 34%, and gives a free Great Person of your choice.

* Eiffel Tower now give 5 Happiness plus 1 for every 2 Policies adopted.

* Chichen Itza now grants an additional 4 Happiness.

* Machu Picchu trade route gold increased by 5% and also gives a flat 5 gold.

* The Colossus now gives an additional 5 gold.

* Notre Dame now gives 10 Happiness, up from 5, and 3 Culture.

* Sistine Chapel Culture modifier reduced from 33% to 25%.

* Kremlin global city defense mod reduced to 25% from 50% but now gives 12 defense in the city where it's built.

* Cristo Redentor Policy discount reduced from 25% to 10% but now gives 4 Culture.

* Pentagon upgrade cost reduced to 33% from 50% but now gives 3 Culture.

* Sydney Opera House moved to Mass Media and gives 50% Culture in the city where it's built plus 4 Culture.

* Big Ben hurry modifier reduced to 15% from 25% but now gives a flat 4 gold.

* Himeji bonus reduced to 15% from 25%, and provides a free Castle in the city where it was built.

* Forbidden Palace now provides -10% unhappiness from Citizens in non-occupied Cities.

Civilization Unique Abilities

* Arabia: Bazaar now gives 2 gold on oil/oasis.

* America: Remove river start bias.

* America: Increase plot buy modifier to 50% from 25%.

* China: Great General trait reduced to 50% from 100%.

* Babylon: Great Scientist trait reduced to 50% from 100%.

* Germany: Now receives a 25% discount on land unit maintenance.

* Ottoman: Now receives a 67% discount on naval unit maintenance, and can upgrade Galley’s to Trireme’s.

Policies

* Liberty and Autocracy are no longer mutually exclusive.

* Freedom, Autocracy and Order are now mutually exclusive.

* Tradition

o Aristocracy now provides +15% Production when building Wonders down from 20%.

o Landed Elite now provides 1 Happiness at every 10 Citizens in each City.

o Tradition Finisher: +15% Growth and +2 Food in each city.

* Liberty

o Meritocracy: +1 Happiness for each city connected to your capital, and -5% Unhappiness from citizens in non-occupied cities.

o Republic now adds an additional 5% building production modifier.

o Liberty Finisher: Great Person of your choice.

* Honor

o Honor Opener now additionally provides Culture for each barbarian killed.

o Warrior Code now also gives 15% melee unit production.

o Military Caste now provides +1 Happiness and +2 Culture for each city with a garrison.

o Professional Army now reduces cost of upgrading units by 33% and provides +1 Happiness per defensive building (Walls, Castle, Arsenal, Military base).

o Honor Finisher: Grants gold for each enemy unit killed.

* Piety

o Piety Opener now provides a 15% production bonus on Culture buildings.

o Free Religion now provides only 1 free Policy but increases the Culture from Monuments, Temples and Monasteries by 1.

o Organized Religion now gives 1 Happiness per Monument, Temple and Monastery.

o Reformation now increases Culture in all cities with a Wonder by 33%, and starts a Golden Age.

o Theocracy now increase gold yield by 10% in cities with a Temple.

o Piety Finisher: -10% Culture cost of future Policies.

* Patronage

o Scholasticism reduced from 33% to 25%

o Patronage Finisher: Causes other players’ influence with City States to decrease 33% more per turn than usual.

* Commerce

o Naval Tradition policy now also gives +1 moves to embarked units.

o Commerce Finisher: +1 Gold per Specialist.

* Rationalism

o Rationalist Opener now increases the Science granted when completing Research Agreements by 50%. Stacks with Porcelain Tower.

o Free Thought now also increases University science yield by 17%

o Humanism now also affects Public Schools and Observatories.

o Rationalism Finisher: +1 Gold from Science buildings.

* Freedom

o Freedom Opener now provides 25% Great Person Points in all cities.

o Democracy now provides -50% Unhappiness per Specialist.

o Constitution now provides +2 Culture per Wonder.

o Free Speech now provides 8 maintenance free units.

o Freedom Finisher: +100% yield from Great Tile Improvements and increase length of Golden Ages by 50%.

* Autocracy

o Police State now provides 3 Happiness per Courthouse, and reduces the time it take to build Courthouses by 50%.

o Total War now provides +15% Production when building Military Units and +15 XP for new units.

o Autocracy Finisher: 30 turn attack bonus of +20%.

* Order

o Order Opener now provides +1 Happiness per City.

o Socialism and Planned Economy swapped places.

o Socialism buff to 15% reduction in building maintenance from 10%.

o Planned Economy now increases Science yield by 25% in cities with a Factory.

o Communism now provides 2 Production and 10% Production towards buildings in each city.

o Order Finisher: +1 Food/Production/Science/Gold/Culture per city.

* United Front – Militaristic City States now grant units twice as often when you are at war with a common foe.

Technology

* Reduced cost of Calendar, Civil Service, Iron Working, Gunpowder, Rifling and Dynamite.

* Scaled up costs of all sciences starting in the mid-renaissance era and on (larger increases later on).

* Metal Working requires Construction.

* Railroad now requires Dynamite.

* Radar now requires Combustion.

* Globalization requires Computers, and the cost is increased.

* Computers require Radar.

* Particle Physics no longer requires Globalization (Space victory now possible without overlapping Diplomatic victory).

* Future Tech requires Globalization.

* Tech Aesthetics: moved Dynamite and all future technologies around by 1 position for better alignment.

Units/Combat

* Destroyers no longer start with extra sight.

* Extra Sight promotions are now lost with upgrade (Caravel).

* Great General promotion spawning effectiveness reduced by 50%.

* Mohawk Jungle/Forest bonus reduced to 25% from 50%.

* Gunship anti-armor promotions now work correctly.

* Jaguar now gets Woodsman promotion.

* Minuteman now start with Drill I.

* Mohawk Warriors no longer require Iron.

* Carriers no longer require Oil.

* Destroyer moved to Combustion.

* Mechanized infantry moves reduced from 4 to 3.

* Galley now upgrades to Trireme.

* Ironclad now upgrades to Battleship.

* +1 moves for Tank, Panzer, Modern Armor, with no sight penalty.

* Increased combat strength of siege weapons to 50% of their ranged strength, increased intrinsic city attack promotions (10%/30% -> 20%/50%).

* Increased Incan slinger combat strength slightly.

* Increased Crossbowman and Chu-Ko-Nu combat and ranged strength.

* Decreased Longswordsman, Fighter, Bomber, Guided Missile, Jet Fighter and corresponding UUs strength.

* Removed Mandekalu Cavalry city attack bonus promotion (but still has no penalty).

* Reduced Tank, Panzer, Modern Armor to lower tier city attack penalty (-25%, instead of -33%).

* Aztec Culture from kills now stacks with new Honor Policy branch opener for double Culture killing barbarians.

* Boosted Chariot Archer to strength 4 and ranged 7 (Egypt War Chariot as well).

* Drop combat value of Berserker and Huscarl to match Longswordsman.

[MODDING]

* Fixed a bug in Lua where "Events..Remove" was not behaving correctly.

* (Lua) Added GameEvents.CityCanBuyAnyPlot(ownerID, cityID) (TestAll)

* (Lua) Added GameEvents.CityCanBuyPlot(ownerID, cityID, plotX, plotY) (TestAll)

* (Lua) Added GameEvents.CityCanCreate(ownerID, cityID, projectTypeID); (TestAll)

* (Lua) Added GameEvents.CityCanMaintain(ownerID, cityID, processTypeID); (TestAll)

* (Lua) Added GameEvents.CityCanPrepare(ownerID, cityID, specialistTypeID); (TestAll)

* (Lua) Added GameEvents.CityCanTrain(ownerID, cityID, unitTypeID); (TestAll)

* (Lua) Added GameEvents.PlayerAdoptPolicy(playerID, policyTypeID); (Hook)

* (Lua) Added GameEvents.PlayerAdoptPolicyBranch(playerID, policyBranchTypeID); (Hook)

* (Lua) Added GameEvents.PlayerCanAdoptPolicy(playerID, policyTypeID); (TestAll)

* (Lua) Added GameEvents.PlayerCanAdoptPolicyBranch(playerID, policyBranchTypeID); (TestAll)

* (Lua) Added GameEvents.PlayerCanConstruct(playerID, buildingTypeID); (TestAll)

* (Lua) Added GameEvents.PlayerCanCreate(playerID, projectTypeID); (TestAll)

* (Lua) Added GameEvents.PlayerCanEverReseearch(playerID, techtypeID); (TestAll)

* (Lua) Added GameEvents.PlayerCanMaintain(playerID, processTypeID); (TestAll)

* (Lua) Added GameEvents.PlayerCanPrepare(playerID, specialistTypeID); (TestAll)

* (Lua) Added GameEvents.PlayerCanResearch(playerID, techTypeID); (TestAll)

* (Lua) Added GameEvents.PlayerCanTrain(playerID, unitTypeID); (TestAll)

* (Lua) Added GameEvents.TeamSetHasTech(teamID, techID); (Hook)

* It's now possible to have the tech tree "dead end" where the final technology is not repeatable.

* New graph datasets used by the replay viewer can be added by mods.

* Action Icons now use the database in the same way as other icons instead of using ActionIcons.lua.

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Poszukuje kogoś kto pomógłby mi przetestować czy moją wersją da się zagrać w multi. Chętnych proszę o kontakt na TSie.

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Civ 5 mi nie podeszła :/

Dlaczego? Przez to że na razie gra jest óle zoptymalizowana pod multi czy mechanika ci się nie podobó

Teraz nowy patch wiele zmienił.

Uważam że z każdym patchem gra zmierza w dobrym kierunku a jak wyjdą dodatki to na pewno civka rozwinie skrzydła.

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Rozwiązanie z surowcami fajne, ale gra ma za mało bajerów i jest skierowana do młodszej publiczności ( czyt. łatwiejsza taktycznie ) by zdobyć nową klientele. Imo jak się rozwijać to do przodu a nie do tyłu, dlatego wykasowałem po zagraniu paru gierek.

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Jak dobrze ze nei kupiłem :) ... i nie ściągałem ... w ogole nic nei wiem o tej grze... od miesiąca w nic kompletnie nie grałem :) Już zona mnie nawet goni do granai bo widzi ze zaczyn am kombinowac :)

Matteo, stary druhu, a co masz za wersję - "pożyczoną" co działa na multi? podziel się :)

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Troszkę się zorientowałem w temacie i sprawa wygląda tak.

Z TEGO linka można sobie ściagnąć działającą Civkę V. Problem w tym, że jest to jakaś wersja bez żadnego patcha, czyli z kimś kto ma oryginał nie pogramy bo oni maja najnowszą. Może, jeśli ktoś miałby tą samą wersję wtedy by się udało? Jest to jednak założenie hipotetyczne. Jeśli komuś by się nudziło i chciał jednak spróbować.

A»eby spróbować zagrać w multi trzeba:

1) Zainstalować to co dałem w linku wcześniej

2) Wrzucić cracka

3) Edytować plik steamclient.dll (w folderze z grą) używając np. notatnika i zamienić w nim SKIDROW na swój Username w Steamie – Screenshot

4) Włączyć Steam'a i zalogować się na to konto, które podało się w edytowanym pliku (na wszelki wypadek lepiej stworzyć nie powiązane z niczym, trzeba sobie tylko jakąś f2p grę ściagnąć, żeby móc friends'ów dodawać)

5) Włączyć Civ'kę i Multiplayer powinien być dostępny (błąd przy odpaleniu zignorować)

Co jednak zrobić żeby grać z tymi co mają aktualną wersję? Z tego co wyczytałem to trzeba by instalować kolejne SKIDROW UPDATE. Na chwilę obecną jest ich chyba 7 (wydaje mi się, że trzeba każdy po kolei choć ręki sobie uciąć nie dam). Chwilowo jednak nie wyszedł update, który aktualizowałby grę do wspominanego najnowszego patcha.

Dlatego najlepiej kupić oryginał jeśli komuś gra się, aż tak bardzo spodobała (chociaż nie wiem na ile stabilne jest już multi).

Edited by MaTteo

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Powstaje gra MMO z serii Civilization

Azjatyckie studio XLGames pracuje nad grą MMO z serii Civilization, którą od lat tworzy i rozwija z powodzeniem Sid Meier. Szczegóły projektu są na razie nieznane, ale wiemy, że producent energicznie poszukuje pracowników. To kolejna alternatywna odsłona popularnej „cywilizacjiâ€?, po ogłoszonej niedawno grze na Facebooka.

Kilka dni temu dowiedzieliśmy się o umowie podpisanej przez XLGames z firmą Take-Two Interactive, dotyczącej stworzenia wersji MMO jednej z marek wydawcy. Azjatyckie serwisy potwierdzają, że jest nią właśnie Civilization Online.

Na razie nie znamy żadnych informacji na temat gry, oprócz tego, że producent najwyraóniej poszukuje ludzi, którzy pomogą go zrealizować. Trudno powiedzieć czy sama gra będzie skierowana na międzynarodowe rynki.

Studio XLGames pracuje obecnie także nad innym projektem – MMORPG o nazwie ArcheAge, który korzysta z silnika CryENGINE 3. Współzałożycielem dewelopera jest Jake Song, czyli człowiek odpowiedzialny za takie tytuły jak Lineage i wieloletni pracownik firmy NCSoft.

http://www.gry-online.pl/S013.asp?ID=60778

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