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Thema: Neues Update am 25. Juni 2020

  1. #31
    sempai02
    Gast
    Ich sollte echt mal die Szenarien von Civ 6 spielen. Hab ich bisher noch nie gemacht .

  2. #32
    Auf einem Auge blöd Avatar von 74er
    Registriert seit
    20.10.03
    Beiträge
    6.917
    seit gestern sind 11 neue Achievements sichtbar, diese beziehen sich wohl alle aufs erweiterte Red-Death-Szenario:

    Der Zahn der Zeit
    Wanderer - Erkundet in mehreren Spielen 30 Stadtruinen.

    Erfahrung ist alles
    Prepper - Verdient in mehreren Spielen 5 Beförderungen mit 5 Einheiten.

    Es lebt!
    Verrückte Wissenschaftler - Heilt in mehreren Spielen insgesamt 1.000 Trefferpunkte.

    Die Hoffnung stirbt zuletzt
    Werdet im Szenario 'Der rote Tod' 5-mal besiegt.

    Aus tiefster Finsternis
    Mutanten - Greift aus der Roter-Tod-Zone 20-mal eine Einheit außerhalb der Roter-Tod-Zone an.

    Schrumpelig
    Piraten - Verbringt in mehreren Spielen insgesamt 50 Runden im Wasser.

    Sauer?
    Grenzkämpfer - Verleitet feindliche Fraktionen in mehreren Spielen 5-mal dazu, Trauergeschenke auszulösen.

    Ewig hungrig
    Kultisten - Tötet 10 Einheiten mit dem Unsterblichen Auge.

    Aus Überzeugung
    Enthusiasten - Verwundet in mehreren Spielen 5 Zivilisten mit Ave Marias, ohne sie zu töten.

    Sind Zombies in der Nähe?
    Zombie-Bestienmeister - Erzeugt 30 Zombiehorden durch Einheiten-Elimination.

    Aus den Augen, aus dem Sinn
    Aliens - Greift 20-mal getarnt an.

  3. #33
    CIV6 Wissenschaftler Avatar von Junky
    Registriert seit
    19.04.06
    Beiträge
    2.055
    Wann wird das Update kommen zu Mitteleuropäischer Zeit?

  4. #34
    *Platz für Ihre Werbung* Avatar von Maximo der X-te
    Registriert seit
    04.02.11
    Beiträge
    9.650
    Laut Steam 10am PT, macht 19 Uhr.
    Alle meine Aussagen sind falsch, auch diese hier.

  5. #35
    ...dankt für den Fisch! Avatar von luxi68
    Registriert seit
    24.02.02
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    SG - Burg
    Beiträge
    32.373
    Ca. 80 MB ist der Download.

    Hier die Patchnotes auf englisch:

    Achtung Spoiler:
    [NEW FEATURES]

    [PC ONLY]

    Red Death - Season 2

    New Playable Factions

    o Aliens – They’ve always been here… watching from the shadows - The Alien faction specializes in camouflage technology allowing them to turn invisible and ambush their enemies or escape dangerous situations. They also have health regeneration upping their survivability in any given skirmish.

    o Zombies – Civilization’s undead rise for humanity’s final moments - The Zombie faction replaces all combat units with Zombie Hordes. These units can’t heal normally and take damage over time. Zombie Hordes instead will heal and gain additional Zombie units when an enemy unit is defeated or by exploring City Ruins, Raider Camps, and Supply Drops.

    Faction Unique Abilities - Every faction, both old and new, has been outfitted with a unique ability.

    o Aliens – Xenological Camouflage: All units can use Xenological Camouflage to become invisible to most units. Adjacent enemy units can see Camouflaged units. Initiating an attack deactivates Camouflage.

    o Cultists – The Undying Eye: Cultists start the game with a crippled GDR. The GDR starts damaged and does not heal or gain experience normally. The GDR instead earns promotions when units sacrifice themselves to it. These promotions can then be used to return the GDR to full operation status.

    o Borderlords – Grieving Gift: Deploy a fake supply drop to a given location on the next turn. If another player pops the supply drop, it triggers an explosion at that location.

    o Jocks – Hail Mary: Small tactical nuke that can be launched from any combat unit. Has a smaller blast radius of 1 hex.

    o Mutants – Radiant Personalities: Mutants that start their turn in the Red Death absorb 8 Radiation Charges per turn. They spread Red Death to non-Red Death hexes automatically for 1 Radiation Charge per hex. Mutant units do not take fallout damage from mutant spread Red Death.

    o Preppers – Improvised Traps: Units can build the Improvised Trap that causes damage and the loss of a movement point to any unit that moves onto it. Preppers get 5 Improvised Traps per visit to an unexplored City Ruins, Raider Camp, and Supply Crate. Improvised Traps are invisible to non-Prepper factions.

    o Pirates – Buried Treasure: Pirates start the game with a Treasure Map to a buried treasure location indicated on their minimap. When a pirate unit of that player reaches the treasure location, the pirate is granted a unit and a new treasure map.

    o Mad Scientists – Defensive Inertial Shielding: All units can deploy shielding that provides a +10 combat strength while defending. While shielded, the unit has immunity to WMD Blast, Red Death, and Water Poisoning Damage

    o Wanderers – Road Vision: Grants active visibility on all previously revealed terrain.

    o Zombies - Barely Weaponized Zombies (Passive): Killing a non-zombie enemy unit creates more Zombie Hordes. Zombie Hordes do not suffer combat penalties when damaged. City Ruins, Raider Camps, and Supply Drops grant additional Zombie Hordes instead of traditional units.
    Observer Mode – Upon defeat, players can now activate Observer Mode to watch the remainder of the match. Chat from players using Observer Mode will be hidden to remaining players.
    You hear that? That’s the wasteland wind. Civilization VI’s narrator joins the Red Death as game commentator!
    Additional quality of life and AI improvements implemented.
    Kick Voting
    Players now have the option to boot uncivilized players from their multiplayer games. A vote can be initiated through the in-game chat panel.

    [BALANCE/POLISH]

    Items in the list below apply to the Gathering Storm ruleset only.

    Natural Wonders
    Eye of Sahara: +2 Production and +1 Science base yield while still providing +3 Science and +1 Production once the game reaches the Atomic Era.
    Yosemite: Additional +1 Food while still providing +1 Gold, +1 Science, and +2 Appeal to adjacent tiles.
    Cliffs of Dover: +4 Appeal to adjacent tiles and still provides +3 Culture and +2 Gold for land tiles. (Before just+2 Appeal.)


    Religion/Beliefs
    (NEW) Sacred Places – Founder: +2 Science, Culture, Gold and Faith for each city following this Religion that has a World Wonder.
    (NEW) Holy Waters – Enhancer: Increases Healing of your religious units by +10 in Holy Site districts belonging to cities with your majority religion, or any adjacent tiles.
    Lady of the Reed and Marshes – Pantheon: +2 Production from Marsh, Oasis, and Desert Floodplains. (Before just +1 Production from Marsh, Oasis, and Desert Floodplains.)
    Dar-e Mehr – Worship: This building is no longer pillaged by Environmental Effects. Still provides +3 Faith and +1 additional Faith for each Era since constructed or last repaired.
    Gurdwara – Worship: Grants +1 Housing, +3 Faith, and +2 Food. (Before just +3 Faith and +2 Food.)
    Pagoda – Worship: +3 Faith and +1 Favor (Before +3 Faith and +1 Housing)
    Feed the World – Follower: Shrines and Temple provide +3 Food and +2 Housing each. (Before Shrines and Temples provided Food equal to their Faith output.)
    Religious Community – Follower: International Trade Routes provide +1 Gold for every Temple and Shrine in the origin city. (Before Shrines and Temples each provided +1 Housing.)
    Warrior Monks – Follower: Spending Faith to train Warrior Monks. Also, Culture Bomb adjacent tiles when completing a Holy Site. (Before only allowed spending to train Warrior Monks.)
    Work Ethic – Follower: Holy Site district’s Faith adjacency bonus provides production as well. (Before just +1% Production for each follower up to 15%)
    Church Property – Founder: Removed
    Cross-Cultural Dialogue - Founder: +1 Science for every 4 followers. (Before +1 Science for every 5 followers of this Religion in other civilizations.)
    Pilgrimage – Founder: +2 Faith for each city following this Religion. (Before +2 Faith for every city following this religion in other civilizations and City-States.)
    Tithe – Founder: +3 Gold for each city following the Religion. (Before +1 Gold for every 4 followers of this Religion.)
    World Church – Founder: +1 Culture for every 4 followers of this Religion. (Before +1 Culture for every 5 followers of this Religion in other civilizations.)
    Burial Grounds – Enhancer: Removed


    [MISC]

    Play-By-Cloud functionality restored for all players.
    Various crash and performance improvements implemented.
    Additional general bug fixes and polish.
    .
    Somewhere over the rainbow...
    ...there's no place like home.

    Judy Garland, The Wizard Of OZ

    Ci[Wii]lization @ 1292 6114 9198 7307

  6. #36
    Registrierter Benutzer Avatar von Leponex
    Registriert seit
    06.10.15
    Ort
    Wien
    Beiträge
    228
    Sollte dabei nicht auch etwas von Äthiopien stehen???

  7. #37
    ...dankt für den Fisch! Avatar von luxi68
    Registriert seit
    24.02.02
    Ort
    SG - Burg
    Beiträge
    32.373
    Nö, Äthiopien gibt es erst mit dem nächsten DLC des New-Frontier-Passes im Juli.
    .
    Somewhere over the rainbow...
    ...there's no place like home.

    Judy Garland, The Wizard Of OZ

    Ci[Wii]lization @ 1292 6114 9198 7307

  8. #38
    schwarz weiß Avatar von Rorschach
    Registriert seit
    25.02.02
    Ort
    Ruhrgebiet
    Beiträge
    5.951
    Schöne Anpassung, allerdings finde ich Tithe/Church Property etwas zu stark.

    €: Und Holy Waters viel zu schwach.
    ...und wartet im Grunde einzig und allein darauf, dass es vorbei ist, weil jemand gewonnen hat.

  9. #39

  10. #40
    CIV6 Wissenschaftler Avatar von Junky
    Registriert seit
    19.04.06
    Beiträge
    2.055
    Im aktuell laufenden Stream haben sich die Entwickler einen echten Fauxpass geleistet. Sehr charmant.
    Red Death Modus und dann den einzigen Siedler ungeschützt umhergezogen und dann wurden sie von einem Barbar gefangen genommen. Bämm. Spiel verloren.

  11. #41
    Registrierter Benutzer
    Registriert seit
    16.02.19
    Beiträge
    197
    Na Gott sei Dank, endlich haben die Zocker wieder was Neues zu spielen, wurde ja schon langweilig.
    Geändert von Lempio (25. Juni 2020 um 21:31 Uhr)

  12. #42
    Registrierter Benutzer Avatar von CRoyX76
    Registriert seit
    29.01.18
    Ort
    München
    Beiträge
    7.194
    Zitat Zitat von luxi68 Beitrag anzeigen
    Ca. 80 MB ist der Download.

    Hier die Patchnotes auf englisch:

    Achtung Spoiler:
    [NEW FEATURES]

    [PC ONLY]

    Red Death - Season 2

    New Playable Factions

    o Aliens – They’ve always been here… watching from the shadows - The Alien faction specializes in camouflage technology allowing them to turn invisible and ambush their enemies or escape dangerous situations. They also have health regeneration upping their survivability in any given skirmish.

    o Zombies – Civilization’s undead rise for humanity’s final moments - The Zombie faction replaces all combat units with Zombie Hordes. These units can’t heal normally and take damage over time. Zombie Hordes instead will heal and gain additional Zombie units when an enemy unit is defeated or by exploring City Ruins, Raider Camps, and Supply Drops.

    Faction Unique Abilities - Every faction, both old and new, has been outfitted with a unique ability.

    o Aliens – Xenological Camouflage: All units can use Xenological Camouflage to become invisible to most units. Adjacent enemy units can see Camouflaged units. Initiating an attack deactivates Camouflage.

    o Cultists – The Undying Eye: Cultists start the game with a crippled GDR. The GDR starts damaged and does not heal or gain experience normally. The GDR instead earns promotions when units sacrifice themselves to it. These promotions can then be used to return the GDR to full operation status.

    o Borderlords – Grieving Gift: Deploy a fake supply drop to a given location on the next turn. If another player pops the supply drop, it triggers an explosion at that location.

    o Jocks – Hail Mary: Small tactical nuke that can be launched from any combat unit. Has a smaller blast radius of 1 hex.

    o Mutants – Radiant Personalities: Mutants that start their turn in the Red Death absorb 8 Radiation Charges per turn. They spread Red Death to non-Red Death hexes automatically for 1 Radiation Charge per hex. Mutant units do not take fallout damage from mutant spread Red Death.

    o Preppers – Improvised Traps: Units can build the Improvised Trap that causes damage and the loss of a movement point to any unit that moves onto it. Preppers get 5 Improvised Traps per visit to an unexplored City Ruins, Raider Camp, and Supply Crate. Improvised Traps are invisible to non-Prepper factions.

    o Pirates – Buried Treasure: Pirates start the game with a Treasure Map to a buried treasure location indicated on their minimap. When a pirate unit of that player reaches the treasure location, the pirate is granted a unit and a new treasure map.

    o Mad Scientists – Defensive Inertial Shielding: All units can deploy shielding that provides a +10 combat strength while defending. While shielded, the unit has immunity to WMD Blast, Red Death, and Water Poisoning Damage

    o Wanderers – Road Vision: Grants active visibility on all previously revealed terrain.

    o Zombies - Barely Weaponized Zombies (Passive): Killing a non-zombie enemy unit creates more Zombie Hordes. Zombie Hordes do not suffer combat penalties when damaged. City Ruins, Raider Camps, and Supply Drops grant additional Zombie Hordes instead of traditional units.
    Observer Mode – Upon defeat, players can now activate Observer Mode to watch the remainder of the match. Chat from players using Observer Mode will be hidden to remaining players.
    You hear that? That’s the wasteland wind. Civilization VI’s narrator joins the Red Death as game commentator!
    Additional quality of life and AI improvements implemented.
    Kick Voting
    Players now have the option to boot uncivilized players from their multiplayer games. A vote can be initiated through the in-game chat panel.

    [BALANCE/POLISH]

    Items in the list below apply to the Gathering Storm ruleset only.

    Natural Wonders
    Eye of Sahara: +2 Production and +1 Science base yield while still providing +3 Science and +1 Production once the game reaches the Atomic Era.
    Yosemite: Additional +1 Food while still providing +1 Gold, +1 Science, and +2 Appeal to adjacent tiles.
    Cliffs of Dover: +4 Appeal to adjacent tiles and still provides +3 Culture and +2 Gold for land tiles. (Before just+2 Appeal.)


    Religion/Beliefs
    (NEW) Sacred Places – Founder: +2 Science, Culture, Gold and Faith for each city following this Religion that has a World Wonder.
    (NEW) Holy Waters – Enhancer: Increases Healing of your religious units by +10 in Holy Site districts belonging to cities with your majority religion, or any adjacent tiles.
    Lady of the Reed and Marshes – Pantheon: +2 Production from Marsh, Oasis, and Desert Floodplains. (Before just +1 Production from Marsh, Oasis, and Desert Floodplains.)
    Dar-e Mehr – Worship: This building is no longer pillaged by Environmental Effects. Still provides +3 Faith and +1 additional Faith for each Era since constructed or last repaired.
    Gurdwara – Worship: Grants +1 Housing, +3 Faith, and +2 Food. (Before just +3 Faith and +2 Food.)
    Pagoda – Worship: +3 Faith and +1 Favor (Before +3 Faith and +1 Housing)
    Feed the World – Follower: Shrines and Temple provide +3 Food and +2 Housing each. (Before Shrines and Temples provided Food equal to their Faith output.)
    Religious Community – Follower: International Trade Routes provide +1 Gold for every Temple and Shrine in the origin city. (Before Shrines and Temples each provided +1 Housing.)
    Warrior Monks – Follower: Spending Faith to train Warrior Monks. Also, Culture Bomb adjacent tiles when completing a Holy Site. (Before only allowed spending to train Warrior Monks.)
    Work Ethic – Follower: Holy Site district’s Faith adjacency bonus provides production as well. (Before just +1% Production for each follower up to 15%)
    Church Property – Founder: Removed
    Cross-Cultural Dialogue - Founder: +1 Science for every 4 followers. (Before +1 Science for every 5 followers of this Religion in other civilizations.)
    Pilgrimage – Founder: +2 Faith for each city following this Religion. (Before +2 Faith for every city following this religion in other civilizations and City-States.)
    Tithe – Founder: +3 Gold for each city following the Religion. (Before +1 Gold for every 4 followers of this Religion.)
    World Church – Founder: +1 Culture for every 4 followers of this Religion. (Before +1 Culture for every 5 followers of this Religion in other civilizations.)
    Burial Grounds – Enhancer: Removed


    [MISC]

    Play-By-Cloud functionality restored for all players.
    Various crash and performance improvements implemented.
    Additional general bug fixes and polish.
    danke für die Info Luxi

  13. #43
    Registrierter Benutzer Avatar von Fry3k
    Registriert seit
    08.10.15
    Ort
    Ländle
    Beiträge
    793
    Hat jemand anderes auch Probleme mit häufigen Abstürzen seit dem Juni-Update? Bei mir friert es oft beim Abschluss der Runde ein, falls ich während der Simulation der anderen KI-Parteien auf eine Einheit o.ä. klicke.
    CiVI PBC laufend: Tournament 2021 | 42 | 39 | 35 | 33 | 32
    CiVI PBC beendet (Platzierung): Tournament 2020 (HF) | 14 | 13 | 1 | PBEM 43 (2.)
    CiV PBEM beendet (Platzierung): 283 (5.) | 279 (2.) | 275 (6.) | 271 (3.) | 268 (2.) | 265 (5.) | 264 (3.) | 260 (3.) | 258 (6.) | 244 (DNF) | 242 (2.) | 238 (5.)

  14. #44
    Moderator Avatar von viktorianer
    Registriert seit
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    Berlin
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    14.912
    Mods?


    MP live streams | Civ6: Civ 6 - Allgemeines und Civ 6 Strategien-FAQ | PBEM-Tool : PBEM1 - Russland PBC6 - Ägypten+Sumerien PBC18 - Cree PBC19 - Australien

    Amateurastronomie Blog

    "Eine überragende Kultur kann nicht von außen her erobert werden, so lange sie sich nicht von innen her selbst zerstört hat"

  15. #45
    Registrierter Benutzer Avatar von Fry3k
    Registriert seit
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    793
    Nur der "Civ 5 Environment Skin" (Texture Pack). Alle anderes sind deaktiviert. Muss man noch mehr machen als sie im Spiel zu deaktivieren?
    CiVI PBC laufend: Tournament 2021 | 42 | 39 | 35 | 33 | 32
    CiVI PBC beendet (Platzierung): Tournament 2020 (HF) | 14 | 13 | 1 | PBEM 43 (2.)
    CiV PBEM beendet (Platzierung): 283 (5.) | 279 (2.) | 275 (6.) | 271 (3.) | 268 (2.) | 265 (5.) | 264 (3.) | 260 (3.) | 258 (6.) | 244 (DNF) | 242 (2.) | 238 (5.)

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