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 Post subject: [Civ5]Civilization V
PostPosted: 21 Sep 2010, 18:03 
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Has no REAL life! (3017)
Soo, who's getting it? :mrgreen: I see more endless days immersed in this game coming and was wondering if anyone would be interested in kicking some MP games.

Also, the Demo is now available on Steam. Go go! :5:

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 22 Sep 2010, 15:49 
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Gonna be picking it up in October with a lot of other games too, looking forward to this one :4

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 27 Sep 2010, 13:27 
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Got this the other day, still trying to get used to it since its my first civ game, getting there slowly :lol:

I'd be interested in some multiplayer though at some point, shame play by e-mail isn't in this version though, sounded like a useful system :cry:


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 Post subject: Re: [Civ5]Civilization V
PostPosted: 27 Sep 2010, 16:13 
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Has no REAL life! (5288)
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I just started playing Civ IV + expansions and I don't really know whats going on, im winning on points by just putting settlers next to the big resources, having like 6 workers on auto work and just building wonders.

Is there like a campaign or something? Or even a tutorial, I don't know what most of the numbers mean :lol:

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 28 Sep 2010, 09:45 
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Has no REAL life! (3017)
Minimoose, stop playing on Settler difficulty level. :mrgreen:
As for a tutorial, no, there isn't one. But here's the link to the Civ5 manual. And you can always ask about stuff. :)

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 28 Sep 2010, 19:53 
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It definitly feels different that Civ4, but even with a lot of time played already Im not sure I cant say if its better or worse at the moment. Combat definitly feels better though, but removal of so many mechanics like religions leaves a bitter taste of dumbing down the game. And production feels incredible slow, though that lately improved for me through more experience.

And the next patches and mods will definitly improve the game further.


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 Post subject: Re: [Civ5]Civilization V
PostPosted: 28 Sep 2010, 21:12 
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Civilisation has been on a steady decline since the first one. Games go by far to quickly now... bloody playing online that spoiled it one playthrough should take a month minimum.

Inevitably though this bitterness will subside and I'll buy it at some point only to remember the joy of CIV become hooked before getting the original running again on dosbox.

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 28 Sep 2010, 21:47 
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[SpA]cardboard wrote:
Civilisation has been on a steady decline since the first one. Games go by far to quickly now... bloody playing online that spoiled it one playthrough should take a month minimum.

Inevitably though this bitterness will subside and I'll buy it at some point only to remember the joy of CIV become hooked before getting the original running again on dosbox.
Try the demo, from what i've seen in my humble opinion its not that bad

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 28 Sep 2010, 22:04 
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Has no REAL life! (3017)
I will accept mechanics such as religion and civics going down the drain. And games being shorter. I will take anything for this new combat system. Finally, it's no longer a mindless stack-click-to-attack. :5:
Also, finally, they uderstood Alpha Centauri had a couple of wonderful feats such as factions with personality, speeches for science discoveries and, hopefully some time soon, unit customization.
[SpA]cardboard wrote:
Civilisation has been on a steady decline since the first one.
You are exagerating. :)

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 28 Sep 2010, 23:40 
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[SpA]sebas wrote:
I will accept mechanics such as religion and civics going down the drain. And games being shorter. I will take anything for this new combat system. Finally, it's no longer a mindless stack-click-to-attack. :5:
Also, finally, they uderstood Alpha Centauri had a couple of wonderful feats such as factions with personality, speeches for science discoveries and, hopefully some time soon, unit customization.
[SpA]cardboard wrote:
Civilisation has been on a steady decline since the first one.
You are exagerating. :)
The game was always about more than combat, in the first game combat is clearly the least of your concerns and rightfully so, the idea that running a civilisation is nothing more than battles and land grabs is an idea of civilisation only the Americans aspire too. Combat killed one of the most perfect games ever produced as nuanced and complex as it appeared simple, it used to be about: management, politics, diplomacy, religion, development, resources, social policy, science and strategy. Its slowly becoming just another RTS

So no I'm not exaggerating at all CIV was amazing, CivII was a little less so, 3 and 4 were equally more disappointing than the last, CIV 5? maybe in a year I'll try it.

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 29 Sep 2010, 00:30 
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Has no REAL life! (3017)
[SpA]cardboard wrote:
the idea that running a civilisation is nothing more than battles and land grabs is an idea of civilisation only the Americans aspire too.
Not really. Look deep into history and you will see just how many civilizations and great empires fell to combat. In fact, you will notice that almost all empires crumbled at the end of wars. Just like many civilizations were wiped out as a result of them. War has always played a very big part in shaping the world.

Don't get me wrong, I understand you concern and as I said before, I don't like religion being taken out of the game. And a few others. Still, mindless unit stacking did no service to the series.

Anyway, it is your opinion and I'm not gonna argue it but I can't understand how you could say CIV was better than Civ2. Or CivIV for that matter.

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 29 Sep 2010, 08:22 
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[SpA]sebas wrote:
[SpA]cardboard wrote:
the idea that running a civilisation is nothing more than battles and land grabs is an idea of civilisation only the Americans aspire too.
Not really. Look deep into history and you will see just how many civilizations and great empires fell to combat. In fact, you will notice that almost all empires crumbled at the end of wars. Just like many civilizations were wiped out as a result of them. War has always played a very big part in shaping the world.
There was a great deal of sarcasm in my sentence and I hoping that there's a lot in yours too because your denying that Civilisation is nothing more than battles and land grabs, there's also. Your right that war is a part of civilisation, but its not what we remember Ancient Greece for or Ancient Egypt or many other cultures, also taking out historical prime cause number one for wars (religion) is a tragedy.

My point with all of this was focusing so much on war betrays the beauty of the game, that allows cultural sophistication and scientific achievement to ace militaristic dominance, there are other games if that's what you want. Civ (all of them) are deeper and more interesting than that that's why diplomacy has been in the game since the first. As for why the first is better, combat, game time and graphics have been since the 2nd game the things most consistently refined with the core mechanics (apparently up to this point) staying much as they were in CIV. Obviously focusing more on combat and making the game quicker are the two things that I dislike about the later games, so for me CIV will always be the best title in the series.

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 29 Sep 2010, 13:33 
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Im getting annoyed with Civ IV, trying to win without troops is ridiculous because there's always one faction who aren't your religion or whatever and send a stack of 4 billion units to come and take you down. Started a new game, spawned in the middle of everyone so now the only way I can survive is by spamming riflemen and shitty bollocking trebuchets to win. Also my culture is extreme and most of my enemies cities are like a ratio of 30% them and 70% my culture, and they never switch over or even riot, dick munchers. I guess now I'm going to have to spam spies x| When i was on 800 points, the next person was on 600 points, then 3 people started a war on me due to religion (one of them had even adopted my religion as their state religion and he still attacked me), now I'm 3rd in the rankings and 500 points behind the leader :(((((((((((((((((((((((((((((((((((( No one can actually keep hold of any of my cities though because the culture can never go anywhere, so I don't see how invading really works on this game! Also wonders do nothing at all in my experience.

Saying this, the game is very addicting.

I can't see how Civ IV games are short, I've been playing on a huge, single land mass (with some big lakes) and no one is close to finishing after like 8-10+ hours (havent kept track :D).

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 01 Oct 2010, 16:00 
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I recently bought civilization V, but i think it has been released far to soon.
There are so many problems, the 2k support forum has hit the 20 post a minute marker!

example:
Sli Support is not working.
The is a lot of trouble with the nvidea 3xxM videocards. ( Game's not working )
The is a lot of trouble with the intel HD videocards.
Hybird videocards support is not working.
Videocards overheating.
Many, Many, Many, Many, Many & Many... crash problems

Please check this forum before you buy the game: http://forums.2kgames.com/forums/forumdisplay.php?f=86
Digging even deeper through this support forum, I'm more confident that we are dealing with a product still in the test/development stage.

I feel like a beta-tester, but i love this game,... *




* if it works

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 08 Oct 2010, 08:56 
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Littlebit old news,.. Version 10.0.0.17 -> 1.0.0.20
Quote:
The major changes include:
Quote:
Modding - Installer and permissions fixes. Should address any
remaining mod download and install issues
Quote:
Full screen crash fix. Game will now restart in Windowed mode if
it cannot find a suitable full-screen resolution on first start.
Quote:
Hall of Fame now records data correctly when using a Windows
username with special characters.
Quote:
Fix for Puppet State production exploit.
Quote:
Misc crash fixes.

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 12 Oct 2010, 08:46 
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Jon Shafer Details Upcoming Patch
Jon Shafer, leader designer of Civ5, announced on the site Quarter to Three about the status of upcoming Civ5 development. In short, Shafer expects a "big update in a few weeks" that will address the interface and diplomacy, to name a few things. Here are some of his comments:

AI abilities

Hey guys. Just a quick update. Sorry for the recent absence, I've been traveling quite a bit lately.
Quote:
There are several things which we are looking at improving with Civ 5. Most of my time since getting back has been spent working on the interface, particularly with making more information accessible. These changes will go out with the next big update in a few weeks. The plan is also to make major revisions to the diplomacy system, and while I can't talk about the details yet, I think you all will find them an improvement. That will be added with an update later this year. Also included will be a number of AI upgrades.

Thanks to all who have purchased the game - the plan is definitely to continue improving the experience for everyone playing. The game isn't perfect, but we feel good about the foundation laid so far, and expect Civ 5 will stand up with every other game out there and continue to get better over time. I can ensure that I'll be working on Civ 5 as long as I'm able to.

Jon
Quote:
Just to clear some things up - on Prince the AI plays by almost the exact same rules as the human. It receives a marginal discount to unit gold and supply costs, but that's pretty much it. There's no cheating with construction, gold production, happiness, puppet rules, research agreements, visibility, combat odds or whatever else. It has basic insight into the total military strength of other players, but no more so than what's available to the human via the demographics screen.For anyone digging throught the XML files: there's actually a number of fields from Civ 4 which we never cleaned up, and some of them misrepresent what effects there are on various difficulty levels - so don't take all of those numbers as gospel. The values in the AI strategy files are for steering AI preferences, and have nothing to do with bonuses.
Quote:
If it seems like the AI has a lot more cities/happiness/units than the human at that level, it's merely that the AI focuses much more on those aspects of the game than a human does (perhaps too much so, in fact - at the expense of buildings and gold, in particular). One of our goals going forward is to shore up some of the biggest and most obvious AI deficiencies. The new rules added to Civ 5 pose a pretty big AI challenge, so we're spending as much time as possible working on this part of the game.
AI "cheating"
Quote:
On higher levels the AI gets bonuses to the production and generation of things like units, buildings, etc. and discounts to costs like maintenance, but it can never "snap its fingers" and make anything appear under any circumstances. How closely it has to obey the game rules does not change based on difficulty level. If an AI signed a RA agreement with someone, it meant they had the requisite gold (for at least one turn) - it may have gotten it from another player, from a goody hut, from disbanding something or even from losing out on a wonder (which they like to build). But it's always legit.
More @ Civfanatics

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 15 Oct 2010, 08:40 
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Quote:
2K Greg;1220127 :18 :18 :18 :18 :18 :18 :18 :18 :18
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 “open” 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 “always up” 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
  • “Installed” 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 “archer-like” 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 “glowing red orbs” 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)

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 20 Oct 2010, 11:13 
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Still no patch, But,..

25-10-2010 There will be two new DLC's out for the game. The “Mongols Civilization and Scenario Pack” and “Babylonian Civilization Pack. ” Price of the DLC's is € 3,49 each.

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 21 Oct 2010, 15:03 
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Pretty useless (87)
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No patch yet,...
(grrrrrrrr....... :evil: )

The patch will be available as early as the week of 10/18



10/20 UPDATE: Even more changes have been added to the list!
  • The Annex/Puppet/Raze popup now indicates how much extra Unhappiness will be assumed with each action. (new 10/14)
    If there are less than 5 buildings still needed to construct a National Wonder, the production popup tool-tip now lists which cities lack them. (new 10/20)
  • Added Yield & Culture tool-tip info to the production popup. (new 10/20)
  • Tweak information on the Global Politics tab in the Diplomacy Overview screen. (new 10/20)
  • Balance - Disbanding units now provides only 10% of their production cost in gold. (new 10/20)
  • Request – Enable “one more turn” button if you lose, but are still alive. (new 10/20)
  • Military – Defensive tactical AI update. When you are at war and threatening an enemy city, the AI will better utilize the garrison, as well as the surrounding terrain in defense of the target city. (new 10/20)

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 22 Oct 2010, 18:20 
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Pretty useless (87)
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http://store.steampowered.com/news/4528/

The Patch has been deployed
:4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4
:4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4
:4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4
:4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4
:4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4
:4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4
:4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4 :4

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 22 Oct 2010, 18:22 
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GRRRRRR..... Still not working!
:evil: :evil: :evil:

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 29 Oct 2010, 10:55 
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Nvidia made a special driver update's for Civ5:
It's now working on Hybrid an SLI Systems
:5:

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 25 Dec 2010, 06:34 
I started with CIV III. I like CIV 3 i like CIV V but they aren't anything great. Not worth $100 IMO. My SKiDROW copy does me just fine.


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 Post subject: Re: [Civ5]Civilization V
PostPosted: 08 Jan 2011, 14:42 
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Planitia wrote:
I started with CIV III. I like CIV 3 i like CIV V but they aren't anything great. Not worth $100 IMO. My SKiDROW copy does me just fine.
If I were a mod on this forum, I'd have kicked your sorry ass out of here for this statement (The SKiDROW part). Both games can be bought off ebay for a total of 30$ with shipping and they are WELL worth it (although my fav. Civ ever is and will be Civ II).

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 08 Jan 2011, 14:44 
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Has no REAL life! (4896)
If I was a mod, I'd kick his sorry ass out simply cause he's a tool.

And that is why I'm not a mod.


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 Post subject: Re: [Civ5]Civilization V
PostPosted: 21 Jan 2011, 06:21 
kattoo wrote:
Planitia wrote:
I started with CIV III. I like CIV 3 i like CIV V but they aren't anything great. Not worth $100 IMO. My SKiDROW copy does me just fine.
If I were a mod on this forum, I'd have kicked your sorry ass out of here for this statement (The SKiDROW part). Both games can be bought off ebay for a total of 30$ with shipping and they are WELL worth it (although my fav. Civ ever is and will be Civ II).
0.o I'm buying it.
[SpA]DrMcMoist wrote:
If I was a mod, I'd kick his sorry ass out simply cause he's a tool.

And that is why I'm not a mod.
Great... Now I'm a fucking tool.

Is there any form of redemption?


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 Post subject: Re: [Civ5]Civilization V
PostPosted: 21 Jan 2011, 19:53 
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Planitia wrote:
Is there any form of redemption?
Some people just have to learn things the hard way it would seem.

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 Post subject: Re: [Civ5]Civilization V
PostPosted: 22 Jan 2011, 03:25 
[SpA]Hafnium wrote:
Planitia wrote:
Is there any form of redemption?
Some people just have to learn things the hard way it would seem.
so... Forever a tool?


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 Post subject: Re: [Civ5]Civilization V
PostPosted: 22 Jan 2011, 03:55 
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Has no REAL life! (4896)
Planitia wrote:
so... Forever a tool?


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