 |
|
Traelin
|
|
Miami, FL, US
Nov 2001 time: 00:31
|
|
quote: Originally posted by vmxa1
It is hard to say. I don't know if they are trading or getting free tech from being first. Some civs are way behind, some are doing fine.
Maybe someone running a debug game can speak to that. |
Sheesh in my current game (Emperor) I discovered the latter 1/3 of the the IA and entire MA first, yet I still didn't get a SGL. I wonder what the probability is of getting one?
|
|
|  |
 |
|
Mad Bomber
|
 |
Columbus, Ohio
Nov 2002 time: 00:31
|
|
quote: Originally posted by joncnunn
1A. US also at war with Germany; off map resources of the US assumed to be going towards European front (Remember that the US decieded upon Germany first.)
The fact that is Japan had won Midway won have led to a reallocation of production that was headed to Europe to the Pacific instead until that is resolved is outside the scope of a scenerio focusing on the pacfic.
1B. Duh, US cities on the west cost in the 1941 weren't well developed, especally compared to the east.
1C. Historically accurcute. UK was if anything withdrawing units from that theatre in 1942.
rest of 1: No comment, haven't played the conquest yet.
2. There is a multi-player version of the conquest and it does have accel prod on.
3. Build them yourself if you want them. I think that having very few worker units in Dec 1941 is historically accurate for the US. The CBs had to be mobilized (represented in the game by building them) as well. As I recall, the Roman Legion UU can build roads in that conquest.
|
1. The actual resources of the US were split approx 50-50 vis-a-vis the respective theater, however only 10-15% of the US is shown (and as you point out the LEAST developed part). San Francisco was the MOST developed city on the west coast but it is the one city lacking a factory? Finally the entire Atlantic fleet (3 Carriers, 8 BB & 15 CA as well as numerous destroyers) are not even depicted in the game even though most of these ships played major (several even critical) roles in the Pacific war (only the Carrier Ranger and the Battleship Arkansas remained in the Atlantic for the entire length of the war. )
Finally most ships were built on the east coast and were sent to the pacific via the panama canal; including every Fleet Carrier and every Battleship serving in WW2. And to top it all off the US has to research Amphibious warfare even though the US marines have been conducting amphibious invasions since the Mexican-American war. As for the Brits they are historically modeled but an unsatisfactory option to play
On whole I am simply unimpressed with the design, the scope, the flagrent inacuracies and the absurd play of the scenerio, the only way this scenerio could be fixed is to completely overhaul it, which, despite my desire to do so, I lack the modding expertise for.
The comment on wokers is related to all scenerios, sure I can build them, but most of the scenerios are designed as a unit production game with too limited means to roduce them adequately. Most scenerios have 10-12 cities, but less than 5 workers. In games that I play I build at least 1 worker per city, and usually many more. Then the tiles that have already been worked have usually been done poorly and have to be redone.
|
|
|  |
 |
|
ShadeRage
|
|
My main complaints are: 1. From what i can tell you can no longer trade maps with other countrys like in the original civ3
2. Seems like none of the new wonder show up in the city view
3. Seems like resources are really scarce compared to the original civ3
|
|
|  |
 |
|
Selanne
|
|
Winnipeg, Canada
Nov 2001 time: 05:31
|
|
Sigh another bug in the map editor. All the overlays (barbarian huts, irrigiation, mines etc) but not rivers have disapperared from all my maps. They're there, but they are invisible in the editor but not in the game.
|
|
|  |
 |
|
Greg1
|
|
My biggest beef is that, as with earlier versions of the game, the editor doesn't give me access to animations that aren't in the main game, even if they are in the scenarios. For instance, if I want to build a scenario using the warrior monk unit from the Sengoku Japan scenario, I'm out of luck (unless I learn how to program). I get the option of having a new unit represented in the city screen by the warrior monk icon, but bizarrely, choosing that icon doesn't give me the associated animation when the unit is built, but a crash instead. Grr!
How hard would it have been to tie the icons to the associated animations? Indeed, why bother to make the icons available if they *aren't* going to be tied to the associated animations?
|
|
|  |
 |
|
Boris Godunov
|
 |
Portland, OR
Aug 2001 time: 00:31
|
|
quote: Originally posted by Greg1
My biggest beef is that, as with earlier versions of the game, the editor doesn't give me access to animations that aren't in the main game, even if they are in the scenarios. For instance, if I want to build a scenario using the warrior monk unit from the Sengoku Japan scenario, I'm out of luck (unless I learn how to program). I get the option of having a new unit represented in the city screen by the warrior monk icon, but bizarrely, choosing that icon doesn't give me the associated animation when the unit is built, but a crash instead. Grr!
How hard would it have been to tie the icons to the associated animations? Indeed, why bother to make the icons available if they *aren't* going to be tied to the associated animations? |
You're mistaken--you can have the animations for those units. It is, however, a bit of a tedious process. After you add them in the editor, you have to go into the pediaicons.txt and civilopedia.txt files and add entries for them, and you have to link to the proper scenario folder from the scenario properties screen.
|
|
|  |
 |
|
mimi
|
|
Where Moose are Meat
Feb 2002 time: 01:31
|
|
Yep... I have a complaint.
Marshes.
Marshes = Tedium
And what, really, is the point of all these new terrain features? Seems like a waste of energy. Why not just increase the frequency of, say, cows and not spend time programming sugar or tobacco or whatever the heck else is there. (Don't even know what they do since it's rather rare I see them through the marshes I live in.)
|
|
|  |
 |
|
Snotty
|
|
I was told not to use regicide against the AI when playing PTW because it did not understand the victory conditions.
Has this been addressed in conquests?
I was just playing the medeaval conquest as the danes. I felt like a good pillage and so started harrassing the french coast. I battered one city down and its final defender was its king unit. I had to wait until next turn to attack again.
I expected the AI to flee with its valueable king unit as it would be certain death to stay against my unharmed vetern berserks. Only the AI didnt flee with its unit. It just stayed there.
If you are going to make conquests that have AI king units then you have to tweak the AI so it knows how best to use them.
|
|
|  |
 |
|
Snotty
|
|
In the Napoleon conquest the British city of Gibraltar seems to be founded on plains. I was expecting it to be based on hills at least, or maybe even on a mountain. The defense bonus would be accurate, and it could still perform its important port functions.
|
|
|  |
All times are GMT. The time now is 05:31. Apolyton Time is 00:31. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|