 |
|
Theseus

|
 |
The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:32
|
|
I'm with Dom... KISS.
Really, I can't stress this enough: C3C is a whole new beast; patch stuff is as yet uncertain (i.e., barbs, AI Armies, naval bombardment, etc.); we haven't played an AU game in HOW LONG?; etc.
While I appreciate the diligence in seeking out elements of the game that need improvement, I think we should stick to the broad brush strokes in a certain way (e.g., gameplay visible changes), while exploring advanced subtleties in another (e.g., preferences and flags).... most importantly, lock it down and PLAY THE NEW AU GAME! 
|
|
|  |
 |
|
Dominae
|
|
I'm pretty happy with version 1.00 (and 1.01b) of the mod. Good job everyone! However:
quote:
Philosophy:
1. Not required for era advancement
2. Removed half the cost of the Republic, and added it to Philosophy.
|
This is pretty bad. Let's see:
a. It does not increase strategic options, because it's still the best move to rush for Philosophy and get a free tech on the way to Republic (Code of Laws).
b. It does not really help the AI, because all it does is slow the human player down. The AI will still not compete for Philosophy. If anything, it will reach the Medieval era faster and start on that tree, increasing the time it's not in Republic.
c. It does not preserve the feel of the stock game, for rather obvious reasons.
d. It does nothing else the AU mod was designed to do.
Although I admit there's a problem with Philosophy being too strong, I would rather we just had left it the way it is than play cut and paste with the tech tree (and still fail to solve the problem).
Dominae
|
|
|  |
 |
|
donZappo
|
|
Is there something easy to pull out of 1.02 to use in 1.01b in order to have the right graphics?
EDIT: Nevermind, I found it. It's pretty easy to implement so I'm surprised that you didn't throw it into the "flavors" mod already.
-donZappo
Last edited by donZappo on 24-01-2004 at 06:26
|
|
|  |
 |
|
ducki
|
|
So is there a change needed in the biq or will both mods automagically find it?
|
|
|  |
 |
|
Fosse
|
|
U.S.A.
Mar 2002 time: 23:32
|
|
Could the old .txt readme files be included with the zips in future versions? Those were nice because they carried a brief description of the change and the reasons why, which meant that people like me who only follow some of the discussions won't have to root through dozens of posts to find the reasons why.
Great job on the mod, and I'm looking forward to starting the first game. Thanks for the work.
Regards,
Fosse
|
|
|  |
 |
|
ducki
|
|
Actually, Fosse, I think the top of this thread details all the current changes, but I agree, a readme would be a nice bonus.
Also agree with Theseus, especially since the rank voting system was very difficult to follow and tell which proposals were doing well(versus the simple Yes/No votes).
|
|
|  |
 |
|
Cryptor
|
|
When will the next release be by the way? Are you going to wait til the next AU game or continue releasing as new changes are approved. I was wondering whether I should wait for the next release, or mod in the build option changes and my own changes, which together are close to a mod themselves.
|
|
|  |
 |
|
ducki
|
|
quote: Originally posted by alexman
The AU mod's goal is to improve the game, while still preserving stock feel. |
This is, IMO, the most subjective part of the mod. If you read through some of the threads on the C3C mod changes, it becomes apparent that there are a lot of different opinions on what "stock feel" is and how much deviation is too much.
For that reason alone, I am glad we have a panel now, so that there is a spread of that subjective "what is stock feel" instead of just 1 or 2 decisionmakers.
Personally, I think we've succeeded thus far - by the same token, I think you'd have to be fairly extreme to alter the inherent feel of the game, mostly because the design is so good, it's hard to **** it up unless you really try. 
|
|
|  |
 |
|
Risa
|
|
Oh my GOD!
*calm down, calm down*
I can say nothing now. Just a few more days...
|
|
|  |
 |
|
sabrewolf

|
 |
turicum, helvetistan
Jun 2002 time: 06:32
|
|
dominae:
i wouldn't be surprised if that (urgently needed) change won't be implemented.
removing and changing requirements is an editor-related thing, while the decision, which techs get chosen, is a programming-related modification.
for the same reason the corruption issue hasn't been touched.
the philosophy issue maybe also wasn't taken on, because the community hasn't managed to unanimously agree on a solution (random tech, no tech, cheapest tech, make it optional, change cost, etc).
i think the only real programming currently done for multiplaying...
i hope that lastest the june patch will have everything else 
|
|
|  |
 |
|  |
 |
|
ducki
|
|
I don't think the community will ever agree on a solution to ToE and Philo because there are so many different types of players that want a different experience. Lack of consensus would lead me to a more flexible/robust editor and/or game options screen. Or a "mini" editor for folks that want to change a couple of rules/setting but are intimidated by the editor - I know I'm intimidated, but part of that is the nature of most editors these days - short on docs, a GUI that is all "business", etc. Maybe they could release the editor's API and then a lot of these issues with too many solutions could be handled by the community with a secondary rules/options editor geared toward the more casual players instead of us codemonkeys/geeks.
I don't imagine this rumor is "public" anywhere, eh? Like a Jesse/Tavis post somewhere? (Hey, I can dream, can't I?)
Thanks for the pseudo-news, alexman!
|
|
|  |
 |
|
Aqualung71
|
 |
Lord Desolator of the Desolation Row, C3CDG
Oct 2002 time: 12:32
|
|
What happened to 1.16 and 1.17? Or have I been asleepatthewheel?
Anyway, great news - I think the AU Mod to Motorized Transportation was brilliant: it managed to be logical, very subtle, astoundingly simple, while extending strategic depth!
On the other hand, I'm ambivalent towards scrapping Radio. I'm not sure how adding the Electronics requirement to AF will make humans research it more if it's still optional. After all, it currently requires Radio which will now be scrapped, so no net change there. Not sure about other players, but for me Radar Towers come way too late to be of much use, and during invasions they are the first thing I bombard before sending in the ground forces. Still, the AI uses them so to the extent they make the AI more competitive that's good. So, want humans to research it? Make it required.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:32. Apolyton Time is 00:32. |
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
|
|
|
|
|
|