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Kuciwalker
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of Schmooism
Feb 2001 time: 00:32
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quote: Originally posted by WarpStorm
Not necessarily. A height field doesn't have to be a tile system (unless you really stretch the definition of a tile system). I've seen terrain using an irregular triangular network in the past. |
I'm not sure what RTS's you've played, but Ao* (dunno about Mythology, never played it) and C&C:* all use a "hidden" tile-based system. Even in RA2 and C&C:Generals, the "height" system has virtually zero game effect (it's mostly graphical). The RA2 tile height is in fact incremental, not a floating-point number.
(note about Generals: it does use a somewhat refined tile system, but it is not a floating-point coordinate system AFAIK)
EDIT: typos
Last edited by Kuciwalker on 24-12-2003 at 20:03
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gopher
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I eat my own poop
Dec 1999 time: 00:32
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A community that is involved in map making, duh!
There is a great site linked here at Poly that deals with historical maps for every continent, for map making and scenario making usage.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:32
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I was wondering that too.
Would be annoying to be on the edge of one map, then make it to the next age and have someone adjacent to you!
One way you could do this is to only allow your units to travel so many tiles from the nearest friendly city. When you gain certain advances or perhaps the new age, the range could be extended or eliminated.
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Styria
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Upstate New York
Oct 2001 time: 00:32
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How about some realistic barbarians? Up to now they've been nothing more than antagonists, but in real life, they have had a significant effect almost everywhere. Their presence would also help slow down expansion.
Another thing would be to include tribes (not the way it's used now in the game, as synonymous with the civilization - Athens had 10 tribes), clans, and families with in a nation, at least towards the beginning. This could be spread across several civs and even into the barbarians, for advantages and for viscious sibling rivalries.
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Plotinus
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[sabrewolf] They are thinking of the much later sequel to Populous, Populous: The Beginnings, which was set before the original game. You played the shaman of a tribe, hoping to become a god. The game was set on a true 3D world that was actually spherical, and played a bit like Command and Conquer on an asteroid. You rightly point out that the original (and still unsurpassed - well, maybe) Populous and the first sequel took place on an isometric grid similar to Civilization III, but with height as well.
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UnityScoutChopper
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Brno, Czech Republic
Oct 2000 time: 06:32
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quote: Originally posted by asleepathewheel
One way you could do this is to only allow your units to travel so many tiles from the nearest friendly city. When you gain certain advances or perhaps the new age, the range could be extended or eliminated. |
[offtopic]
You know, in general I HATE "Civ 4" threads (or better yet "I want this really original (read: proposed many times before) important cool fundamental change to the game paradigm and I want it in the next patch, otherwise Firaxis ignores its customers!" threads), and don't tend to post in them or even read them, but this thread seems OK.
[/offtopic]
That seems like a GREAT way to kill two birds with one stone!
[offtopic]
And for some reason I've always really hated detailed proposals on feature implementation too, but I'm about to sort of do one.
[/offtopoc]
1. Make an across-the-board increase in hit points: say 20 HP for Regular units (fairly SIMPLY solving the tank vs. spearman "problem" in the process, thus clearing up the boards in 2006-2008 for discussion on topics that are actually INTERESTING)
2. "Charge" units 1 hp/round in allied territory, 2/round in unoccupied territory, 3/round in non-allied peaceful territory, and 5 hp/round in enemy territory, subject to reductions for proximity of supply units/sources and for special unit types. E.g. Exploring-role units could lose 1 HP less/round in unoccupied territory, thus doubling their range. This would also mean that Expansionists would get not just extra speed in exploring, but also extra range.
No more complications. I HATE complicated mechanics in Civ. I love them in wargames -- but Civ is not and should not be a wargame.
The only problem is finding a way to mesh this with the barbarian "mechanic". Getting to a faraway barb camp could take a large chunk of a unit's HPs! One solution would be to wait until a certain distance from the border before visiting unoccupied territory costs HP's.
USC
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Plotinus
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UnityScoutChopper's idea is very interesting. Presumably, as the game goes on, units can be allowed to range further from home. And you might have the possibility of setting up waystations or supply caravans or something to extend their range further, all in good Napoleonic fashion.
I like this idea of having the map actually increase as the ages succeed each other, and it seems to me this would be the best way of doing it, as it would seem quite natural and not too artificial.
Incidentally, I really liked Populous 3, my main gripe being that there weren't enough levels. It certainly wasn't anything like the original, but I don't think it was meant to be. It came out something like a decade later, after all!
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vee4473
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New Jersey
Feb 2000 time: 00:32
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quote: Originally posted by Plotinus
UnityScoutChopper's idea is very interesting. Presumably, as the game goes on, units can be allowed to range further from home. And you might have the possibility of setting up waystations or supply caravans or something to extend their range further, all in good Napoleonic fashion.
I like this idea of having the map actually increase as the ages succeed each other, and it seems to me this would be the best way of doing it, as it would seem quite natural and not too artificial.
Incidentally, I really liked Populous 3, my main gripe being that there weren't enough levels. It certainly wasn't anything like the original, but I don't think it was meant to be. It came out something like a decade later, after all! |
I think expanding range and map size as the game advances MAY be ok if done very cleverly, but once again, I think that civ already simulates that somewhat by not letting you traverse to other continents until you advance far enough to get the better ship technology.
Also, regarding populous beginnings, I'm not saying it's a bad game per se, just not populous...Those waiting for the next populous (like me) got a game, but not populous.
The same could easily happen with civ if overzealous designers get the idea that we all want some radical new game to emerge.

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star mouse
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of the Barbarians
Aug 2001 time: 16:32
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I think it's about time Civ moved to a hex map - that is, a map composed of hexagons. A hex map is better than the isometric map we use now for these reasons:
- Gameplay is more consistent. At present, we have a city radius that approximates a circle, but the range of bombers and ships is a square. Diagonal movement uses the same number of movement points as orthogonal movement, and this is incorrect. With a hex map, the maximum distance a unit can move is a hexagon, which is a better approximation of a circle than a square is.
- Less graphics will be needed per unit. On the isometric map, five or eight "attack" graphics may be needed per unit: up, up-left, left, down-left and down, with the missing 3 being mirror images. On a hex map, only three or six are needed: up-left, left, down-left (plus mirror images).
The "fat X" city radius on the isometric map is 21 tiles. On a hex map, the city radius would be a hexagon of 19 tiles.
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star mouse
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of the Barbarians
Aug 2001 time: 16:32
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The abstracted espionage in civ3 is no fun. Please bring back diplomats and spies for civ4. Sure, it might be slow and tedious to move them across the map to the city to deal their special brand of damage, but it is more satisfying when they finally get there.
Bring back all the fun missions - the bombs, the bribery of enemy units. Add some new fun missions. Spies and diplomats were a lot of fun, and for me the most disappointing aspect of civ3 was their removal.
Diplomats should be the only unit that can establish an embassy. But they should do other interesting things as well.
===
Diplomats and spies should be invisible, and only other diplomat and spy units should see them.
To enhance these units further, there should be 3 or more levels of offensive and defensive invisibility. Level 0 is for normal units, level 1 is for diplomats, level 2 is for spies. Most units have the same level of offensive and defensive invisibility. Units can see all units whose offensive invisibility level is lower or equal to their defensive invisibility level, but cannot see units of a higher offensive invisibility level. For example, 1/1 diplomats can see 0/0 normal units and 1/1 diplomats, but not 2/1 and 2/2 spies.
The ablility to see invisible units is also a 3-level scale. Thus, a "spy hunter" 0/2 anti-espionage unit that can see and kill spies could be a level 2 unit but would not itself be invisible. A pure spy unit that is not trained in anti-espionage techniques might be 2/1.
Counter-espionage would be a tech that gives access to level-2 defensive invisibility spy units for the first time.
An invisible unit can be attacked by any unit if it can be seen. Also, invisible espionage units that can be seen approaching a target city have a lower chance of success in their missions and a lower chance of surviving even if they succeed.
Invisible units also interact with the land / naval property of units. An invisible land unit cannot be seen by a sea unit that can see submarines, for example.
Guerrilla units could be 1/0 invisibility: they can hide easily but cannot themselves see invisible units.
Some modern-era infantry units could all have level 1 defensive invisibility. For example, they could be infantry equipped with infra-red goggles.
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sabrewolf

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turicum, helvetistan
Jun 2002 time: 06:32
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i disagree with the idea of spy units. they may be fun, but moving them in the same speed as military and labour units isn't very realistic.
as they are 1 person-units, they can move a lot faster. infiltration doesn't have to come over the land passage. they could easily "amphibiate" a city or come through the airport.
i would however like to see better espionage. there could be a very expensive tech which also gives unhappiness, which reduces the chance of successful spying (intelligence agency, mccarthyism, etc.).
also, i quite like the MoO3 idea of the oppression-level. in a free country, everyone is happier, but spies can get in. i a total control country spies won't have much success, but people will be more unhappy
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