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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:32
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To me the speed is not so bad. I think the combat model is much worse than the speed problems, and am sure that stacked combat would make for a faster game (12 units grouped into a stack means 12 times less time used by the ai to give orders to them). The flashy graphics also don't help in terms of speed. More 3D = more need for hardware. If the ai could think between turns the way galciv does, it could help. It doesn't look like it does so right now, or processing the orders takes too much time.
Still, civ III is not that slow for me, but requires too much micromanagement (workers and units) so it becomes slow not because of the computer but because the gameplay makes it slow.
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SAMUEL2904
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I think micromanagament is Ok, is part of the game.
But surely the speed need to be improved.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:32
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Micromanagement is part of the game, but I vastly prefer (modded) CtP2 over Civ3 because of public works and stacked combat. When micromanagement causes the game to go slow, I don't like it. I loved to micromanage my single city in OCC in civ2, I hate to micromanage a huge empire.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:32
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Minority about CtP2 sure, but about stacked combat? I don't think so. Check the poll on the subject.
And who in the civ3 community played CtP2? The game sucked mostly because of its ai, and some people hate the special units like lawyers. I'm not sure public works has a clearcut majority against it.
The point is that micromanagement was bearable in civ2, but in civ3 it reaches such a level of tedium that the late game is, for me, unplayable.
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pg
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i think this is one of the most important things for civ 4. they really need to improve game speed. the lag within the civ 3 interface is the worst imo. i can stand a minute or two between turns but the constant seconds worth of lag in the interface is really what annoys me the most.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:32
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quote: It's not that hard. Just have the computer players "think" when the human player(s) is/are making their moves. |
Yes, except that the last move made by the human player may change the situation and since moves are not simultaneous, the ai must react to that. The order it wanted to give before the move may have to be reevaluated. This makes programming a bit more complex than straight multi threading.
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