Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization IV > Civ4-General > The Mighty Tempest
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
22.Sep: BLUE IS OCEAN, GREEN IS GRASS
22.Sep: SMAC-LIKE UN COUNCIL CONFIRMED
21.Sep: GERMAN `ANONYMOUS` LAUNCHES

bottom of page
  
Author
Thread   
Pages (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
Yarco_TW is offline Yarco_TW
Chieftain

Jul 2005
time: 05:37
  Old Post 04-08-2005 23:14
Edit/Delete Message Reply w/Quote
#31 Report this post to a moderator
Enter the AD-FREE zone

quote:
Originally posted by Solver
Random events that have a large effect .

You're preparing a naval invasion, 3 transport ships escorted by 3 warships... poor, hurricane, 4 out of 6 ships gone.


Dear Solver,

Large effect is being assumed by our knowledge of Civ3. However, the effect should not be that large, and unit cost should be smaller. I always wondered why a single unit loss is so "costly", that we would not risk any suicide activities.

I would rather have the effect of unit loss being smaller, and the occurence of unit loss being greater.

And, I am for secession wars.

Yarco_TW is offline Yarco_TW
Chieftain

Jul 2005
time: 05:37
  Old Post 04-08-2005 23:20
Edit/Delete Message Reply w/Quote
#32 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

quote:
Originally posted by Xorbon


I agree. The only way the idea would make any sense is if it was a part of a scenario where turns represented days or weeks. Storms don't last for years and years here on Earth!

If there are any random events, they shouldn't be city-destroying kinds of events (although I do kinda like the volcanoes in C3C). And there should be technologies and city improvements which the player could build to reduce (or eliminate) the chances of a bad random event happening.


I forgot! I always wanted to have pack ice, permanent ice, and icebergs on map. Icebergs can move for quite some time as long as they are not near equator.

Still, storms are accepted. They can last for one turn. Can't they?

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:37
  Old Post 05-08-2005 00:49 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#33 Report this post to a moderator
Increase Your PM Length

quote:
Large effect is being assumed by our knowledge of Civ3. However, the effect should not be that large, and unit cost should be smaller. I always wondered why a single unit loss is so "costly", that we would not risk any suicide activities.


Well, but whether the loss of a unit is "costly" depends, doesn't it? Firstly, it makes sense, as units represent large army groups. Secondly, there are cheap and expensive units. Thirdly, there's how you lose them. If you lose a unit but weaken a defender in a city, it's not a costly loss. But if you lose a ship and 4 of your most expensive units aboard it to a random event, it's costly - and I'd say it's pretty frustrating.

Aro is offline Aro
Emperor
Ipanema
Jul 2002
time: 02:37
  Old Post 05-08-2005 02:01 Visit Aro's homepage!
Edit/Delete Message Reply w/Quote
#34 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Still, sh** happens. And it happened all over the mankind history.

But it IS a good and realistic thing. If very rare, of course... Otherwise would be annoying and frustrating, like said by Solver.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:37
  Old Post 05-08-2005 02:16 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
Edit/Delete Message Reply w/Quote
#35 Report this post to a moderator
Support Apolyton or Terrorists Win

I can take such a thing if it does not have an irreversible effect. Unit slowdowns on ocean, yes. Inability to enter storm squares, yes. However, ever since SMAC, I hated anything that would cause me to lose a unit/city, gain something substantial or such.

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:37
  Old Post 05-08-2005 03:31
Edit/Delete Message Reply w/Quote
#36 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by Solver
I can take such a thing if it does not have an irreversible effect. Unit slowdowns on ocean, yes. Inability to enter storm squares, yes.


Sounds like a good compromise.

sophist is offline sophist
Prince

Nov 2001
time: 23:37
  Old Post 05-08-2005 04:55
Edit/Delete Message Reply w/Quote
#37 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by Aro

But it IS a good and realistic thing. If very rare, of course... Otherwise would be annoying and frustrating, like said by Solver.


I take the opposite view. If it's very rare, then don't bother with it. I think random events shouldn't be rare; they should be frequent (though smaller). Then they're just part of the game. If you have random events once or twice per game, they can really knock things out of kilter, but if you have a dozen or so smaller, random events each game (per player), it's just another thing. With infrequent random events, it seem unfair; one civ may get an earthquake which enables the others to outstrip them. On the other hand, if one civ gets an earthquake, another gets a flood, another suffers from the plague, another loses their fleet in a freak storm, etc., the fairness issue doesn't apply nearly as much. There's a big difference between 1 random catastrophe happening to me and none to you as compared to 13 happening to me and 11 to you.

Aro is offline Aro
Emperor
Ipanema
Jul 2002
time: 02:37
  Old Post 05-08-2005 05:17 Visit Aro's homepage!
Edit/Delete Message Reply w/Quote
#38 Report this post to a moderator
Full PM-box? Change here!


Ok, your idea seems to work too. I don't know exactly how this kind of thing should be designed, but I would like to see random events altering the curse of the game. Not in a decisive way, more like an avoidable thing (like a storm in the ocean), or you can have your fleet disperse and thrown away without control for one turn or two… (doesn’t matter how many years has passed, this “time count” simply doesn’t make sense at all), or an earthquake may break your roads and RR…
Not hard enough to be frustrating, but only the necessary to spice up the game with the unpredictable.
A good game experience includes a bit of frustration, sometimes…

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:37
  Old Post 05-08-2005 06:08
Edit/Delete Message Reply w/Quote
#39 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Of course, if there are random events, there should be 'good events' as well as 'bad events'. You could have bumper crops and spontaneous discoveries, just to name a couple.

Aro is offline Aro
Emperor
Ipanema
Jul 2002
time: 02:37
  Old Post 05-08-2005 06:39 Visit Aro's homepage!
Edit/Delete Message Reply w/Quote
#40 Report this post to a moderator
Browse Apolyton AD-FREE

For sure

MxM is offline MxM
Warlord
Planet Earth, Solar System
Jan 2000
time: 00:37
  Old Post 05-08-2005 10:54
Edit/Delete Message Reply w/Quote
#41 Report this post to a moderator
Remove this text

I see zero, let me repeat ZERO strategic depth values of the storm event as originally suggested. There may be some "fun" factor in it, for some, but this is a TBS, and I rather they spend time on diplomacy or AI than on this thing.

M. le Comte is offline M. le Comte
Warlord
Last Aristocrat in Paris
Aug 2001
time: 06:37
  Old Post 05-08-2005 11:02
Edit/Delete Message Reply w/Quote
#42 Report this post to a moderator
Remove this text

quote:
Originally posted by MxM
I see zero, let me repeat ZERO strategic depth values of the storm event as originally suggested. There may be some "fun" factor in it, for some, but this is a TBS, and I rather they spend time on diplomacy or AI than on this thing.


I agree. I don't want Civ to become a RTS. I hope I won't live long enough to see my settlers cut some wood or extract gold from the nearest mine, and me building an upgraded forge with an arrow tower to defend it...

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:37
  Old Post 06-08-2005 11:09 Visit Platypus Rex<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
Edit/Delete Message Reply w/Quote
#43 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

quote:
Originally posted by sophist


I take the opposite view. If it's very rare, then don't bother with it. I think random events shouldn't be rare; they should be frequent (though smaller). Then they're just part of the game. If you have random events once or twice per game, they can really knock things out of kilter, but if you have a dozen or so smaller, random events each game (per player), it's just another thing. With infrequent random events, it seem unfair; one civ may get an earthquake which enables the others to outstrip them. On the other hand, if one civ gets an earthquake, another gets a flood, another suffers from the plague, another loses their fleet in a freak storm, etc., the fairness issue doesn't apply nearly as much. There's a big difference between 1 random catastrophe happening to me and none to you as compared to 13 happening to me and 11 to you.


and maybe get a higher rep score by sending aid?? if one choses

Odin is offline Odin
Prince
Biology Nerd at Minnesota State University Moorhead
Sep 2000
time: 23:37
  Old Post 06-08-2005 11:42
Edit/Delete Message Reply w/Quote
#44 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Please no, random disasters will remove the fun just as much as polution wack-the mole does right now. Remember, this is a STRATEGIC game the only kinds of disasters whose effects last long enough to effect things on the civ time scale are the same "city is distroyed" disasters that would riun a game. A bad storm that messes up a battle would be a bad roll of the RNG.

chegitz guevara is offline chegitz guevara
King
Ft. Lauderdale, FL Communist Party of Apolyton
Jun 2000
time: 00:37
  Old Post 06-08-2005 20:07 Visit chegitz guevara's homepage!
Edit/Delete Message Reply w/Quote
#45 Report this post to a moderator
Re: The Mighty Tempest Support Apolyton, buy Galactic Civilizations: Deluxe Edition

quote:
Originally posted by Impaler[WrG]
Ship after steam power could be imune or it could be linked to some kind of tec, imunity to these storms would then greatly improve your navel power.


Not after steam power. WWI was temporarily averted in 1903 when a taiphun wrecked British and German cruisers in Somoa. Only the American ship surived, which is why it is today, American Somoa.

Impaler[WrG] is offline Impaler[WrG]
King
Cheif Manufacturing Officer of Morgan Industires
May 2002
time: 22:37
  Old Post 08-08-2005 15:42 Visit Impaler[WrG]'s homepage!
Edit/Delete Message Reply w/Quote
#46 Report this post to a moderator
Support Apolyton buy from Amazon

In response to various critisims and Ideas here is a refined version.

When ship and Hurricanes encounter ships their is a mock combat between the ship and storm. The storm has a combat power just like a unit but it ofcorse dose not die if it losses. Storms (2x2) have combat power sufficient to easily destroy/cripple early vessels. Hurricanes can take out mid game ships. By the late game ships will rarely be sunk even by Hurricanes though they will feel some sting. Combat promotions might also be given out to navel units for surviving storms to help mitigate the effects of losses.

At some point you can discover a "Mererology" tec or something along these lines that will reveal all storms/Hurricanes and other weather events on the planet (it dosent reveal terrain it just show the storm out in the black fog-o-war).

The point of making the storms persistent each turn was to make them Easier to avoid. Because a storm only moves 2 or 3 spaces each turn if you steer clear of them your safe. On the otherhand plowing strait ahead into the unexplored ocean will be riskier. Much like encountering an IOD in SMAC the safe option is to go slow and be prepared to run away (thus their is strategy involved here). The storms will ofcorse randomly dispate and randomly spawn but the chance that this will happen right on top of your ship is much smaller if the storms spawn rarely which is possible only if they are persistent.

Hurricanes will ofcorse spawn in equitorial waters and preferentialy move westward. When they hit land they dispate (the smaller storms also dispate when they make landfall but they have no effect when they do so). The tile that the eye hits has a high probability of lossing one or more improvments much like a Fungal Pop in SMAC. A coastal city might loss populaton or more likly some city improvments. Ocean based improvments can also be wreched by Hurricanes.

It sounds like many people are oposed to strong random events of any type, their would ofcorse be a way to toggle random events (hell where supposed to be able to mod the game down to the source code). I like and always use random events in SMAC but the storms proposed here are hardly worse then the ever-present mind worms of SMAC which give the player something to "fight" against in the early game.

Adm.Naismith is offline Adm.Naismith
King
Milano - Italy
Oct 1999
time: 06:37
  Old Post 08-08-2005 17:14
Edit/Delete Message Reply w/Quote
#47 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

quote:
Originally posted by Impaler[WrG]
It sounds like many people are oposed to strong random events of any type, their would ofcorse be a way to toggle random events (hell where supposed to be able to mod the game down to the source code). I like and always use random events in SMAC but the storms proposed here are hardly worse then the ever-present mind worms of SMAC which give the player something to "fight" against in the early game.

We already have them in Civ series. They are called "barbarians".

On a gameplay point of view, there is a serius problem with this kind of "catastrophic events": they hit the weaker civ more hard than any already strong.
None want a game where you know you are the sure winner after the first millenium.
While the target of a long, great game is to keep things balanced enough to keep the player happily involved, any random event that will weaken an already weakened country is *bad for game*, realistic or not.

Pollution tried to force the more productive country to slow down spending research turns into ecology-related discoveries, producing environment friendly city buildings (mass transit, recycle center) instead of units/financial buildings, keeping ready a mass of expensive workers for cleaning purpose.

We need something on the same line (without the "wack a mole" part, of course ).

M. le Comte is offline M. le Comte
Warlord
Last Aristocrat in Paris
Aug 2001
time: 06:37
  Old Post 08-08-2005 17:33
Edit/Delete Message Reply w/Quote
#48 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:
Originally posted by Impaler[WrG]
In response to various critisims and Ideas here is a refined version.
Because a storm only moves 2 or 3 spaces each turn if you steer clear of them your safe.


Since when a multiple-years lasting storm is realistic on Earth ?

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:37
  Old Post 08-08-2005 17:40
Edit/Delete Message Reply w/Quote
#49 Report this post to a moderator
Support Apolyton buy from Amazon

Since when is

-unlimited RR moves
-transport through land and sea going slower than a snail
-cities at the size of a small country
-leaders living 6000 years
-despotic republics and democracies

realistic on Earth?

It's all(and more) in Civ.

molly bloom is offline molly bloom
Prince
Lundenwic
Oct 2001
time: 15:37
  Old Post 08-08-2005 17:40
Edit/Delete Message Reply w/Quote
#50 Report this post to a moderator
Suffering from ads?

quote:
Originally posted by M. le Comte


Since when a multiple-years lasting storm is realistic on Earth ?



You've never lived in Manchester, clearly.

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 08-08-2005 20:03
Edit/Delete Message Reply w/Quote
#51 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Heavens no!

M. le Comte is offline M. le Comte
Warlord
Last Aristocrat in Paris
Aug 2001
time: 06:37
  Old Post 08-08-2005 20:46
Edit/Delete Message Reply w/Quote
#52 Report this post to a moderator
Full PM-box? Change here!

quote:
Originally posted by molly bloom
You've never lived in Manchester, clearly.


I hope I won't ever...

Last edited by M. le Comte on 08-08-2005 at 20:56

M. le Comte is offline M. le Comte
Warlord
Last Aristocrat in Paris
Aug 2001
time: 06:37
  Old Post 08-08-2005 20:55
Edit/Delete Message Reply w/Quote
#53 Report this post to a moderator
Got spare money?

quote:
Originally posted by Nikolai
Since when is realistic on Earth?...
-unlimited RR moves


That's realistic ! It's normal that yours units have unlimited moves when using railroads. Even crossing the whole Asia with the Transsiberian takes less than three weeks ! And a turn is at least one full year.

quote:
Originally posted by Nikolai
-transport through land and sea going slower than a snail


Ok, there you're right. But this doesn't mean it should not change...

quote:
Originally posted by Nikolai
-cities at the size of a small country


So very small "country then". Let's say "the size of a region" or "the size of an agglomeration". And it doesn't shock me that in a game called "civilization", we don't run villages.

quote:
Originally posted by Nikolai
-leaders living 6000 years


er... I don't want to die every three turns.

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:37
  Old Post 08-08-2005 21:18
Edit/Delete Message Reply w/Quote
#54 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by M. le Comte
er... I don't want to die every three turns.


And some people don't want to have their civ to get severly wounded every now and then. It's the same thing really. Both would be problematic from a gameplay point of view.

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:37
  Old Post 09-08-2005 00:11
Edit/Delete Message Reply w/Quote
#55 Report this post to a moderator
Support Apolyton, buy Call to Power 2

I am a supporter of random events, but not a supporter city-destroying types of events. The main reason I support them is because they'd add a bit of flavor and variety to the game. Civilization is basically a complex board game. I see random events as a sort of 'chance card' that gets drawn from a deck each turn. Sometimes you win, sometimes you lose. If balance between weak and strong civs is an issue, the 'random event calculator' could be made to roll more favorably for the weaker, and less favorably for the stronger.

Visible, multi-turn storms are a bit weird to me though. If a storm was visible for just one turn, then maybe I'd be okay with that, but I'd prefer a behind-the-scenes random roll to a visible storm.

sophist is offline sophist
Prince

Nov 2001
time: 23:37
  Old Post 09-08-2005 00:17
Edit/Delete Message Reply w/Quote
#56 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

quote:
Originally posted by Xorbon
If balance between weak and strong civs is an issue, the 'random event calculator' could be made to roll more favorably for the weaker, and less favorably for the stronger.


I completely disagree. I like random events, but if the game is unbalanced, the fix is to rebalance the game, not to drive players nuts by manipulating the rng to tear them down when they get big. Random events cannot be enjoyable without being truly random.

TimeTraveler is offline TimeTraveler
Warlord

May 2003
time: 23:37
  Old Post 09-08-2005 07:07
Edit/Delete Message Reply w/Quote
#57 Report this post to a moderator
Support Apolyton, buy Civilization 2

One idea I've had is for a random event (or even the outcome of the random aspects of battles) being decided several turns before being announced or played out. That way, players won't be as inclined to load an earlier turn just to try to change the outcome.

I'm not sure how hard that would be to implement, though...

Adm.Naismith is offline Adm.Naismith
King
Milano - Italy
Oct 1999
time: 06:37
  Old Post 09-08-2005 14:42
Edit/Delete Message Reply w/Quote
#58 Report this post to a moderator
Remove this text

quote:
Originally posted by TimeTraveler
One idea I've had is for a random event (or even the outcome of the random aspects of battles) being decided several turns before being announced or played out. That way, players won't be as inclined to load an earlier turn just to try to change the outcome.

I'm not sure how hard that would be to implement, though...

It's a quite common code, indeed.
It's called "seed" series. Random events usually aren't "random" at all, but are computeted given a different seed to obtain different series of numbers (battle odds, virtual dice numbers, etc.).

If the programmer save the seed before the turn take place, you get same effect (same "random" computing series of numbers) every time you rollback reloading last turn.

IIRC, in Civ the seed concept is already used with free villages, to define the kind of bonus or horde of barbarians you'll get out.

Seed concept is also used with terrain generators, to produce the same map every time you use the same seed.

SSBLoveU is offline SSBLoveU
Warlord
USA
Aug 2001
time: 00:37
  Old Post 16-08-2005 01:33
Edit/Delete Message Reply w/Quote
#59 Report this post to a moderator
Support Apolyton, buy Call to Power 2

quote:
Originally posted by Anaximander
I kind of like the idea myself. However, I don't think that any ships should be immune from the storms effects. Typhoons wreaked havoc on American fleets a couple of times during WWII. Even today, if one of our fleets took a direct hit from a hurricane it would be a disaster. 150 mph winds and 80ft seas do some serious damage.


Modern ships with radar should be protected better in storms than small wooden ships.

Anaximander is offline Anaximander
Chieftain
Huntsville, Texas
Sep 2002
time: 23:37
  Old Post 16-08-2005 02:29 Visit Anaximander's homepage!
Edit/Delete Message Reply w/Quote
#60 Report this post to a moderator
Enter the AD-FREE zone

quote:
Originally posted by SSBLoveU


Modern ships with radar should be protected better in storms than small wooden ships.


They are better protected by their ability to know the storm is coming and then move accordingly. Storms still seriously damage and sink modern ships.

 
Pages (3): [ 1   2   3   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:37.
Apolyton Time is 00:37.
    top of page
Rate This Thread:
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0728 seconds (93.21% PHP - 6.79% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net