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playshogi
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quote: Originally posted by Tiberius
I have to say that I really agree with Maquiladora on this one. If moddability turns out to be civ4's best feature, it means that the vanilla game would really suck and it needs other people to make it good.
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It's not that vanilla civ will be bad. I think it will be OK, but what is wrong with "other people" making it great?
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:37
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Moddability isn't just useful to repair a broken game (CtP2), it's also useful to create scenarios (Civ2). Civ2 ToT has a much more powerful scripting language than Civ2 and the corresponding scenarios are better. So moddability means ability to get mods, but also scenarios.
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Maquiladora
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quote: Originally posted by playshogi
It's not that vanilla civ will be bad. I think it will be OK, but what is wrong with "other people" making it great? |
Id rather all the major parts of the game work perfectly (including MP), this builds the community and people stay with the game, then you start to think about moddability.
If a core component of the game is found to be broken after the patching process, that modding cant repair, what you have is a broken game, great modding, but a very small audience.
I dont expect a situation similar to CtP2, (that was a unique situation involving the company), but youve got to wish for a perfect base before you think about modding IMO.
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ffitzp
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Some time ago, I e-mailed with the idea that Unit properties might change with *where* they are. FX, under Fedual Type Govts., Units are free within your borders, but cost outside them.
Guerillas move extra, and or evade, but only within your borders.
Conscripts improve more easily within, Crusaders outside your borders.
The system alreday tracks Units for war weariness. Why not for other properties?
A major bugbear is the fact that ship to ship actions do not allow for multiple attacks.
A modern destroyer fights a fleet of galleys. Instead of scattering them, it all has to be one at a time.
A Battleship, which in 20 mniutes can detroy dozens of smaller craft, sinks a solitary destoyer and then watches as a whole fleet sails away.
Last edited by ffitzp on 03-09-2005 at 19:43
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Cataphract887
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quote: A modern destroyer fights a fleet of galleys. Instead of scattering them, it all has to be one at a time.
A Battleship, which in 20 mniutes can detroy dozens of smaller craft, sinks a solitary destoyer and then watches as a whole fleet sails away.
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install the Naval Mod
people will mod these defincies away,slowly. i dont expect to play the game much at all,in its original version
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Yarco_TW
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I just finished my first and last C&C game playing Byzantines. And what I want is a more intelligent AI. Later game (cosmic age one) is extremely boring due to the infinite army sprawl (IAS). There is nothing but army to build, and everybody builds it en masse. Actually I found it challenging not to conquer everybody. Excluding Germans. Those pushed around 30 panzers per turn against poor Aztecs, so that I had to help the latter with tech.
Later game is so extremely boring in Civ3. Main reasons
1) You can became top tech seller
2) After electricity you finish all railroad tasks immediately, and it takes centuries for AI to railroad the land and to build hospitals
3) You win wars in one shot by blitzkrieg
4) there is no challenge (just boring manual building in every city)
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