 |
|  |
 |
|
Yog-Sothoth
|
|
Trondheim, Norway
Sep 2000 time: 06:14
|
|
quote: Originally posted by Omada
Every special unit ("Panzer tank") is tied to a specific special tech advance ("Panzer tank technology"). This special advance is offered to all civs that has reached the appropriate base tech ("Armor"), but as soon as one civ starts researching the special tech no other civ can pick it.
This way, the special units are not preset at the beginning of time (avoiding the problem with longships for desert-dwelling vikings) and there is an significant cost attached to getting the unit ("I have Armor. Do I develop Panzers, or should I go for Flight and possibly the F-15 instead?").
|
I like this idea, but I would like all special unit techs to be open to all civs. This way everyone can choose the unit that fit their strategy best. I don't think this would be to hard to program the AI do to either.
This will mean that special units wouldn't be uniquely tied to specific civs, but I think with culture etc, each civ will be more than unique enough.
Another advantage I think will come from this idea, is that you don't know which special unit the civs you encounter will have, so you cant just start to produce the units you know works best against their particular special unit right after the first encounter.
|
|
|  |
 |
|
Jason
|
|
Halifax, NS, Canada
Aug 1999 time: 05:14
|
|
Now, these ideas for special units I like; player specific and not civ specific.
Perhaps a dead-end tech that only provides the unit, "Blitzkrieg Warfare," everyone can research, or a one-player only mini-wonder? If it's too expensive noone would bother, probobly.
As many people have pointed out, Panzers as a German unit is pretty ahistorical. Heck, the people who pioneered the German tank-penetration strategy were British, even if their army refused to adopt the techniques in any meaningful way before the war.
|
|
|  |
 |
|  |
 |
|
Theben
|
 |
Dance Dance for the Revolution!
Jan 1970 time: 00:14
|
|
quote: Originally posted by Soren Johnson Firaxis
Because there has been so much interest in civ-specific units and powers, both on the positive and negative side, we should probably clarify once and for all that civ-specific powers and units will be fully editable. Thus, the anti-civ-specific crowd should have no problem taking them out of the game, and mod writers will also have the flexibilty to construct highly civ-specific scenarios. |
Thanks for the post, Soren, but I think you've misunderstood the concerns of the "anti-civ-specific crowd". Look, we realize that you guys have put a lot of time and effort into developing "unique units", and probably ain't none too happy about us kicking the idea. But it's not that we necessarily want them out of the game, but that we'd like them to not be pre-determined before game start, and preferably determined by the environment the civ finds itself in. Failing that, a suggestion has been made to allow the civ who 1st discovers the pre-req tech for the appropriate unique unit to choose that unit if so desired- but then cannot choose one later. Of course both of these will require that the AI is smart enough to realize when to accept certain units.
Truth to tell I'd be happy just knowing that you've included different images for the same standard units based on different civs, or at least different cultures.
|
|
|  |
 |
|
Kc7mxo
|
 |
Kansas City, Kansas
Jan 1970 time: 21:14
|
|
Unique units completly go against the concept of civilization that has built up in my mind over the years I've played it. Perhaps for others of you its what you've always wanted, I don't know.
I cannot understand why anyone would want them. Civ isn't about recreating our history, its about creating a new history. The names of the different civs are unimportant, thats why you can change them. They're just there for you to enjoy and to give it grounds in reality.
Special units can only unbalance the game, either via greatly strengthining a civ above its neighbors, or by weakening a civ below its neighbors. How can it weaken somebody? If all my neighbors have awesome land special units, but I got an awesome naval unit, what happens to me? And if I'm landlocked? Even worse. Of course, it won't be a problem very long.
The best method to solve this is to make the special units that that much of a bonus, but then, whats the point of having htem at all?
|
|
|  |
 |
|
Soren Johnson Firaxis
|
|
Hunt Valley, MD
May 2001 time: 00:14
|
|
quote: Originally posted by vgriph
Soren, are you from Sweden?
To me Soren sounds as the Swedish name Sören without the dots. Together with that comes that you have the surname Johnson which in Swedish, from the beginning, meant 'Son of John'. |
Close. I am Norwegian-American...
|
|
|  |
 |
|
Sava
|
 |
GO GO GO!
Mar 2001 time: 23:14
|
|
quote: Originally posted by Kc7mxo
Unique units completly go against the concept of civilization that has built up in my mind over the years I've played it. Perhaps for others of you its what you've always wanted, I don't know.
|
So your saying making all the Civ's the same is the true concept of civilization? What makes a civilization a civilization is its uniqueness. If I had my way, all units would be civ specific. And you know what? That's how the real world is.
quote:
I cannot understand why anyone would want them. Civ isn't about recreating our history, its about creating a new history. The names of the different civs are unimportant, thats why you can change them. They're just there for you to enjoy and to give it grounds in reality.
|
People want REALISM in games. Why do you think people bought Civilization in the first place? Because you could control the Ancient Greeks, Romans, Egyptians, etc, and rewrite history with a realistic twist.
quote:
Special units can only unbalance the game, either via greatly strengthining a civ above its neighbors, or by weakening a civ below its neighbors. How can it weaken somebody? If all my neighbors have awesome land special units, but I got an awesome naval unit, what happens to me? And if I'm landlocked? Even worse. Of course, it won't be a problem very long.
|
Is the world balanced and fair? NO! Why do you think so many ancient civilizations don't exist any more. And its your own dumb fault for building all naval units if your land-locked. Don't blame your lack of skill on the developers and civ spefic lovers.
quote:
The best method to solve this is to make the special units that that much of a bonus, but then, whats the point of having htem at all? |
Actually the best method to solve this is to let the game makers make the game. I bet you a million dollars when the game comes out you will spend hours upon hours playing it. I love how people get all upset with change when it is for the better.
|
|
|  |
 |
|  |
 |
|
lord of the mark
|
 |
FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:14
|
|
quote: Originally posted by SoulAssassin
So your saying making all the Civ's the same is the true concept of civilization? What makes a civilization a civilization is its uniqueness. If I had my way, all units would be civ specific. And you know what? That's how the real world is.
People want REALISM in games. Why do you think people bought Civilization in the first place? Because you could control the Ancient Greeks, Romans, Egyptians, etc, and rewrite history with a realistic twist.
Is the world balanced and fair? NO! Why do you think so many ancient civilizations don't exist any more. And its your own dumb fault for building all naval units if your land-locked. Don't blame your lack of skill on the developers and civ spefic lovers.
Actually the best method to solve this is to let the game makers make the game. I bet you a million dollars when the game comes out you will spend hours upon hours playing it. I love how people get all upset with change when it is for the better. |
Yet another who fails to understand the relation of CSU's to historical accuracy. CSU's make civ LESS accurate, not more so.
Yes, civilizations in the past have been unique. But they have been unique as a RESULT of their history. EG Brits didnt have it in their genes to be great sailors, a sequence of geographical accidents, historical accident and deliberate decisions resulted in their naval superiority. Ideally civ should play so that IF you start on the right location on a real world map, and follow historical strategies as closely as possible, you should end up with historical results. If you DONT start with same location, or follow the same startegies, you should end up with different results.
I can understand pro-CSU position that this is only a game. The view that CSU's make the game more historical is however, incorrect.
For a deeper view of historical what if's and the problems that come with assuming you can change one hisotrical factor without impacting all others, i suggest following Soc.history.what-if.
I do suspect that the CSU's will add to sales however.
LOTM
|
|
|  |
 |
|
eNo
|
 |
Ontario, Canada
Dec 2000 time: 00:14
|
|
Hmm..lord of the mark's comments makes me wonder: What if unique units are granted according to history?
That is if a civ in its history has been very warlike, it is granted a special warrior unit to reflect the civ's experiance with war. A civ that starts off on an island or/and has made extensive use of water is granted a special frigate.
The unit granted will also be appropriate to the civ's technological level. A warlike civ learning flight after every other civ won't get the F15 unit but neither will the peaceful civ who discovered flight first.
Heck you could probably tie the new culture stuff into it by putting a culture minimum before you get the unique unit.
Last edited by eNo on 05-06-2001 at 05:26
|
|
|  |
 |
|
cyclotron7
|
 |
Drowning in Schnitzel
Jan 2001 time: 21:14
|
|
quote: So your saying making all the Civ's the same is the true concept of civilization? What makes a civilization a civilization is its uniqueness. If I had my way, all units would be civ specific. And you know what? That's how the real world is. |
Yes. A Civilization is made by its uniqueness. So why let Firaxis give you a straitjacket that is CSUs? As far as I am concerned, enforced and never-changing uniqueness is not uniqueness at all.
You obviously have no concept of what Civilization is at all. It is the re-creation of history. Got it? Which means that is the REAL WORLD, I should be able to shape the path of my Civ, including what units they develop according to my choices and my civ's environment. So don't tell me about the real world, because Civ is about making your own "real world."
quote: People want REALISM in games. Why do you think people bought Civilization in the first place? Because you could control the Ancient Greeks, Romans, Egyptians, etc, and rewrite history with a realistic twist. |
Does the fact that people want a good and balanced game escape you? I bought Civ because I was told it was a great GAME. I son't buy something because of realism, so your generalization of "people want realism" is probably the dumbest thing you could have said. I would like to see your marketing research and study info about how this is true, but I know you don't have it because you don't know jack about what "people" want.
quote: Is the world balanced and fair? NO! Why do you think so many ancient civilizations don't exist any more. And its your own dumb fault for building all naval units if your land-locked. Don't blame your lack of skill on the developers and civ spefic lovers. |
It is unlikely that a game which is both unbalanced and unfair will be a good seller or a good game. Such games are almost always poor sellers. I personally do not believe that I or anyone I know would buy a game that was by default unbalanced and unfair to promote realism. Once again, this is a game, not real life.
quote: Actually the best method to solve this is to let the game makers make the game. I bet you a million dollars when the game comes out you will spend hours upon hours playing it. I love how people get all upset with change when it is for the better. |
Actually, the best method is to give the input we think is valuable and for people like you who have nothing better to do than say "shut up! Don't give your opinions!" to shut the hell up. If I think something is important, I have the right to say it and so do you. I happen to think that CSUs are not for the better. But please, don't try to tell me that I shouldn't say what I think... because that, my ignorant friend, is what forums are for.
I love how people think they're so much more intelligent than everyone else, when they are really making a fool out of themselves... 
|
|
|  |
 |
|
LDiCesare
|
|
La Ferté sous Jouarre France
Jan 2001 time: 05:14
|
|
I think civ-specific should be environment-specific:
If your civ only has coastal cities and no trade routes inland, then you should be able to build drakars because your civ will be very focused towards sea.
If you are landlocked, you could build a special land unit because you won't be researching sailing (although being able to research sailing when you never got out of your desert always seemed strange to me).
If you spent 200 years moving alomg without settling and you finally build a city near horses, then you could have some special light cavalry unit at some time of your history.
Based on culture, you might have some special units, but that would be cool if the special units could vary depending on the world.
NO landlocked viking drakkars please.
|
|
|  |
 |
|
Adm.Naismith
|
 |
Milano - Italy
Oct 1999 time: 06:14
|
|
quote: Originally posted by JosefGiven
I think it is a shame that we won't see a SMAC style 3D terrain in Civ III. Not only does it look good, but gradients could provide defence bonuses/farming penalties, etc. The 3D terrain in SMAC was one of the only features I liked. The named geographical features like Gorbachev's Plateau (or whatever) were cool, too.
|
Yes, why preview mention of "contour terrain" with bonus sight for units on hills, while the screenshots looks flat as in Civ 2?
Where are the enhancement on graphic SMAC engine? I didn't loved the SMAC terrain, but I supposed you are about to improve its 3D smoothness, matching different kind of terrain (e.g. plain, then hills, then mountains) in a more realistic way.
What's the design decision about using flat isometric tile and left only graphic tile simulate height? Where are hills, plateu, lake at different height?
In screenshots rivers flow without a visible reason (it was lovely the way SMAC rivers follow the terrain altitude )
Am I missing anything, Mike Breitkreutz ? 
|
|
|  |
All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|