 |
|  |
 |
|  |
 |
|
Mech Assassin
|
 |
and a Finnish Assassin in Time.
Aug 2000 time: 07:14
|
|
Hmm, some comments. Seems like you haven't played Master of Orion 1 nor Civilization 1.
Anyway, about the Environment, in Orion 1, there were 5 different values for each city, you defined (how much producion points to use on each).
1 was building factories.
1 was building ships.
1 was building defenses.
1 was how much to use on environment (did it go worse, clean or did it get better. The better environment, the more citizen and such)
The last one was research.
The environment is the important one. I think, environment should be like this, so you define, how much gold and producion to use on the environment in the city. The more you use, the more population you get and the longer lifespan your citizen have).
About the end of game, I think, the Civ 1 type comparsion would be nice. Also, I like upgrading my castle more than upgrading my throne room (and choosing, what style to use to build it). Also, I think, the castle should have some value, like it would give you culture points.
On diplomaticy, planning wars should be done better. You should be able to make full-scale war plan with your allies (you choose the attack routes and targets. Then you have ability to ask them to hold some positions for certain time and such). Then, the AI should be active on helping you with planning also. They should also consider their own losses. Also, Allied conquest victory could be nice future (like max. 3 civizations could do combined allied victory). This would enable me not to break any pacts and still win.
Then, I'd like to be able to buy land (or sea) area from other players. This hasn't yet been implemented. Also, I'd like the ability to ask for permission to pass by my friends area, when making an attack run.
Also, I'd like to get points in the end about my diplomatic status (and my diplomatic trust) so I couldn't just break pacts and win without consuquences at the end of the game. All atrocities would count as negative points.
|
|
|  |
 |
|
mikey
|
|
i agree with everything you said. However, one apsect of CIV 2 that I think is overlooked is how well the interface works in a window. By that, I mean, its very easy to switch between Civ. 2 and other programs, so you can play the game in between doing other stuff (like when I'm at work). Also, this "simple" windows 95 type interface also seems to make the program less likely to crash. I know everyone is in love with DirectX because of the better graphics, but I tend to prefer older games which can be easily run in the background without memory leakage or something causing you to have to restart the system. More than any other single factor, that one has caused me to be still be a faithful Civ 2 player after 5 years, despite no other program holding my interest for more than a few weeks.
|
|
|  |
 |
|
Peter Ashley
|
|
Johannesburg, South Africa
Nov 2000 time: 05:14
|
|
Thanks to everyone to commented on the article.
On reading it again, I still feel theres so much more to say, and so little time/space :-)
I hope Civ3 is fun, more than anything.
Small mistakes can be forgiven and tolerated when youre having fun.
|
|
|  |
 |
|
Mech Assassin
|
 |
and a Finnish Assassin in Time.
Aug 2000 time: 07:14
|
|
quote: Originally posted by mikey
i agree with everything you said. However, one apsect of CIV 2 that I think is overlooked is how well the interface works in a window. By that, I mean, its very easy to switch between Civ. 2 and other programs, so you can play the game in between doing other stuff (like when I'm at work). Also, this "simple" windows 95 type interface also seems to make the program less likely to crash. I know everyone is in love with DirectX because of the better graphics, but I tend to prefer older games which can be easily run in the background without memory leakage or something causing you to have to restart the system. More than any other single factor, that one has caused me to be still be a faithful Civ 2 player after 5 years, despite no other program holding my interest for more than a few weeks. |
I usually like to run DOS programs in the prompt (like Civilization 1 or Master of Orion 1/2) and use Alt-Tab to switch between normal applications and the game. I like DOS games, cause they leave almost all system resources for your use. Of course I can Window them also, but I like keeping them in full screen, even while working.
|
|
|  |
 |
|
tuckson
|
|
Having read the article, I can agree with a lot of things being said.
However, I wouldn't mind having a copy of CIV 2 as CIV 3 as long as only 1 thing is improved, namely the cheating of the AI.
I still play CIV 2 very much (especially against my wife, she downstairs, me upstairs, real great fun). We usually play with the maximum number of AI civs available. And we both both really enjoy it a lot. No bug or irritating feature makes us being really mad at the game, except one:
The cheating AI
Let me explain what I mean. Suppose I am attacking an AI city with a cannon or a catapult and a legion. Both slow units. Suppose I have used an explorer to walk around the city and have seen no enemy units in the neigborhood. The city is defended by 2 units. It's my turn and I defeat those 2 units, leaving the city to be taken next turn. Wanna bet that next turn the city is defended again? OK, maybe the city at the moment had enough shields to produce the new unit, bad luck. So I fight again. Leaving the city open to be taken next turn. Wanna bet that next turn there are again units in the city? Now I am enraged.
Same thing for the rule that one cannot pass another civs units.
This only seems to be the case for human players.
If only these things could be improved so that we could rely on the fact that the AI is bound to the same restrictions and rules as we as human players are.
And what about meeting an AI civ's unit in the early game, when they have no cities on that particular piece of land and not discovered seafaring yet?
By the way, when I as large civ am negotiating with an AI that's only 1 or 2 cities and a few units left, Does it makes sense it boasts that it will "spare us from the wrath of their mighty armies"?
Kind regards,
tuckson
|
|
|  |
 |
|
Peter Ashley
|
|
Johannesburg, South Africa
Nov 2000 time: 05:14
|
|
The AI in CivII can and does cheat sometimes ;-)
The most obvious way Ive ever noticed this, is when it nukes the ONLY city thats not protected against nuke missiles - first time out! How could it know such a thing without finding out through trial and error?
The AI should not have access to knowledge a user doesnt have.
I meant to write this somewhere under the "What I know" section.
To all offended SMAC fans :
Yes, I admit Ive played more CivII, CTP, CTPII than I have SMAC. Buts thats cause I just dont like SMAC. (And Yes - before you ask - I have played at least 100 hours of SMAC before forming that opinion)
But to a Civ fan, its just not my taste, and thats okay :-)
|
|
|  |
 |
|
Cook666
|
|
England
Jun 2000 time: 05:14
|
|
There are lots of good ideas here but please could someone tell them (especially those about research and battles) to the guys making civ3 - before it is too late. In all the previews I have seen no indication that they intended changing the combat system too much - 1 unit battles - the combat in CTP was the only thing good in the game and that in CTP2 was even better - please tel Sid MEier and all the other game designers this
|
|
|  |
 |
|
Mech Assassin
|
 |
and a Finnish Assassin in Time.
Aug 2000 time: 07:14
|
|
Why to modify your own view to match that of the game, when you can hope to get the game modified to mach your view? However, I think, there should be more random events, like
Earthquakes (well, the ones in Civ II were really underpowered and could only occur at cities)
Tornados (why the hell have this been forgotten? Maybe they're just in too short period of time, but they sure as hell can level a city)
Volcanos (if krakawhatever (a volcano at indonesia) was able to dim the sun of the entire world during 530-550 for 10 years, having basically the same effect as a nuclear winter, they at least deserve a place in the game. They don't need to be that destructive, just to have them to spit lava and fire and burn units near it and after the erruption to have the area, covered in lava to have very high food-producion)
Meteor Rain (these have occured in real life over time. They have played an integral role in our past)
Comet (like meteor, except causes more heat than explosions and isn't as powerful, compared to size)
And things like that... Of course have ability to not to have random events, if some want to play a completely fair game with no luck rolls.
|
|
|  |
 |
|
airdrik
|
 |
Nampa, ID, USA
Oct 2000 time: 22:14
|
|
It's been a while since I have visited these forums, but I read the article, and I definetally think that they should include with civ 3 an in-depth customization tool. It would have things in it like toggle between static units and workshop models, choosing static would allow you to design static units with all the stats that go along with static units. Choosing Workshop would allow you to set up chasises and parts that can be added. You can open up and edit existing units files/ai files/mods/scenarios/etc. and easily design your own.
When you open up civ 3 to start a new game, it would have the options of standard game, custom scenario, custom modpack, or mix-and-match (which would allow you to pick, say starwars units on sesame street terrain and have the AI act like Richard Simmons )
In the Editor you could set up random events and what they do (like meteor shower: 1/2500 chance, destroys 20 land/city improovments in a certain area, or meteor strike: 1/10000 chance, destroys one city size <20, or decreases city size by 20 and destroys 90% of all improovments and units in city). You could toggle all sorts of little gameplay enhancements, like simplified combat-civ 2 combat-civ3 combat, road/rr/irr/farm/mine's effects on map squares, what types of improovments exist (ie. road 1move, rr all move points but can continue on track as far as the go in 1 turn, highway 1/3 move, farm +2 food, mine+2 production, fort+25% def, base +50% def and att must have fort).
In this editor you should also be able to tweek the AI, give it a name, have them never sign treaties, but allways signs ceasefires, have them never break treaties, but allways breaks ceasefires. etc. Give them strategies that they will use, like allways make sure that outer defences have been destroyed with artillary before attacking a city with infantry. Wait untill they have 10 top-of-the-line units in each of 10 different stacks before blitzing an enemy. etc.
|
|
|  |
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
|
|
|
|
|
|