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Shadowstrike
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The Glorious Land of Canada
Jul 2000 time: 00:15
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The last time I was here, I might have jdged Civ3 a litl too harshly. With luck, Civ3 will not turn out as bad as the more pessimistic posters would make of it. This post basically lists out some of my hopes about Civ3. Feel free to add your own, and start a conversation (yes, I know this is obvious).
One of my hopes has been increased flexibility for scenario editors. Tons of free tech and unit slots, ability to change the graphics around, and so forth. Looking at what the limited resources of Civ2 offered, and what people made of it, we could judge that with increased scenario editing ability, true masters of scenariocrafting can create masterpieces that are to Civ what Picasso was to art or Shakespeare was to prose.
Another hope of mine is that the screenshots that we've seen are not representative of what the final product is like (anyone remember the original SMAC shots?). I would hope for montain ranges to look like mountain ranges, and not small puny individual squares, and deserts to look truely parched. At the same time, cities, units and what not would also look equally brillient.
A third thing I would like to see are new ideas that gradually grow onto the framework of Civ. For example, SMAC introduced borders, artillary bombardment, and so forth. Civ 3 should of nessceity introduce new concepts as such along the framework of its predessesor. Urban spawl, growing city radii, a working resource model, religion, civil policies, and so forth, would be good examples of this (this was off the top of my head, BTW, no need to actually rush off and implement all of them ASAP, though it would be nice)
Finally, like any sequel, I would like to see greater quantities of units, techs, civs, terrains, trade goods and so forth. These new additions should not seem to be plugged into the old framework, but rather an addition that seemed as if it always belonged. Recall how Elephants, Pikemen and Alpine Troops all added themselves so neatly to Civ2. Remember how the reworking of the Civ tech tree was fluid. For optimal effect, the number added shouldn't exceed twice the number of the original, but should come close.
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Sabre2th
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I've often thought about having an AI that can learn, but I never thought about how to do it. I always assumed it was beyond our grasp, but maybe not. Unfortunately, we will probably not have a strong, smart AI until true artificial intelligence, which is waaaaay off in the future, if it comes at all. (Though I think it will come sooner than most think)
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yin26
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This space reserved for Darkstar.
Apr 1999 time: 14:15
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quote: I've often thought about having an AI that can learn, but I never thought about how to do it. I always assumed it was beyond our grasp, but maybe not. |
Submarine Titans promised and somewhat delivered on that promise. For example, if you came at the AI with one kind of weapon, it would make new craft with the correct counter measure. So, if you played the same way all the time, eventually the comp would just pound you. You had to readjust your strategy to keep the AI files 'guessing' so to speak.
However, unless the AI is programmed properly to handle its economy etc. to begin with, even that kind of adaptive combat AI will have limits. So if you ask me:
** The Civ 3 combat AI should be adaptive across games. You make a profile, and by your 3 or 4th game playing the same way, the AI 'magically' has all the right counters, forcing you to mix things up.
** The part of the AI that REALLY should be opened up relates to the econ/city management stuff. If it's too hard to program an adaptive AI for that, then perhaps finding the "killer build orders" off this and other sites would be the way to go.
** As much as possible, let the fans mess with the AI and make it easy to share AI files with each other.
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