 |
|
d_dudy
|
|
actually, i think it is a guitar
|
|
|  |
 |
|
jsw363
|
|
The forests look MUCH improved. I also really like the mountain ranges. However, the shallows still look too acqua for me as does the irrigation.
I wonder if you can capture other units besides workers? I bet that you can since it didn't say "workers captured." That makes it kind of risky sending in workers to connect roads with another civ doesn't it?
|
|
|  |
 |
|
jsw363
|
|
quote: Originally posted by Dan Magaha FIRAXIS Any unit with a defensive rating of zero is captured automatically when an enemy unit moves onto their square (unless there is another unit with a nonzero defensive value also on that square for defense) |
Thanks Dan! Wow, so many posts today.
So now we are left to speculate what other units have defense ratings of zero besides the worker. We know that there is a modern worker unit that will have no defense rating. Settlers also most likely have no defense. Leaders have no defense. (I read that somewhere). I've also read about the possiblity of some sort of manned catapult unit, implying perhaps that the manning unit has no defense. I've read speculation that there aren't any diplomats, so who knows about them. There are no caravans. Spies probably have some defensive capacity, but who knows if they're even in the game. Anyone else have any suggestions?
Capturable units:
Settler
Worker
Leader
Diplomat?
Spy?
Catapult manning unit?
|
|
|  |
 |
|  |
 |
|
kaminwx
|
|
Cedar Rapids, IA, USA
Mar 2001 time: 05:15
|
|
The screens are looking pretty good, but I just don't like the new irrigation look. It looks like there is swamp all over the land mass. The farmland look of civ2 is much better. Any comments on this, Dan?
|
|
|  |
 |
|
jsw363
|
|
Thanks Skanky-
I understand how the caravans got absorbed into the interface, but not the spies and diplomats. I haven't seen any examples of anything treacherous one civ could do to another. I am also wondering how embassies are established. Perhaps you have to pay for them since you can't produce diplomats anymore. I always thought it a bit odd that you could establish an embassy in another civs random outpost and that you didn't have to go to the capital as would be expected.
So then just workers, settlers, leaders, catapults and other unmanned units. It would be sort of weird to cpature another civs leader though and force him to work for you. Perhaps leader when attacked, just die.
The mobilization factor comes after the discovery of Nationalism. This allows you to tailor your economy to be mobilized for war, neutral or peaceful (I think). Not exactly sure what the options are yet however.
|
|
|  |
 |
|
jsw363
|
|
quote: Originally posted by PGM
The units diplomat, spy and caravan are NOT in the game, they're gone. Trade and espionage are now abstract concepts, with their own specific screen. Which is a good thing IMO. |
Yeah, did you read my second post?
quote: Originally posted by jsw363 So then just workers, settlers, leaders, catapults and other unmanned units. |
|
|
|  |
 |
|
Triped
|
|
Caledonia, Illinois, USA
Sep 2001 time: 23:15
|
|
I dunno...half the point of early-game military is to defend your colonization attempts...if they can handle it themselves, then what's the point?
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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
|
|
|
|
|
|