 |
|
Grunthex
|
|
Calgary
Oct 2001 time: 22:15
|
|
quote: Originally posted by ixnay37
The more I see, the more I want the game...these look nice.
Does the city in the forest look a bit strange to anyone? |
It looks normal to me, just the active-unit circle on there makes it look a little odd. What I like, is one of those players (red or green) must be a computer player, and they both have relatively hard-to-grow cities in the middle of the forest, my guess would be to stake a claim to the borders.
|
|
|  |
 |
|
Andy
|
|
Provo, UT, USA
Jan 1970 time: 05:15
|
|
I am most impressed with the Granary constuction complete screen. Granted, this feature is a rather little thing. But it just proves to me the thought and excellent design put into the game by Firaxis. It really seems to me that they have done it right.
|
|
|  |
 |
|
Don K Hotay
|
|
Boston
Aug 2001 time: 00:15
|
|
has anyone preordered yet? I preordered from from eb games, so I could also get the game risk for free (actually it is not so free considering at other sites/stores, CIV3 goes for 5 dollars less than at ebgames). We all know its gone "gold", and I guess it ships on the 30th to store shelves...I'm just wondering, when the **** will I have CIV3 in my hands!!!
Quixote
|
|
|  |
 |
|
kaminwx
|
|
Cedar Rapids, IA, USA
Mar 2001 time: 05:15
|
|
The screenshots look great. I'm curious as to how the movement of units in river squares is done. Since rivers now flow on the borders of squares, can a unit on a square that touches a river now use the 1/3 movement rate when moving to any other square that touches a river?... Even when the two squares don't border the same river? I'll find out soon enough, I guess.
Last edited by kaminwx on 24-10-2001 at 06:55
|
|
|  |
 |
|
korn469
|
 |
Poetic Justic
Apr 1999 time: 00:15
|
|
HalfLotus
units are valid targets for bombards, both from artillary units and air units accords to the gamespot interview with sid and jeff
here's the chapter from the SMAC manual...artillary won't work the exact same, but i bet it will be close
quote: Artillary Combat
Unlike most combat, artillary combat does not continue until a unit is destroyed. Attack and defense strengths of the units are compared only once, and (if the defender loses the single round of combat) a point of of damage is assessed against the defender. This reflects the nature of artillary combat, which is basically firing blind to harass and weaken the enemy. Note that land units can never be completely destroyed by artillary fire, and units in a base or bunker can never be damaged more than 50%, although repeated barrages will keep them from repairing damage. Targeting a square with no units for an artillery barrage actually attacks any terrain enhancements in the square.
Artillery Duel
An exception to this rule occurs when one artillery unit attacks another. In this case an artillery duel occurs, as each unit focuses its fire on the other. Artillery duels are to the death, just like most other combats, but they utilize attack strength only. |
|
|
|  |
 |
|  |
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
|
|
|
|
|
|