 |
|
greggbert
|
|
Seattle WA
Nov 2001 time: 21:16
|
|
Great patch. I hope reducing corruption doesn't affect the high number of powerful enemy civs that survive until modern age.
There are 3 other bugs I saw discussed here that don't appear to be addressed in readme.txt
1) Recon missions off aircraft carriers leave some sqares permanently visible.
2) Coastal Fortresses do not take shots at passing enemy ships.
3) SAM Air defense does not appear to shoot down planes.
4) Ships revealed by recon dissapear immediately after attacked but not destroyed by a bomber during the same turn.
Also. HOW IS AIR SUPERIORITY INTENDED TO WORK? The manual is vague...
|
|
|  |
 |
|
AHO
|
|
Wow! What a list! It really does look like Firaxis is listening. Thanks!
While the pessimistic part of me looks at this massive list and thinks, hmmmm, sure were a LOT of things wrong with this game, the optimist in me can hardly wait to get the patch and start playing again!
|
|
|  |
 |
|
Magician
|
|
quote: Originally posted by volcanohead
4. Scripting language: can Firaxis confirm this will NOT be developed?
V |
yeah please tell us Firaxis..
|
|
|  |
 |
|
Soren Johnson Firaxis
|
|
Hunt Valley, MD
May 2001 time: 00:16
|
|
quote: Originally posted by Xeinth
Wish costal bombardment had been fixed. Does this mean they are still worthless? Other than that, looks great. It will help a lot! I will be interested to see the magnitude of the corruption fix.
X |
As far as I am aware, coastal fortresses work as designed. They always fire at passing ships, but you only hear a sound effect/see a result if it hits. The calculation is the same for units with ZOC, which basically treats those units as temporary artillery units with one shot at passing units.
Also, the offense value of the coastal fortress is not very high, so one of the reason people have not seen mauch of an effect is that the coastal fortress has a very low chance of hitting modern ships. Of course, this value is in the editor, so if you want to increase the probability of hitting passing units, just increase it.
|
|
|  |
 |
|
|
Great....so uhhhh....where is the combat modification? Do warriors still beat our tanks? Thanks for increasing the probability of assimilation through culture too!! I just found that my cities didn't revert back very often. I mean when I take over a city of the AI, I don't want to keep that thing for 5 turns. Seriously, shouldn't that be around 1 turn or at most 2 turns? And I just love the tech cap change!!! 40 turns for republic!! I can't wait. And no more rush building wonders...simply brilliant!! 100 turns for a wonder is right up my alley. Any faster and I would think maybe I'm making progress in the game, but this way I feel like the game will go on forever, because as you know I just can't get enough of this game. I could go on and on, but somehow I don't think you really meant this game to be a big hit.
http://www.ensemblestudios.com/aom/screenshot.shtml That is a real game. That game has play testers testing it from the very day it was in the works. That game has popularity and top notch support. Take notes.
|
|
|  |
 |
|
RickBlaine
|
|
While this patch does not address every change that I would like in the game (examples include stack movement, accessing the Civlopedia from the city menu), I think some of the critics here are being overly harsh. This is a pretty good list for a first patch, and I highly doubt that Firaxis is even close to being done with the development of this game. That said, hehe, I would like some further clarification of SAMs and coastal fortresses: are they now working as intended, or is there still little reason to build them? The changes to corruption are somewhat vague, but I am sure they will be clearer by time the patch is released. I particularly liked the change allowing police stations to lower corruption; I did not object as much to the corruption rate (though I feel it was too high and the reduction was in order) as to the fact that there was so little that the player could do to counter it after a certain point.
|
|
|  |
 |
|
|
lol Don't even try it snap. This game didn't have playtesters, not like AOM has. AOM has REAL players playing it, guys who played Age of empires 1 and 2 and who were experts that competed in tournaments. This game at best had a few lame brained programmers who fiddled with the units and then put a stamp of approval on the game.
|
|
|  |
 |
|
|
Thanks again Magaha!
"The min and max turns for research are now in the editor, so feel free to change it to whatever you think is more appropriate."
Yes, feel free to change our shoddy workmanship. We can't actually make the game so there is a standard way of playing. Instead we encourage you to finish the development of the game by moding it and changing the rules in order to tweak the gameplay for us. We would like to thank all our beta testers of apolyton for their cooperation and their hard earned money. Have a problem? Talk to our lawyers.
Last edited by on 05-12-2001 at 22:51
|
|
|  |
 |
|
Sevorak
|
|
While I appreciate the many changes and fixes applied in the patch, I have to note that no significant functionality was added to the editor. Yes, min and max tech turns were added, which will be great for modding, but aside from that, there is still no full add/delete for units, improvements, labourers etc. and still no ability to place units and cities on the map. Should we be expecting these in a further patch?
-Sev
|
|
|  |
 |
|  |
 |
|
Soren Johnson Firaxis
|
|
Hunt Valley, MD
May 2001 time: 00:16
|
|
quote: Originally posted by RickBlaine
While this patch does not address every change that I would like in the game (examples include stack movement, accessing the Civlopedia from the city menu), I think some of the critics here are being overly harsh. This is a pretty good list for a first patch, and I highly doubt that Firaxis is even close to being done with the development of this game. That said, hehe, I would like some further clarification of SAMs and coastal fortresses: are they now working as intended, or is there still little reason to build them? The changes to corruption are somewhat vague, but I am sure they will be clearer by time the patch is released. I particularly liked the change allowing police stations to lower corruption; I did not object as much to the corruption rate (though I feel it was too high and the reduction was in order) as to the fact that there was so little that the player could do to counter it after a certain point. |
The bug which affected interception also affected SAM batteries, so they were broke in the original version but will now work with the patch.
|
|
|  |
 |
|
Cavalier_13
|
|
Montreal
Nov 2001 time: 00:16
|
|
quote: Originally posted by Soren Johnson Firaxis
the main change is that you can stop the computer from even showing you certain moves. For example, if you are tired of watching your workers move around the map while automating, just turn off "Show Automated Moves" in the Preferences Window. The same could be done for friendly or enemy civs. This speeds up the end turns a great deal... |
Wow! A Fixaian answered me! Woooo! 
Thanks for the quick reply, Soren, but I was wondering more the deal with the huge slowdowns on larger maps when the Trade Network/Cultural Influence borders were changed. As it is now, in the late 900's AD, if I pillage a road or destroy a harbour (or create a harbour), the system stops responding for a good amount of time (from 2 - 5 minutes I have seen) while it recalculates the whole Trade Network.
I was wondering if anything could be done to speed that up, maybe a new algorithm, different coding, modifying the way the trade network works, something.
And when you get Airports, it goes to hell! 
The ability to not show units moving at all is a very good addition, and for one I welcome since in the later game, spying on enemy troop movements to see where they are. I have to see their movement for the turn so I get to avoid this now.
As I said, a welcomed patch with a goodly number of fixes.
Cavalier
|
|
|  |
 |
|
|
I'm well aware they're not the corporation. But the way they handle complaints is to say "Don't like it, don't play it". Or "Don't like it, edit it". Did civ2 need to be edited and moded in order for it to be fun? Civ2 had a standard. A standard everyone used and played and enjoyed. This game doesn't. Also, Dan and the other guys don't really address the problems. They just deal with them. It's complete lack of commitment to the game. I've said it before, as soon as you say "nice patch" they'll say "Thanks, enjoy the game. We'll see you when civ 4 comes out."
|
|
|  |
 |
|
Ozymandous
|
 |
Atlanta, GA
Aug 2001 time: 00:16
|
|
quote: Originally posted by EnigmaticGod
Thanks again Magaha!
"The min and max turns for research are now in the editor, so feel free to change it to whatever you think is more appropriate."
Yes, feel free to change our shoddy workmanship. We can't actually make the game so there is a standard way of playing. Instead we encourage you to finish the development of the game by moding it and changing the rules in order to tweak the gameplay for us. We would like to thank all our beta testers of apolyton for their cooperation and their hard earned money. Have a problem? Talk to our lawyers. |
So which would you rather have? Swiss? American? Cheddar? Provolone? Which cheese would you like with your WHINE?
Actually you should be thankful that the editor allows PLAYERS to twiddle with the game settings so they are how the PLAYERS want them if they don't like the default. Are you saying you'd rather have a game where the parameters are set in stone and you have NO CHANCE of altering them to suit you?
Maybe you have played AOK (great game) and it's SET build orders and very linear "if you don't do this and this and this in that order you will lose" every game?? I for one LIKE the idea that I can change stuff to SUIT me. After all the whining and complaining from people here who don't like this or that with the game when it came out, you know, the DEFAULT settings, I'd think more people would be thrilled with the ability to change more stuff.
I guess you can't please everyone.. 
Oh, and if you dislike the game so much, why don't you return it and put your money where your mouth was. Otherwise, change the game to SUIT YOU and stop complaining about things in the game you feel aren't "right", that's what the editor is for.
|
|
|  |
 |
|
Disk Killer
|
|
Montreal, Canada
Dec 2001 time: 00:16
|
|
Just wanted to thank Firaxis for listening to our comments and complaints and taking them seriously, and look forward to further patching in the future. [Always the mark of a company that cares about its customers, instead of leaving them out to dry.]
And please don't let those that are never satisfied dissaude you from continuing to improve your product, I can assure you the people happy with the effort far exceed those expecting you to be mind-reading savants with a talent for human-like Artificial Intelligence algorithm programming.
|
|
|  |
 |
|
IBNobody
|
|
Fort Wayne, Indiana
Oct 2001 time: 23:16
|
|
quote: Originally posted by Soren Johnson Firaxis
the main change is that you can stop the computer from even showing you certain moves. For example, if you are tired of watching your workers move around the map while automating, just turn off "Show Automated Moves" in the Preferences Window. The same could be done for friendly or enemy civs. This speeds up the end turns a great deal... |
Despite all the moaning and groaning, I just wanted to say "Thank You".
This was my #1 complaint with Civ 3, as it was the limiting force in how long I could tolerate playing a given round of Civ3.
Thank you. Thank you. Thank you. Thank you. Thank you.
- Nobody
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
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
|
|
|
|
|
|