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Ray K
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Allen, TX
Nov 1999 time: 23:16
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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. |
You are such an ignorant fukk.
You complain because you don't like the settings, and then complain when he tells you that you can change them to whatever you want.
Get the hell out of this forum, dikkhead. You are wasting space here for people that have an interest in the game and are not just here to practice their typing skills.
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wunder
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Las Vegas, NV
Oct 2001 time: 21:16
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It would be nice to set production to -1 for certain improvements or wonders. I don't think this is to much to ask. I would like more or have the ability to have more units require certain improvements or wonders. ie: army/military academy The ability to add improvements, units and wonders is a must. Specific starting locations is a must as well.
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Silver
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Miami, Florida
Nov 2001 time: 00:16
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05-12-2001 17:58
Jeff or Soren of Firaxis
Hey guys,
i like the changes for the most part from the patch =)
BUT!
i have three concerns, id hope you can respond too for me =)
1. Starting Locations, id really like to be the Americans starting in North America rather than like australia or asia
2. Disbandment of units, thier is a feature lacking to disban all units of the same type at the same time.. =)
3. CRUISE MISSILES =P can we make them loadable on ships and actually sink stuff? =)
Thanks!
Silver
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Steve Clark
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Colorado Springs, CO
Oct 1999 time: 22:16
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It's like giving a child a choice of having a...
red,
green,
blue, or
purple
fire truck.
Some children think that all fire trucks should ONLY be red and if there are any other colors in it, they will throw a fit.
Others think that a fire truck should be all blue and will whine that others can choose a red one. Blue, they said, it can only be blue, it cannot be red.
The smart kids will know that fire trucks can come in different colors, perhaps not all red or blue, but a collection that can satisfy more children besides the whining ones that insist on it being only one color.
But the real smart kids are the ones with a paintbrush that can change it to yellow, if that's their favorite color and to change it back to red, if that suits their mood.
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d_dudy
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i read the whole thing and got the same-culture types placed near eachother but did they fix civ starting positions or not?
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kmj
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quote: Originally posted by Steve Clark
It's like giving a child a choice of having a...
red, green, blue, or purple fire truck.
....
But the real smart kids are the ones with a paintbrush that can change it to yellow, if that's their favorite color and to change it back to red, if that suits their mood. |
Word; and all we have to do is press a button to make it suit our tastes. 
A word about your sig, there, though: See, you'll find plenty of people saying they didn't spend enough resources on "art"... (how many people yellin' about wonder movies?! quite a few).. can't have it both ways. The fact is, in the end, they really just didn't have the resources to make this game as wonderful as everybody wanted it to be within the time allotted (and chances are the developers didn't have much say in how much time that was), so they tried to compromise. I think they did fine, in the end.
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kmj
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quote: Originally posted by d_dudy
i read the whole thing and got the same-culture types placed near eachother but did they fix civ starting positions or not? |
if you read this whole thread, (which granted is quite big by now), you'd see the answer is NO. there does seem to be a workaround... someone posted it somewhere.
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Sevorak
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Jeff or Soren,
Just occurred to me. Are you aware of the pollution-production bug? I don't see a fix in this patch list.
-Sev
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TimothyP
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I am very happy with all of the changes/additions made in the new patch.
Having said that I find it ridiculous that Civ-starting locations cannot be set.
I believe this is a necessity to the Civilization series and not having it at all is more than a step-backwards. Civ 3 will always be incomplete to me if this is never included. I don't mind that it was not in this patch, but it MUST be included eventually, ESPECIALLY since they are airing TV commercials advertising Civ3 as a way to recreate history.
:Recreate history, but since there is no way to make the americans actually be in north america- lets have them in Russia for example with New York where Moscow was. (George Washington would turn in his grave... )
sure this is a bit melodramatic but as it is now there is no way to create and play a DECENT SCENARIO. This was for me what made Civ 2 my favorite game not for a couple of months but for years.
I know that this has already been stated and I know I sound redundant but this must be addressed.
All I am really looking for is some sort of an acknowledgment (yes I know Firaxis is aware of it) but for them to say that it will be included eventually and not next June!
(I guess I feel so strongly about it because to me it doesn't seem like a difficult thing to implement (correct me if I am wrong).
other probs : maps cannot be loaded to scenarios, flat maps are not possible
Last edited by TimothyP on 06-12-2001 at 04:50
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golakers
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The lack of accurate starting locations and historical scripting is the reason why I've only played CIV 3 a half dozen times since I purchased it. Ugh.
But I did see this on CivFanatics from on of the Firaxis guys responding to this issue:
quote: The starting locations issue isn't really one with the game as much as it is one with the editor, just FYI. Not that that changes anything, but it's an important distinction. It really covers the same ground as the need to place cities and units for scenarios. |
They really need to come out with an expansion pack ASAP to allow for historical scenarios and starting locations or Im going back to playing CIV 2. I love CIV 3, but without true scenarios, it falls short of its promise.
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TimothyP
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golakers:
what is historical scripting?
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Skanky Burns
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Skanky Bastard Quartermaster
Aug 2001 time: 14:16
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quote: Originally posted by Soren Johnson Firaxis
I am pretty sure that you can get the functionality you want out of your worker (re: pollution) once the patch comes out using shift+A. Using that command, the worker will auto-improve land, but they won't switch mines/irrigation or chop down forests. They will, however, clean-up pollution, then go back to cities and just wait for more pollution to appear. In this patch, automated units ('A' or shift+'A') will now skip their moves instead of waking up. Workers with "orders" (road-to, clean up pollution, build road network) will still wake up when done. |
This is exactly what i wanted to hear 
With end-game micromanagement, i am always fortifying/waking workers when pollution appears, now (well, soon ) no longer 
The only other thing missing now to combat end-game overmicro-management is a stack command, for moving say 50 tanks up to the Aztec border before declaring war 
But that can wait till patch 2 
Id just like to congratulate you on completing the patch, and thank you for it (and putting up with that loud, idiotic minority) 
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bearblue
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Missouri
Nov 2001 time: 23:16
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quote: Originally posted by Ray K
Good to see all of the fixes --- I can finally fix Herioc Epic!
However, the two biggies remain unfixed:
1) stack movement
2) starting locations for civs
Also, civ-specific improvements would be very nice to allow (just like unique units work) |
Once I figured out what the AI was doing I just started mimic-ing it and found I could pound the AI just as well as it could pound me. As far as the starting locations, that was mentioned in the list, so I'm not quite sure what you mean.
My question however, has to do with the renewable forest. Apparently they're gonna "fix" that by making it so you can only cut forest once? Um? What's the point of planting then? Is it to make the map pretty?
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7EA
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Denmark
Jul 2001 time: 06:16
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quote: Originally posted by bearblue
My question however, has to do with the renewable forest. Apparently they're gonna "fix" that by making it so you can only cut forest once? Um? What's the point of planting then? Is it to make the map pretty? |
Tundra has a very low production of both shields, commerce and food and it helps to plant forest on them... I think this could be a reason.
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Darkstar
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Huntsville, AL, USA
May 1999 time: 23:16
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Jeff, Soren, Dan... and all other Firaxians.
Thanks for working so hard on this patch. I hope that the Civ3 team will be allowed to continue addressing issues in the product, as well as make improvements, until it is 99% of the game that the team hoped to make. (Seeing as that developers really want to make the greatest product they can, that would be a wonderful thing for the team, and more importantly, us the customers!)
Thanks and keep up the work as long as you can! Despite the impressions of the general mass of posters here, most really do appreciate getting an improved game.
-Darkstar
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kmj
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quote: [SIZE=1]
So am I guessing I can buy the game you promised sometime in 2003? Just trying to plan my schedule. Thanks. |
Did anyone ever actually promise anything?
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