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Encomium
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quote: Originally posted by SlowwHand
Maybe it's been asked.
If so, I didn't see it and maybe it's time to ask again.
What about the game are you struggling with the most?
For me, it's Major Wonder building.
In the game I'm playing now, I was 2 turns from completing Hanging Gardens and got beat to it.
No other Wonders available so there goes the production that was spent right out the window.
Is there something I'm not looking at, and should be? |
There is a great deal I find irritating about Civ III, and culture flipping borders and cities (with vanishing garrisons) is high on the list, along with a stupid cheating AI. The pitiful use of navies is also annoying such as bombers being unable to sink warships, or privateers and subs being unable to damage an enemy's trade.
Wonders is another pain. You can't hurry them up, you get no warning if another civ is almost finished with one, and you lose all the production. WHY CAN'T YOU TRANSFER THAT PRODUCTION INTO WEALTH?? Why, Sid?
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OneInTen
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brisbane.qld.au
Jan 2002 time: 15:17
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quote: Originally posted by Libertarian
Bizarre unit activation sequencing. I stopped playing mainly on account of it. |
This is pure speculation, and not really verified, but ...
In the game I was playing over the weekend, unit activation seemed a lot more orderly than I was expecting (I was paying attention to it in light of this complaint I guess).
Now I know it used to be a bit jumpy, but this game, in the turns from 4000BC to somewhere in the 1700ADs that I'm up to now, I saw perhaps half a dozen at most unit activations that I couldn't explain. This is on a huge map with only 5 civs too. Mostly it was a matter of the next unit activated either being one on the same square as the previous one had been, or failing that, the nearest unit to it.
It would activate my workers on each island in turn, never skipping between one island to the next and back again.
In short, pretty predictable.
I was surprised, because I'm sure that when I first started playing the game it didn't work so well, so I'm wondering if the patch did anything to it.
Can anyone think of any other explaination why it'd work nicely this game but not in others?
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SanPellegrino
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quote: Originally posted by OneInTen
I was surprised, because I'm sure that when I first started playing the game it didn't work so well, so I'm wondering if the patch did anything to it.
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I experienced same thing, after the patch unit activation is better. stacks are activated in order, it doesn't flip continents every unit anymore.
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Bilas
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NJ, USA
Jan 2002 time: 05:17
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Here are my 3 most irritating things in CIV3.
1 Not being able to stack your units together (except for the army thing) but I wish we could stack anytime.
2 the whole Naval warefare and aircraft warefare thing!
3 poor AI
There are more things that bother me there are also things that I like. I hope that in the next patch they listen to "us" and fix these things.
Peace -- Out
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Snorklis
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Stockholm
Jan 2002 time: 06:17
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The most annoying thing about the game is that it seems to lack what you can call luck or combatdice in combats. If you reload the same battle and do exactly the same attacks each time, you will get the exact same result each time! Why is it so? Lets say you do another battle before the one you reloaded 35 times, and then do that battle in the same turn, it will not be the result you got 35 times! It seems like each battle is dependent on the battles done before, and I really really reaaaallly would like to know why and what I can do do prevent it!
It feels like I could win a battle if just placing that particular battle in the right order. Ofcourse I tested it... And I was right!
This is what happend...
Walk down to a city with >10 units and loosing every one of them big time. Fine. It could happen, right? Reload. Loosing again, and the battles take the same hitpoints to eachother. Reload. The same. Reload. Still the same... okey. Make another battle on a different city just using one unit. Lost. Okey.. Now its time for the 10 unit battle again. This time I won the city and kept 6 of my units!!!! WHYYYYY??????!!!!!
Im getting really annoyed by this, that I really consider to give up playing an otherwise fine and addictive game.
******* Please explain why this is happening???!!
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Tarbox
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quote: Originally posted by Jaybe
No, the attacker should have at least a 3:1 advantage! But that includes strength in power.
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Completely ignoring your actual point, I guess this means attackers are getting stronger through the ages. Sun Tzu says if the odds are 10:1, attack, 5:1, surround, 1:1, maneuver. He's got rules for 1:5 and 1:10, as well. I think they're retreat and surrender, but I'm not sure. This being the internet, I could look it up, but then you wouldn't.

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Zachriel
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U.S.A.
Dec 2001 time: 00:17
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quote: Originally posted by Tarbox
Completely ignoring your actual point, I guess this means attackers are getting stronger through the ages. Sun Tzu says if the odds are 10:1, attack, 5:1, surround, 1:1, maneuver. He's got rules for 1:5 and 1:10, as well. I think they're retreat and surrender, but I'm not sure. This being the internet, I could look it up, but then you wouldn't.
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Generally in warfare: If ten times the enemy's strength, surround them; if five times, attack them; if double, divide them; if equal, be able to fight them; if fewer, be able to evade them; if weaker, be able to avoid them. Therefore, a smaller army that is inflexible will be captured by a larger one.
http://www.sonshi.com/learn.html
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Snorklis
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Stockholm
Jan 2002 time: 06:17
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quote: Originally posted by Jaybe
Snorklis, thank you for not starting a new thread for this, since it has been rehashed dozens of times before.
The random number generator is seeded* when you start the program, not when you load your saved game or when you do the combat. This was a design decision on Firaxis' part, to prevent this "trick" players had to "fix" their results by reloading the game any time they couldn't stand the results. Consider it part of the challenge.
*In case you didn't know, it goes roughly like this: there is a list of 'random' numbers (e.g., 12527839945612379128005451...). The 'seeding' determines where in the list to have the first number picked. Subsequent picks continue from that point. (When there is a long string of '0's, it may mean that your modern armor is defeated by the knight). |
Thanks for your answer. I did not think of this possibility. I tested it naturally direct after I read it and found it NOT to be the case here!! Have you really tested reload the whole game and do the same battle over and over again? I also tested rebooting the machine, but the the same result is coming again and again and again....???!
But ofcourse like before, do another attack on another unit, and the reloaded battles outcome will change.
This is driving me nuts!!!!
Why cant we have a new random seed in each battle, like the battles in Warlords for example? There you can even set the combatdice if you would like it easier or harder to win........
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Ironikinit
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I don't know why they made the random seed like they did, but I assume they did it to cut down on people using the reload cheat.
Colonization (an old civ type game) had a similar feature.
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Murtin
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Sweden
Dec 2001 time: 06:17
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quote: Originally posted by Snorklis
Thanks for your answer. I did not think of this possibility. I tested it naturally direct after I read it and found it NOT to be the case here!! Have you really tested reload the whole game and do the same battle over and over again? I also tested rebooting the machine, but the the same result is coming again and again and again....???!
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I think the way it works out is that when you save your game, the random number seed is saved along with it. That means that it makes no difference if you simply reload the saved game, quit Civ and restart, or even reboot your machine and restart. When you reload your saved game you will also reload the seed, and thus you will be facing the same sequence of numbers that you were facing when you saved the game. So as long as you move your units in the same order, you will still receive the same results.
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Snorklis
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Stockholm
Jan 2002 time: 06:17
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quote: Originally posted by Murtin
I think the way it works out is that when you save your game, the random number seed is saved along with it. That means that it makes no difference if you simply reload the saved game, quit Civ and restart, or even reboot your machine and restart. When you reload your saved game you will also reload the seed, and thus you will be facing the same sequence of numbers that you were facing when you saved the game. So as long as you move your units in the same order, you will still receive the same results. |
Thanks for your answer.
Yes, I was beginning to think the seed is saved also. I think this is really sad, it takes out a lot of fun playing the game knowing that if you maybee attacked another unit before the big very important battle, you could have won and kept half of your army, but now losing it and hardly make any damage to your opponent. Craaaazy!!
Give me.. say 90% on unit strength and other influences, and 10% luck.. That will do the trick!
FIRAXIS!
Please remove this "feature"... :-)
...and really... why stop people from reloading a battle the dont feel are just? Is it my problem or Firaxis problem?...
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Encomium
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Here's another reason for irritation AND monotony. . .
I am playing the Marla World Map downloaded from another site. Six civs besides mine.
It is only 1000 AD - and it already takes 3 1/2 minutes between turns!! I can just imagine how long it will take when we get to 1900.
No thanks.
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Ironikinit
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Didja try, oh, I dunno... sinking them with ships?
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Tarbox
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quote: Originally posted by Zachriel
Generally in warfare: If ten times the enemy's strength, surround them; if five times, attack them; if double, divide them; if equal, be able to fight them; if fewer, be able to evade them; if weaker, be able to avoid them. Therefore, a smaller army that is inflexible will be captured by a larger one.
http://www.sonshi.com/learn.html |
Drat...I totally messed it up. Gotta go study some more.
*hang head in shame*
I'm so embarrassed...no wonder I've been losing my wars.
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