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Libertarian
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quote: What was the old squence? What was so bad about it? |
It was quite random, yanking you all over the map. It was impossible to conduct a battle campaign or order worker detail without constant and persistent interruptions in your train of thought.
If this is indeed fixed, it represents a monumental interface improvement.
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Pembleton
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Cyberspace
Apr 1999 time: 23:17
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quote: Originally posted by Libertarian
It was quite random, yanking you all over the map. It was impossible to conduct a battle campaign or order worker detail without constant and persistent interruptions in your train of thought.
If this is indeed fixed, it represents a monumental interface improvement. |
Since I haven't played Civ3 since a few days after the first patch was released, I had forgotten about that annoying aspect. Not being able to stack workers also made me forget that annoyance too.
But this is indeed promising, if they keep the sequence to the region of the units before moving to a new "area" instead of jumping around.
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Libertarian
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Exactly. It needs first to exhaust a stack, and then activate units sequentially on the proximate stacks, etc., thus allowing you to complete your activities one theater at a time.
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Libertarian
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Apparently not, because I don't disagree with what you just posted.
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Minmaster
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So Cal
Nov 2001 time: 21:17
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this isnt a whine or *****ing, just some ideas i want to get out:
i know its could be done by editor i want this to be official: how about giving army unload ability? it will make armies more useful and allow upgrades to those units.
also, one thing that needs to be addressed IMO is how when a trade with another civ is disrupted by something that is totally not my fault, usually because they are in war with some other civ (eg. their trade route is disconnected, their resource becomes disconnected), that civ shouldn't get angry at me and cause the other civs not wanting to trade with me...
also i dont get the "removal of despot rushing" change despite the explanation by the firaxian. did they remove the whole rushing production or only change unhappy citizen rushing exploit?
anyways, this should be a GREAT patch (although i hope despot rushing is not removed entirely) and i appreciate firaxis' work
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Libertarian
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Vel, I sympathize with your need for modding tools. I believe, however, that Firaxis properly prioritized. After all, a mod crippled by a fitful interface will become just as tedious as the regular game.
Clearly, this patch represents a triumph of steady, relentless, and constructive ideas offered by people like you. If this patch is any indication, I wouldn't be a bit surprised to see a stellar editor just down the pipe.
And Coop, you should be ashamed. Whiners? We have our reward, thank you very much.
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Libertarian
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Well, we'll know soon enough, I suppose. I hope that it will return proximate to the theater from which it last moved.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:17
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quote: Originally posted by Gramphos
Shouldn't that have been dfixed in version 1.16f? |
No, I have 1.16f and recently had a unmovable and unsinkable Russian galley 2 tiles away from the last Russian city for the entire rest of the game.
EDIT: Sorry, with "last city" I meant the last city I took; they had no city left.
Last edited by Sir Ralph on 14-02-2002 at 02:15
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:17
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It looks pretty solid. The die roll for retreat will make using combined arms more attractive. The activation sequence coupled with stacking will really help out late in the game.
The BIG ONE, though, seems to be pop rushing. I never knew that the unhappiness from poprushing was buggy, and I didn't make extensive use of poprushing anyway (*crack* temple.... *crack* library... switch to republic), but I wonder what impact, if any, this will have on my early game.
Edit: Oh, and military suppression of cultural reversion is pretty big, too. I hope Firaxis lets us know the specifics on that one (1 unit per pop point, 2...3?). People don't like the uncertainty, and will be frustrated until they know for sure.
Here's hoping that a future patch will beef up the editor for the mod & scenario makers.
-Arrian
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:17
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Gramphos:
Well, I destroyed the last Russian city, but Russia was not yet defeated. Then I saw a Russian galley 2 tiles from the last taken Russian city, probably with a settler and Cathy. I had heard before, that there was a bug, saved the game and sunk the galley. A message popped up, that the Russians have been destroyed, after which the game crashed. The galley did not move for the whole game, as there was no room to settle. After a time, I managed to make peace with Cathy. In the end of industrial age some wars with razing made room to settle. I gave Cathy my map for free (she had no gold anyway), thought she would move and settle, but no. She remained in her galley and voted against me in the UN. Had to launch the Space ship.
Happened about 2 weeks ago with 1.16f.
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Ralf
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Sweden
Mar 2000 time: 06:17
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quote: Originally posted by player1
* Added Sentry command: y = wake whenever next to friendly or enemy unit(s) / shift+y = wake whenever next to enemy unit(s).
* Added stack movement. Hitting 'j' will produce the goto cursor. Once you select a destination, every unit of the active unit's type in that square will move to the specified location. Air units of the same type will attempt to rebase. |
I really hope that they have added the equivalent screenbuttons for above as well. Im a mouseclick-man myself.
Im curious about "active units type". Obviously they are refering to land/sea/air branches only, and not to indevidual unit-types. One should (of course) be able to move around mixed stacks of, for example, land-units. Also, one should be able to stack non-combat units, as well. Navigating hordes of inefficient (especially under non-industrial Civs) foreign captured workers, one by one, is really somewhat of a chore.
Last edited by Ralf on 14-02-2002 at 03:03
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