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ColdFever
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Luebeck, Germany
Sep 2001 time: 06:17
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quote: Originally posted by BeBro
Some say the patch was removed from civ3.com due to serious bugs. |
Hi Bernd, I know you are referring to me.
I didn't say it was removed BECAUSE of bugs, I stated that it was removed by Infogrames from their server (FACT) and >assumed< the reason was, that some people found the patch very problematic regarding some aspects (at least that is the best explanation to me). So i recommended to everybody with a good game running not to install the patch until we get the "final" patch 1.17...
Last edited by ColdFever on 17-02-2002 at 02:34
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Libertarian
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Thank God you're here, Yin. I should have listened to you about stacking. But the list seemed so ... glamorous.
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Libertarian
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I do like stacking, Salve. I'm just disappointed with its implementation here. As it turns out, to coordinate stacking of workers (for which the feature was most needed) they must be engaged in identical tasks, else the stack will split out into one subset of working workers and one subset of idle workers.
For example, say 5 workers are on a grassland tile, and you are an industrious civ. You put one of the workers to the task of building a mine, and stack-move the other 4 to a nearby hill. on the following turn, you build a road on the hill. Later, the worker you left behind will, without warning, follow the moves of the other 4 to the hill.
In other words, as it turns out, you must coordinate not only likeness of units, but likeness of tasks.
Moreover, key to making stack movement useful was sensible unit activation sequencing, which was allegedly fixed. But it does not appear to be the case. Setting aside the ambiguities pointed out by Soren, the sequencing doesn't even work the way it is designed. The stack from which you activate is supposed to be reordered, so that activation does not move to some other unit outside the stack before the stack's actions are depletion. Lo and behold, it is just like it was before. If you select a unit from a stack and do something with it, the next unit activated might or might not be in that same stack, and it might or might not be anywhere at all nearby.
So, the short of it is that, while the intention was good, and the list looked promising, the features don't work or don't work right.
Yin, see above.
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Libertarian
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Well, Salve, I stopped fairly early on. Already, with merely five workers, a warrior, and a couple of scouts, I had discovered that stack-moving the workers was counter-productive and that units refused to activate in a sensible order. There was no reason to believe that the problems would spontaneously clear up as the game increased in complexity. And I certainly had no desire to re-experience the tedium that the "fixes" were intended to address.
I shudder to think how I might have reacted had I continued, fighting these new interface complexities, and the Domestic Nag suddenly appears insisting that I build aqueducts. I might have shot my computer.
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Libertarian
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Thanks for clearing that up. These days, it's hard to tell.
Shaneequa
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All times are GMT. The time now is 05:17. Apolyton Time is 00:17. |
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