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TheEmerged
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quote: Originally posted by Shadowlord
It sounds like they sure got a lot accomplished. And I look forward to more.
For those of you that are complaining they haven't put enough in yet, I ask you this:
Would you prefer they added half of what they are planning, and got it tested and released, so you had half of it to play with while they worked on the rest, or that they didn't release any patches at all until they were completely done fixing the game, hm? |
What I would prefer -- is that they wouldn't release the product with an editor that isn't as powerful/useful as it was in previous products, and test the features they ARE releasing the game with to make sure they work.
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Bill9999
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quote: [SIZE=1]
Hm, I didn't quote the Disband City option, but it's the most important addition, I think. Does this mean that I can right-click any city, anytime and disband it as though it were being razed? Do I get anything back (most probably, a Settler)? |
Hmm...A faster way to clear jungles?
Take a settler, found a city in the middle of a jungle, next turn disband him, move him one space over, found a city, disband him, move him one space over........
Wouldn't that make starts near a jungle easier!
Bill9999
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:18
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quote: Originally posted by Shadowlord
For those of you that are complaining they haven't put enough in yet, I ask you this:
Would you prefer they added half of what they are planning, and got it tested and released, so you had half of it to play with while they worked on the rest, or that they didn't release any patches at all until they were completely done fixing the game, hm? |
I'm not complaining about this patch, I like the Firaxis decision to fix the game to a proper level.
I only like to mention that a good open beta can do a lot for early bug fixing, balancing and general improvement to the game.
Every round of patches is an extreme misure that should be considered when a reasonable effort has been put into delivering a complete game from start.
I would be happy to give a try to a modular game, from a company that'll release the first version of the game with basic functions to show and support the main design decision of the game and a sketched graphic.
That version of the game (basically the game engine) should be distributed free on the net, just to grab player attention. Then, after a round of feedback the company should start to fill the first release with modular expansions (this time selling them at an acceptable cost). Next feeback turn, next round of expansions.
Advantages: more solid test of few function every time, easy centralized no-regression test, best use of fan base suggestions (more focused), some expansion can be optional (the game still work without them), e.g. a more detailed combat model can be used instead of a simplified one, ditto for buildings and resources or trading.
The tactical level AI is boundled with every module, to manage the related features and objects, while a strategical level AI is improved at the "game engine" main module to interface the tactical level AI.
I know isn't an easy task to develop and manage separate module, but the same was believed for advanced game graphics until id started to sell Doom and Quake engines to everyone. (making quite a lot of money, IIRC).
I wonder if a similar concept is considered in Vel's project... 
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Ethelred
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Unfortunatly the compressed files don't work in Gramphos' save game editor. They aren't ZIP files either as far as I can tell.
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Malthis
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San Diego, CA
Nov 2001 time: 21:18
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quote: Originally posted by Brutus66
Still no option to turn off pollution. I can't beleive that I am the only one who finds that aspect of the game to be tedious as hell. |
You're not....I hate gross pollution
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Coracle
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quote: Originally posted by Brutus66
Still no option to turn off pollution. I can't beleive that I am the only one who finds that aspect of the game to be tedious as hell. |
Isn't there a way to Edit terrain so that Global Warming has no effect? yea, but the ugly orange squares keeping popping up. I want to be able to toggle off that Culture Flipping nonsense.
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Barnacle Bill
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Somewhere on the wine dark sea
Oct 2001 time: 00:18
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First, I'd like to commend and thank Firaxis for continuing to support & improve Civ3!
Howver, the key thing which I think needs to be fixed, which kills my enjoymment of the game and causes me not to play it currently, is AI behavior regarding borders & colonization.
How it works now :
- AI violates borders constantly. You have to nag them to stop. After the 3rd nag, if they are not willing to go to war, the offending units teleport out of your territory. However, if they manage to get far enough toward the other side of your territory by that time, in effect they teleport across your territory instead of back where they came from. Also, if you forget to nag one turn then the 3 turn count is reset.
- AI nags you constantly about "border violations" at sea when your ships are sailing by.
- AI plants cities all over the place with no regard to connecting their territory. If you have the tiniest open space in the middle of your territory, they will plant a city there. Sure, it will probably defect to you eventually, but what if you didn't want a city there (the new ability to abandon a city maybe solves that one, but it is still a big nuisance)?
- Borders move around due to culture & cities being founded. This is unrealistic - the US can't grab a chunk of Canada by building a city just this side of the border.
How I'd like the next patch to make it work :
- Your land units of any type (even non-combat units like settlers/workers) cannot enter a land tile which is in the territory of another civ with which you are not at war. If you want to go into their territory, you have to declare war first. If they were in neutral territory but now due to a border move they are in another Civ's territory, then they teleport to the nearest tile which is still neutral or belongs to their Civ (ties between neutral tiles being in a direction closer to the nearest tile which is their territory).
- On the scale of a Civ map, real life recognized territorial waters are much less than 1 tile even on a 256 x 256 world map. Therefore, borders should stop at the coast - water tiles belong to nobody (but this should not affect the ability of a city to use a water tile within its radius). If you are not at war with a given Civ, your ships would be able to pass right through theirs. This also means for a land tile to be in your borders due to a given city, there must be a land path between it and the city in question through other tiles which are in your borders due to that city.
- The AI should generally never plant a city anyplace on the same continent as one of its existing cities unless it could be expected to like up with the borders of an existing city once the borders of the new city (and the old one if it has not yet done so) have expanded to a radius of 2. In other words, AI would never found a city more than 5 land tiles from an existing city (or 3 tiles from its existing borders, whichever is greater) unless founding its first city on that continent. An exception to this rule would be made for grabbing resource tiles. The AI should also place a high priority on building culture until the borders link up. Yes, I know that "sometimes" it makes sense to plant cities farther away, but the AI cannot be made smart enough to tell when this makes sense and when it doesn't, so its behavior overall will be improved by this rule (which would not affect what humans can do).
- Once a tile is in the borders of a given Civ, it should stay in that Civ's borders unless a city changes ownership or is razed/abandoned. When a city changes ownership or is razed/abandoned, ownership of all tiles that were within its cultural radius should then be re-evaluated. No tile should ever revert to neutral due to a city changing hands (as opposed to being razed/abandoned), though, despite the reduction in culture of a conquered city - the city would just be at a disadvantage in competition for tile control with nearby higher culture cities. The incorporation of neutral tiles into borders as the culture of a city grows would still work as before.
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