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bagdar
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Turkey
Jan 2001 time: 07:12
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quote:

I agree with everything, Bagdar, except this:
No, no, no This means built-in AI pathfinding problems, leading to very inefficient AI city-placements and expand-strategies.
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well, I meant only the animation in Civ I, you know, the one when you first found a city... Not the settler unit, but the guys in the anim. sequence, moving onto the site where your future city will grow. (Of course I would hate to see the computer decide where my cities are!) It was only the animation in Civ I, nothing else... And also, what I meant by city view was the picture of the city you get in civI and II... you know, with the pictures of the advances etc.
[This message has been edited by bagdar (edited January 12, 2001).]
[This message has been edited by bagdar (edited January 12, 2001).]
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James Fox
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How about a 'go to' command that actually lets you go to a location other than a city square? They had that in Civ I, if I recall correctly, and it's really annoying that it's not in test of time.
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bagdar
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Turkey
Jan 2001 time: 07:12
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I too hope that the artists have thought about keeping the graphic ideas that we liked so much in Civ I. That's possible only if they still have time enough time to work on the graphics of course. Civ II was as great as Civ I, and I think we listed all the things about Civ I that we missed in Civ II. Maybe they were omitted because civ II was a windows game, and some of the stuff wouldn't look nice inside windows. Also, 3d graphics weren't that abused at the time and the 3d emissaries were a nice idea. Now, we can have the Civ I diplomacy screen with advanced 3d graphics, and we don't have to think about "windows" -literally, that is. We already have been wink-ed about the replay. That's all I have to say.
I don't know how Sid will expand the game concept, but Civ II was a more versatile, customizable, slightly developed Civ I and that's what made it great. Civ III will be successful because its ancestor is Civ I. [ctp failed because....well, anyway]
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Christmann
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Denmark
Jan 2000 time: 05:12
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Are you all forgetting about when you would capture a city in Civ, and your soldiers would march through town? (Well, actually just in front of it. But that could be improved in Civ3). In the beginning it was a spear equipped phalanx and by the end they were marine-types. It kicked ass watching your soldiers like that!
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Chronus
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-Definately the replay.
-The "build your own palace" was fun. Especially when mixing different sections and coming up with some hideous monstrosity!
-I don't follow James Fox's "goto" complaint. You can go to any tile square you want by pointing and SHIFT-clicking.
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schubert37
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Wiesbaden, Germany
Mar 2001 time: 05:12
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I want city view.
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:12
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quote:

Originally posted by bagdar on 01-12-2001 04:43 AM
So by now, I have these:
1-the replay
2-the diplomacy screen
3-disasters
4-Newspaper reports
5-a city view that didn't look like a horizontal ant farm, or the model of a public park. The settlers actually moving onto the site and making those little huts or tents.
[This message has been edited by bagdar (edited January 12, 2001).]
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That's roughly the count, so far. And I'm seeing a pattern. People from one end of this thread to the other have talked about "atmosphere", and how cool this or that was. It's like they did all this stuff for civ1 to entice us to play, and then for civ2 figured that we had the great gameplay, and left a lot out...
here's my take on all these things.
1. Replay. The civ1 replay was a surprise when I finished my first game. I didn't know it was coming, and what a nice surprise! I missed it in civ2, and when at the end of the AC demo, I got a replay, I almost fell over in shock. without it, there's almost no way to know what went on when you didn't know what was going on.
2. Diplomacy. I'm afraid I didn't have quite the fun that many of you had with civ1 diplomacy, but I was turned off by the heralds in civ2. pretty animations, but not fun. when I made the full copy (playing without cd) to my hard drive, I copied all the movies and the high council, but not the heralds. I don't want to see them.
3. Disasters. I'm not sure what they were thinking with this one. I always had to worry about earthquake or fire destroying an improvement or 2 in civ1, why didn't they include it in civ2? it's like not including barbarians....
4. Newspaper reports. Am I misremembering, but it seems to me in ancient times, my newspapers would come on stone tablets? it was that sort of attention to detail that helped with the enjoyment. along with the unrelated news of course. reminds me of the time I was watching a guy play Santa Paravia on the buy land screen, and he wanted to know if they were serious about hiring a piper.... but I digress. The soulless windows pop up was much less enjoyable.
5. The city view. one of my favorite things in civ1 that got upgraded for civ2, but somehow didn't work. I already posted about this. what I loved was seeing the improvements appear every time I built something, and how my cities slowly transformed from a collection of huts to a crowded metropolis. it was also funny how incongruous it looked to have the massive pyramids and feet of the collossus behind a rude collection of huts. I'm afraid in civ2 it looked like a sparse collection of homes no matter how much it grew.
These things (except the disasters) aren't a gameplay issue, they were just really cool things which helped us with the enjoyment.
In the developers defense, I also wish to point out something that Worked:
The High Council. These guys always make me laugh. I know a lot of hardcore gamers turn it off, but a lot of hardcore gamers don't care about the other stuff we've talked about here. the infighting that frequently occured between minsters was hilarious. gotta keep that one.
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