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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:19
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Jeff Morris has answered questions regarding the expansion here on civfanatics.
Apprarently the new multiplayer system is like Fallout Tactics, with a few differences. Anyone played that?
They will do a civ of the week again, leading up to the release.
About game of the day/month : "Not sure what you're talking about here. There isn't any built in support for these types of tourneys, beyond what we've already released (no mods to scenario once the game starts, etc)."
Infogrames is in control of the release date, which has not yet been announced
Not much here, other than the Fallout tactics bit. How does that system work?
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:19
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quote: Originally posted by ADG
Great! now does anybody know that game, how is it?
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According to www.gamespot.co.uk review of Fallout tactics, the game has a real time movement, while has option for three different combat modes, one real time too, two turn based:
quote: (As in gamespot review)
The turn-based modes are the best way to play the game, if only because they're the only modes in which you have much control. Of the two turn-based modes, squad-based is better. In this mode, the game plays much like Jagged Alliance or X-COM: UFO Defense--each member of your squad takes his or her turn, and then each member of the opposing squad does the same. In individual turn-based mode, characters move in order of their speed, much as in the Fallout role-playing games. This mode is less suited for a strategy game, if only because the lengthier firefights in Fallout Tactics require more team coordination.
The turn-based mode is valuable in difficult combat situations
For the most part, the real-time mode is the least appealing--the game calls it the "continuous turn-based" mode, a moniker that's either a bad attempt at humor or just plain wrong. The real-time mode is good in fights where your squad outnumbers the opposition, and it can be very useful when hunting down wounded stragglers. But the problem with the real-time mode is that you have little time to make decisions for your team. Because of this, there are sentry modes that let you adjust your squad members' attitude when facing opposition. They will then react automatically, and by the time you've set all their options, they're self-contained little killing machines. You won't have much to do but move them around. It works, but it isn't very engaging.
In turn-based mode, the combat is better, though the system does have some limitations. You can't jump fences or climb walls. You can get to rooftops, but only if there's a ladder provided. As a result of these restrictions, the game can be too linear at times, and the maps will often seem like mazes that you must navigate in a very specific manner. But Fallout Tactics has some great tactical features, like specifically targeted shots and the ability to specialize in various weapons and combat styles, and these options help to balance out some of the shortcomings.
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Mentioning a game with three combat options, then throw in the presence of "some difference" is not a lot of info, IMO 
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Swissy
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Chicago,IL,USA
Sep 1999 time: 23:19
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The Official Fallout Tactics FAQ states that the game 's RT mode is a hybrid RT/TB called "Continous Turn-Based". Players have action points and expend then to do things, with the action points regenerating over time. Since Fallout is a tactical game, moving is not considered an action, but just about everything else is (shoot, reload, search, etc.)
Transfering this to Civ3, a units movement points would be its action points. Once a unit has expended all its movement points, it will not be able to do anything but defend until the movement points regenerate.
The question now should be; how does a unit regenerate its movement points? Fallout uses a continual system. To tranfer that to Civ3, a horseman (movement 2) would regenerate 1 movement point per half a turn. A player can move his horseman then wait half a turn and move it again. Players who are able to build to faster units will have an advantage (Aztecs can do that from the start).
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