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Flinx
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Toronto, ON CANADA
Nov 2001 time: 00:20
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quote: Originally posted by Soren Johnson Firaxis
well, I am pretty sure that "renegotiate every 20 turns" will only benefit the human over the AI. The reason is that if you had a lopsided deal with the AI, IT would decide to renegotiate the deal. In other words, there will never be a situation in which you would benefit from "just being quiet" about the deal expiring because the AI will always ask to renegotiate if it doesn't like the deal. |
...So last night I loaded up my current game to prove you wrong and (with this sample size of one) found things were not as bad as I was thinking, but there were situations where I was benefiting from being quiet. There were two very noticeable cases. The first was England giving me 50Gpt for a mutual protection pact but on renegotiation would only accept a mutual protection pact if I gave the advance for the Theory of Evolution wonder. The second is trading ivory and spices to the Zulu for gems but on renegotiation the best deal I could get from Zululand was ivory, spices, two advances and 500G for their gems.
So I reloaded my game again, renegotiated the positive outcome deals and kept on playing. In three turns the English asked to renegotiate the mutual protection pact, offering the same as above; I said no. They came back with something far more reasonable two turns later. A few turns after that, the Zulu asked to renegotiate the gems deal but asked for much less and I got them down to ivory, spices and one advance from the previous age. So in this case the AI did eventually renegotiate deals where it wanted more, but it certainly did not do so automatically when the initial 20 turns was up.
I will investigate further (20 turns have almost passed )
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MJW
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MN,USA
Jul 2002 time: 23:20
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Yea!
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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:20
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HI Guys,
I'm afraid that I'm limited to net access at work only, so I'm not going to be able to join in the patch chat tonight!! I was wondering, therefore, if someone could ask a few questions for me, mostly directed at Mike?
Here are the questions:
1) Does Mike envisage making further improvements to the editor in future patches?
2) Would it be possible for him to alter the editor, such that you can make an improvement a prerequisite for building a unit, either in place of, or in conjunction with, existing strategic resource prerequisites?
3) Would it be possible for Mike to remove the hardcoding relating to movement on enemy roads, or general movement on RR's? Also, would it also be possible to remove the hardcoding for the points neccessary to achieve diplomatic victory?
4) Are pooled editor flags for units/Wonders still on Mikes "Wish List"?
5) Does Mike have any plans to add more editor flags for the purpose of modding the game?
Anyway, if someone could ask those questions, I'd be most appreciative
Yours,
The_Aussie_Lurker.
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Palleon
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Bourbonnais, IL
Jun 2002 time: 23:20
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quote: Originally posted by Xuenay
Get real folks, this is a map editor, not a HAL-series supercomputer smart enough to fulfill all of your wishes. |
Then it shouldn't be called a SCENARIO if it can't set teams, missions, or objectives. I agree, it is just a map editor, and the patch did a great job of making a MAP editor. But the hype was that it would let us make scenarios, and it can't do that, so people are a little upset. I think the patch was a great step forward, and hopefully PTW will finally finish up on that. It's a shame we'll have to pay to make scenarios, if PTW even has it, but that's the way it is.
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UltraSonix
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Melbourne, Australia
May 2000 time: 15:20
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i noticed that the new patch was out... really impressed me
just came back to say that Firaxis is probably the best game developer that I know - it's really impressed me that they would work with the community so much to develop the game - from so long ago most of us though it would never have been released to long after it's been finished
cool stuff
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Boris Godunov
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Portland, OR
Aug 2001 time: 00:20
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Was it advertised as a scenario editor? All they said was "editor." I don't recall them making a big deal about scenarios.
At any rate, I did get my biggest wants (civ placement, minimap, adding units), but am a little disappointed you can't set diplomacy. But most of the changes/additions are VERY welcome.
Last edited by Boris Godunov on 19-07-2002 at 08:56
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Bambul
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Sydney, Australia
Aug 2001 time: 15:20
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It is a pity about railroads. In the middle ages when I have knights and pikemen/musketmen preparation for war is one of the most fun parts of Civ3 for me. Building enough units, finding choke points or creating them, building fortresses, spotting potential threats and arming nearby cities with enough units to protect it for one, two or maybe three turns after war is declared while I get reinforcements in. I could go on the offensive and take out the AI and not have to worry about it, but it's much more fun to pre-empt their attacks at a time when they are usually superior to me in military force.
But come railroads this is all gone. All I have to do is protect my outer cities from first turn Cavalry (and later Modern Armour, but often the game is over by then) attacks and then the rest is taken care of with counterattacks.
If railroads were like CtP 1/2 and gave a 5 or 10 movement bonus rather than infinite movement then we would still have to plan ahead and split our forces, allowing the AI's concentrated attack on one point to be more powerful and more likely to suceed. Currently the only thing that is like this is when you have land holdings on two far away islands and at war with another civ on both. To get reinforcements from one island to another you can either send them by sea (which can take a while) or airlift them (which requires many airports and you have to wait until next turn and even then is limited to a handful of reinforcements a turn).
I would hope that Firaxis would put an option in the editor for road/rail movement bonus. Well, they have it for roads right now, but not rail.
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