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sabrewolf

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turicum, helvetistan
Jun 2002 time: 06:25
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i joined poly in june 2002 and the first thing i noticed was the permanent criticism of civ3 and firaxis.
since then there has been some patches for the vanilla game (1.21f, 1.29f) and an XP (1.01f, 1.04f, 1.14f).
and now i hardly hear any criticism any more. why's that?
1. the game i nearly perfect by now (except maybe MP) so there's no reason to grumble
2. coracle, jimmytrick, etc. have been exiled out of this section
3. people are just tired of ranting
as for me, i'm fairly pleased with the game 1.29 and PTW1.14 are stable and are still fun to play. and the MP problems don't matter to me, because i havn't got time for MP and i'm too much a builder 
i'm still missing real scenario support (diplomacy editor, scripting), removing of some hardcoded stuff (tech cost, flexibility for traits, workers tasks, etc) and some other smaller things.
how do you guys explain the nearly missing criticism?
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MrBaggins
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Maybe ,also the fact that the modability required to make real scenarios a la Civ2 is gone... never to return, since Firaxis is utterly opposed to scripting languages... etc.
The large civ2 scenario making/playing contingent have given up on civ3, perhaps?
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sabrewolf

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turicum, helvetistan
Jun 2002 time: 06:25
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quote: Originally posted by WarpStorm
And just how would you go about pressuring Infogrames into giving out the source code for one of their hit titles? |
my comment wasn't meant that serious (note those smilies)
quote: 2 months It took the freeciv guys 8 years to get where they are now. (According to their website they are looking at having someone write modules to teach the AI about diplomacy, democracy, the value of towns, and they are looking at putting scripting in). |
i was exagerating, as you surely noticed.
the trouble about AI is that it isn't "intelligence", it's just simulated. the computer uses formulas and algorithms (a maybe a random factor) to calculate what's best. these algorithms are fixed and hardcoded and don't adapt.
you can win a game against 10 oponents by just killing one after the other - because this sort of intelligence wan't programmed
quote: BTW, putting scripting in the editor is easy. Putting it into the game is the hard part especially since it wasn't built with scripting in mind. |
ofcourse i know it's too late now. but actually it can't be much too hard. in fact, as a application developer i know it's easy - just needs enough time and a good concept developed.
i could imagine something like the 'crontab' in linux/unix-OSs. every minute (or in the game every turn), the computer polls if a certain defined incident happens (e.g. specific year reached, a certain city captured/destroyed, a great wonder built, etc.), something else happens (e.g. create unit, send message, victory, etc.).
most tutorials and scenarios in other games have something like that. e.g. in AoE2 when you crossed a certain line, or killed a special unit, the next quest started. that's what i call interactivity...
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MrBaggins
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quote: Originally posted by WarpStorm
*snip*
BTW, putting scripting in the editor is easy. Putting it into the game is the hard part especially since it wasn't built with scripting in mind. |
"I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis
Last edited by MrBaggins on 03-02-2003 at 08:13
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ellie
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Well
to answer your question. I personally was dissapointed with the game. My main two issues were combat (which i think was made simplistic for the animations) and performance. It managed to slow down my husbands v.quick pc somehow.
But whats the point in raging on about it ;p it just annoys others and gains me nothing.
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