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cookieman is offline cookieman
Settler

May 2003
time: 05:29
  Old Post 20-07-2003 03:11
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knight templar to be a new wonder Support Apolyton, buy Call to Power 2

gamespy reported lately that a new wonder would be the knights templar and it would randomly spawn military units. has anyone heard anything else about this? and does anyone know of any of the new wonders? i know of the statue of zeus but have any more been released?

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:29
  Old Post 20-07-2003 04:31
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Yeah, it sounds pretty cool. Like "Terra Cotta Army" in RoN.

statusperfect is offline statusperfect
King
Sweden
May 2002
time: 06:29
  Old Post 20-07-2003 12:56
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it might be in a crusades scenario

Kuciwalker is offline Kuciwalker
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Feb 2001
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  Old Post 20-07-2003 16:51
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They said 5 new wonders, including the Knights Templar, so I think it's part of the normal game.

statusperfect is offline statusperfect
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May 2002
time: 06:29
  Old Post 20-07-2003 18:51
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quote:
Originally posted by skywalker
They said 5 new wonders, including the Knights Templar, so I think it's part of the normal game.


PLATO is offline PLATO

King
Of the occupied South
Dec 2002
time: 23:29
  Old Post 20-07-2003 21:20
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I wonder how the "random" spawning of units will work.

Kuciwalker is offline Kuciwalker
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Feb 2001
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  Old Post 20-07-2003 21:52
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I don't recall it being random. I think the units are just spawned at regular intervals in the city with the wonder.

GhengisFarb is offline GhengisFarb
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I want my HAMBURGERS!!
May 2002
time: 23:29
  Old Post 20-07-2003 21:54 Visit GhengisFarb's homepage!
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This would be an awesome new option for the Wonder ability, especially if it was "spawn [unit] at [#] interval" then you could make all kinds of whacked wonders.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:29
  Old Post 20-07-2003 22:07
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I just had an awesome idea... make the Military Academy spawns armies every X turns... X could be 10 or 20.

GhengisFarb is offline GhengisFarb
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May 2002
time: 23:29
  Old Post 20-07-2003 22:33 Visit GhengisFarb's homepage!
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quote:
Originally posted by skywalker
I just had an awesome idea... make the Military Academy spawns armies every X turns... X could be 10 or 20.

The Westpoint Wonder. You could also make the Palace spawn a Leader every 40 turns or so.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:29
  Old Post 20-07-2003 22:35
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That would be unbalancing. Every forty turns, a free wonder?

GhengisFarb is offline GhengisFarb
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May 2002
time: 23:29
  Old Post 20-07-2003 22:49 Visit GhengisFarb's homepage!
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quote:
Originally posted by skywalker
That would be unbalancing. Every forty turns, a free wonder?

Or Army, and since it would come from the palace everyone would get one. Personally, I would prefer the Leader to be a superior stat unit like they were in Civ2, not a wild card instant build like they are in Civ3.

Kuciwalker is offline Kuciwalker
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of Schmooism
Feb 2001
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  Old Post 20-07-2003 23:50
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Even if everyone got one, say you wanted to place your capitol one tile away? It would really hurt.

panag is offline panag
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Oct 2000
time: 07:29
  Old Post 21-07-2003 00:29 Visit panag's homepage!
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hi ,

wow , sounds great , .....

lets hope there is limit to this , and that it stop with flight or so , .....

have a nice day

Sheik is offline Sheik
King

May 2002
time: 00:29
  Old Post 21-07-2003 01:33
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That will be a cool wonder. I hope they give us the abilities to add this stuff in the editor though. Does the wonder Knights Templar spawn only knights?

Any guesses on the other 5?

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:29
  Old Post 21-07-2003 02:17
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I don't know. I do know that the stuff MUST be in the editor, because they simply wouldn't hardcode something like that. There's almost NOTHING hardcoded into the game (you can even edit the eras to a degree, though it can cause major errors).

The_Aussie_Lurker is offline The_Aussie_Lurker
Prince
Adelaide, South Australia, Australia
May 2001
time: 05:29
  Old Post 21-07-2003 05:13
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Actually, I remember that the idea of units requiring improvements/wonders to build was on the wishlist of the Firaxis team-not to mention a lot of people in the forums!! I'm actually hoping that this new wonder reflects an ability to make units dependant on buildings, and NOT just resources!! Like nuclear power plants being needed to build Tac Nukes and ICBM's!!!!

Yours,
The_Aussie_Lurker.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
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quote:
Originally posted by The_Aussie_Lurker
Actually, I remember that the idea of units requiring improvements/wonders to build was on the wishlist of the Firaxis team-not to mention a lot of people in the forums!! I'm actually hoping that this new wonder reflects an ability to make units dependant on buildings, and NOT just resources!! Like nuclear power plants being needed to build Tac Nukes and ICBM's!!!!

Yours,
The_Aussie_Lurker.


hi ,

, sounds great

but we should also have the option to lets say steal enough uranium to build one tactical true the intel agency , ......

have a nice day

The Mad Monk is offline The Mad Monk
Emperor
of Ice Cream
Mar 2000
time: 23:29
  Old Post 21-07-2003 09:22
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The "building as a prerequisite" idea for units is a great one. I also hope that the "resource must be in city radius" flag, currently limited to great and small wonders, is extending to buildings.

The_Aussie_Lurker is offline The_Aussie_Lurker
Prince
Adelaide, South Australia, Australia
May 2001
time: 05:29
  Old Post 21-07-2003 10:15
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Yep, I couldn't agree more, Mad Monk!! In fact, I feel that the Editor, though, quite flexible now should have all flags accessible for units, resources and buildings!!

Yours,
The_Aussie_Lurker.

statusperfect is offline statusperfect
King
Sweden
May 2002
time: 06:29
  Old Post 21-07-2003 12:48
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quote:
Originally posted by Sheik
Any guesses on the other 5?


statue of zeus is confirmed

GhengisFarb is offline GhengisFarb
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May 2002
time: 23:29
  Old Post 21-07-2003 16:16 Visit GhengisFarb's homepage!
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There have been many times I wished we could make units require the city that builds them to have a specific imporvement or Wonder.

statusperfect is offline statusperfect
King
Sweden
May 2002
time: 06:29
  Old Post 21-07-2003 20:02
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quote:
Originally posted by GhengisFarb
There have been many times I wished we could make units require the city that builds them to have a specific imporvement or Wonder.


I thought i heard something about that in conquests... hmmm... was it tanks and factories or am i just hallucinating.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:29
  Old Post 22-07-2003 02:26
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No, they haven't said anything about that. My bet is that it isn't in.

What they do have is a wonder that will spawn a certain unit on a regular basis.

Gunter is offline Gunter
Warlord

Nov 2001
time: 05:29
  Old Post 22-07-2003 12:42
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Do you perhaps have any news about Conquest directly from the producers ?

It could be a good font to drain

Gunter

FrustratedPoet is offline FrustratedPoet
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All Glory To The Hypnotoad!
Mar 2002
time: 05:29
  Old Post 22-07-2003 13:35 Visit FrustratedPoet's homepage!
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The previews done for the big gaming sites like Gamespot and IGN would have got their information directly from the developers. That's probably the best we're going to do.

panag is offline panag
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Oct 2000
time: 07:29
Arrow  Old Post 22-07-2003 16:30 Visit panag's homepage!
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quote:
Originally posted by Gunter
Do you perhaps have any news about Conquest directly from the producers ?

It could be a good font to drain

Gunter



hi ,

here is some ;


Civilization III: Conquest
As if I needed another reason to keep playing this game.

July 21, 2003 - Late this October the Civilization family will grow with the release of Civilization III Conquests, the second expansion pack to the third iteration of the premiere strategy series, always first in our hearts and lasts on our hard drives. Confused? Excellent. Let's begin.
Civilization III Conquests heads off in a slightly new direction for the franchise, opting for more detailed scenarios set in smaller geographical and historical settings. Nine total scenarios and three tutorials refine the epoch-spanning gameplay to focus on a single historical struggle. But Conquests also adds a few compelling new features to the core game as well as patching in the multiplayer functionality and other features of the previous expansion, Play the World.

Like all good little expansions, Conquests tries to add more, more, more to the main game. The trouble in doing that with a game that spans all of human history is that you can't make additions to every area without creating a whole new game's worth of content. And you can't add stuff to just a few areas of the game without throwing off the rhythm or focus of the game. The solution is to provide a more detailed look at smaller pieces of the pie.

Though it's at odds somewhat with the more unpredictable and millennia-spanning nature of the franchise, the overall philosophy is sound. Oftentimes games of Civilization fail to deliver conflicts parallel to those in our own history. That you'll have something approaching a World War 2-style engagement isn't necessarily a foregone conclusion. Conquests offers up nine of these pre-set challenges, from the race to build the Seven Wonders of the World to the bloody battle between the Allied and Japanese forces in the Pacific.

The area surrounding the Tigris-Euphrates valley was home to many of the world's earliest civilizations -- from the initial Sumerians and Hittites (both new to the series) all the way to the Egyptians and Persians. The first scenario in the game (apart from the three new tutorials) is focused on the building of the Ancient Wonders in Mesopotamia. Stretching from Egypt to Greece to western Asia, the earliest civilizations in history will have to wrestle for dominance. Once the Seven Wonders are built, the game ends and a winner is declared.

The original Ancient Wonders of Civilization have been adjusted to include the classical Seven Wonders. While the Pyramids are still here, you'll also see the Temple of Artemis, which adds a free temple to your cities, and the Temple of Zeus, which adds a free barracks in every city. In order to build these new wonders you'll have to have access to a new strategic resources, stone.

As befits the early civilizations, the tech tree requires you to actually research up to the basic functionality of your workers. You'll need to learn how to irrigate and how to mine even. But though the game extends the tech tree back a bit beyond the base knowledge of all civs in the main game, it still allows for some fairly modern buildings. Worker housing, for instance, functions like a factory, increasing productivity by 50%.

Players who prefer fast-paced games of immediately and bloody action might do well to try the Mesoamerican scenario that focuses on the conflicts among the societies of the Incans, Aztecs, and Mayans. Impassable rain forests make this a close-contact affair. Other civilizations may be nipping at your borders, but this is a fight between three powerhouses.

Like the other scenarios, this one contains new additions, some of which merely duplicate the abilities of an existing unit, tech or wonder, some of which add entirely new abilities. The Temple of the Sun and Temple of the Moon wonders are in the former category. The Temple of the Sun acts like the Battlefield Medicine wonder, allowing your units to heal in enemy territory. It also reduces weariness and corruption in your cities. The Temple of the Moon is more straightforward. Like Darwin's Voyage, it simply grants two free advances.

Each culture in the Mesoamerican scenario has a unique unit capable of enslavement. Whether used by javelin throwers or Chasqui scouts, enslavement is an ability that grants your attacking unit a 1 in 3 chance of converting an enemy unit into a worker. You can then use the ritual sacrifice advance to kill these workers to increase the cultural value of a given city. Cultural victory is a good option in this scenario.

The Sengoku scenario depicts the power struggles in Japan from the breakout of the Onin war in 1467 to the emergence of the Tokugawa Shogunate in 1603. While the story of a full 18 clans battling for victory is engaging enough, what makes it really interesting is that the rival daimyos are also racing towards a brand new technology -- gunpowder.

Your warlord is represented as a unit on the map. Like the king in Regicide games, your daimyo has to stay alive in order for you to stay in the game. But unlike your king in Regicide, you'll actually want to send your daimyo out to attack enemies. Though he starts as a simple 2/2 unit, he can grow up 11/11 strength through upgrades available as you move up the technology tree. The daimyo even gains special abilities with certain techs -- from blitzing to zones of control to treating all terrain as roads.

Beyond your daimyo you'll have a whole army of other Japanese units from the feudal and gunpowder eras. The various types of samurai are all amphibious attackers and are able to surprise even a well-prepared enemy. Ronin or ninjas will only work for you if you have jade. The ronin's masterless status makes them a bit like privateers. Players see them on the map but aren't sure what their affiliation is. Ninjas can't be seen at all except by one particular warrior monk unit.





The fourth scenario we've played simulates the Pacific Theater of World War 2. The scenario opens up as Japan strikes hard at targets around the Pacific taking on the Americans, British, Chinese and Netherlands. These last four are in a locked-alliance, one that can't be adjusted by the AI. Japan has to ride the momentum of their first strike for fifty turns in order to hope to be successful. The other players have to stop them as quickly as they can.

The representation of the forces of both the Allies and Japan is more detailed here than the slightly more general sets of the core game are. There are plenty of new infantry types as well as new heavy cruisers and a couple of new planes help to round out the unit list. The American Wildcat is a bit more robust but not as deadly as the Japanese Zero. The scenario even includes kamikazes, effectively trading one population point for the chance to bombard a target up to four squares away. Developer's note: They might work good from carriers too.

The rules have been changed a bit for this scenario. Ships and planes take double damage in cities. You'll want to have your fleets of the sea and air in their element when trouble comes if you want them to have any chance of surviving. Most aircraft are now capable of lethal bombardment against naval targets. Sending wave after wave of fighters to sink an enemy ship is a big part of what makes this scenario so unique.

But there are yet more elements to set it apart. Bombardments can cause craters and craters can remove special resources from the map for good. If your enemy has only one source of a much-needed resource, you have the chance to take it out completely. Aircraft re-basing ranges are much reduced here and you won't even be able to get your West Coast planes to the islands of the Pacific without using a carrier as an intermediary. Submarines, as stealth attack units, can target any particular unit within an enemy stack.

Apart from the scenarios, Conquests adds a few new things to the basic game. First up, there are now two extra brutal levels of difficulty, demigod and Sid. Whether Sid actually has some kind of delusion of divinity or not, it's sure to be a hard level to beat.

Two entirely new civilization traits have been added -- seafaring and agricultural. With seven civ traits now in the game, the team will be reassigning the characteristics of all the civilizations. The English now will be commercial and seafaring. Given that there will be a total of 31 civilizations in the game, we'll still have to see a few redundant and reused characteristic pairings but their frequency should be much less than it is now. New governments like Fascism and the return of an old Civ government, Feudalism, will allow for even more differentiation among the civilizations.

In terms of game setup, Conquests will finally allow for random world sizes. You may also adjust the AI aggression level (separate from the difficulty level of the game overall) to create an experience that's more or less cutthroat than the default aggression levels. No longer will you have to load the civ roster with the most aggressive or passive civs just to find the right challenge level.

New specialists have been added to your towns as well. In addition to creating entertainers, scientists and tax collectors, you can now assign citizens to the roles of civil engineer and policeman. Civil engineers allow you to construct buildings more quickly, while police lower corruption in their home city. While this isn't a big problem close to home, your more distant cities will definitely benefit from improved shield and trade production with a police officer around. The game will also allow you to gain science leaders to supplement your battle leaders. Instead of creating armies, science leaders can lend their efforts to the research of new technologies.

Some existing low-yield map tiles will get new special resources to make them more attractive. Bananas in jungles and oases in deserts can help give cities planted in those areas a bit of a leg up. New strategic resources include feathers from exotic birds, feathers needed to produce arrows for certain units. Items like tobacco or salt will appear on the map as luxury resources. Certain named tiles will even carry totally unique bonuses. The Cedars of Lebanon tile in the Levant provides an extra shield when worked. Additionally, the terrace farming technology lets you irrigate hills for added food production.

There are a few new map tiles worth noting. Marshes cost two movement for most units but without a road they can't be crossed by wheeled vehicles like chariots. While they don't contain much in the way of resources, their presence on rivers and the chance for fish or game resources make them good square to work. Volcanoes are much more worthless and their tendency to spit out lots of lava and pollution from time to time makes them even more unattractive.

While we're on the subject of disasters, the development team has indicated a desire to include plagues in the game. Although they're not sure they'll get it in as a part of the main game, they definitely plan to have some kind of epidemic disasters as part of the medieval scenarios.

Message toggles let you omit the repeated disorder and "we love the king day" messages that tend to slow down your turns towards the end of the game. You can also select to disable unit animations for automated workers and "go to" commands. Continental rally points allow you to set one specific gathering spot for all newly produced units.

We've covered less than half the new scenarios in the new expansion so there's still a lot more to talk about. Airlifting workers, ship-borne cruise missiles, commerce benefits from Wonders (through tourism presumably) and a host of other features are helping to bring a little more sophistication to the game. We'll bring you more updates on these and many other features soon.

-- Steve Butts



that good enough

have a nice day

Gunter is offline Gunter
Warlord

Nov 2001
time: 05:29
  Old Post 22-07-2003 16:38
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Why Conquest seems to reverse the whole Civ concept ?

I mean,personally I dislike a time limit or a target,reached it the game ends.

It will be possible to have all the new features in a game that starts from 4000 B.C. and never ends like CIV1,2,3 ?

I am quite sad saying that if this won't be possible I will prefer to play CIV III without Conquets.

Please answer me

Thanks

Gunter

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:29
  Old Post 22-07-2003 16:57 Visit panag's homepage!
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quote:
Originally posted by Gunter
Why Conquest seems to reverse the whole Civ concept ?

I mean,personally I dislike a time limit or a target,reached it the game ends.

It will be possible to have all the new features in a game that starts from 4000 B.C. and never ends like CIV1,2,3 ?

I am quite sad saying that if this won't be possible I will prefer to play CIV III without Conquets.

Please answer me

Thanks

Gunter


hi ,

dont worry its still to earlyto tell everthing , .....

and the editor shall be improved for people just like you and me , .....

have a nice day

Gunter is offline Gunter
Warlord

Nov 2001
time: 05:29
  Old Post 22-07-2003 17:04
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Thanks Panag,

If developers have to be tweaked into this direction,well,you can count on me.

Gunter

 
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