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Ljube
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Belgrade
May 2003 time: 06:31
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Mining forest is OK.
The canal squares should be plains.
I still think huts should be there. Unbalancing maybe, but the start positions are not exactly identical, are they? So, you can't have equal conditions anyway.
I think hut luck is what makes this game great. I love getting early bonus cities and techs on the road to monarchy from huts. What's better than that?
There are six players more in the game, so if one of us gets too much out of huts, the others can have arrangements to check his expansion.
And huts are fun, cause you can't plan so much when huts are around. Imagine if you want to build a wonder you alone have the tech for. But I come across a hut and it yields the same tech I wasn't even researching at the time. So, I build the wonder - not you. Sheer luck, but I like it. And you get to curse the huts.
And huts encourage exploration.
The conclusion is that the good side of huts outweighs the bad one. In addition, huts are lots of fun. So, I vote for huts in our game.
And barbarians should be raging or even worse if possible (barbarian wrath).
In the new world, barbarians should have cities with special units that can ambush you (increased attack strength).
Last edited by Ljube on 07-10-2003 at 04:28
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Prometheus
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Sorry to do this guys I am going to have to drop out, I just wont be able to commit to the game the way one should. I should be around to sub on occation. Sorry..
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VetLegion
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quote: Originally posted by Rasputin
geez al lwe get is requests for more info LOL just kididng we glad to oblige where possible
what do you want is this FAQ ...?? |
The original FAQ by CapTVK is very good, basically it needs to have the links fixed and perhaps add a couple more Q&A (I'll let you know if I think of some)
Is this the first diplogame using a scenario this elaborate? (triggered canals)
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OzzyKP
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Rockville, MD
Oct 1999 time: 00:31
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quote: Originally posted by VetLegion
The original FAQ by CapTVK is very good, basically it needs to have the links fixed and perhaps add a couple more Q&A (I'll let you know if I think of some) |
Check the last page of the FAQ thread, I added a diplogame list myself and those links should be a bit more updated. Though they may need updating too, I dunno.
quote: Is this the first diplogame using a scenario this elaborate? (triggered canals) |
No. HOTW3 was far more elaborate. Every civ had customizable civ-specific units. In the spirit of Civ3, we could design our own units and tweak their stats a bit, get unique names and pics for every civ.
Plus we had a set of native units that we put in the Americas and Australlia, it was an AI civ with strong units meant to slow down the progress of the players when we began colonizing the new world.
Once that civ was killed off, it made room for the Alien invasion. At some time in the future towards the end of the game a powerful Alien race would invade earth controlled by some 7th human (we recruited Markus for the job) and the players would have to unite to defend humanity from the Alien invasion, or one strong nation would have to gobble up the other players to be better able to defend Earth against the invasion.
Unfortunately we never got to the end of the game. It would have been sweet if we had. I think Frank did some other moding for HOTW3 too, but I forget. It was pretty complex. HOTW4 is slimmed down a bit. The canal thing is pretty damn cool though.
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