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Civ 4 - The List of BAD Ideas.

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  • #76
    My last OT post on this!

    A word being nonstandard ain't the same as it not being a word. Hexagonion isn't wrong for using it, nor is anybody else in any setting outside of acadamia. And a message board full is hardly a bastion of good grammar, anyhow! You can find it in all but the most abridged dictionaries (and probably there, too), and it is recognized for its meaning across the English speaking world, irregardless of its dubious origins.

    Oh, an extremely fun book to read if you're not a lexicographer but do enjoy our language is Bill Bryson's Mother Tongue

    Anyhow, skywalker, I normally wouldn't be caught dead using it myself. Just had to argue, I guess.

    On Topic: I don't want a cylindrical map! Look! I'm contributing to the conversation! I'm not helping threadjack! Weeeeee!!!!

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    • #77
      CTP combat was a novelty. I enjoyed it for about 5 days. And then I packed up the game and never played it again. Civ 3 combat is much more simple, and that is good.
      "Chegitz, still angry about the fall of the Soviet Union in 1991?
      You provide no source. You PROVIDE NOTHING! And yet you want to destroy capitalism.. you criminal..." - Fez

      "I was hoping for a Communist utopia that would last forever." - Imran Siddiqui

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      • #78
        Skywalker,

        Nice...
        when you cannot refute the arguments, simply attack the grammar useage.
        Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
        ...aisdhieort...dticcok...

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        • #79
          Originally posted by skywalker
          Wrong. The limit on the number of units on a tile is an ENORMOUS problem, especially for scenarios (CtP's scriping language is not a part of this argument), and does severely limit the forces you can bring to bear (and with which you can defend). You can't shuffle things around in the enemy's turn.
          OK, I'm game...

          I explained how this doesn't have to be a problem, based on the fact that surrounding tiles allow for more than 12 units in the area that can be brought in for an attack. Some other solutions involve the use of buildings that can greatly add to the bonus of defending units - making a defending stack incredibly strong.

          You can also create special unique garrison units within a scenario that have a lot of hitpoints - effectively doubling or tripling (or even more, based on how many hitpoints) the number of units in a tile if you use the parameter 'hp=manpower strength'. (all you have to do is title that unit a division, for example) In fact, if you want these units purchasable, you can assign a price to it in relation to the weaker unit. In a scenario, modders generally create their own unit types as part of the process, so this is not a stretch.

          All of these solutions are viable and easy-to-impliment workarounds to the limitation of number of units that can occupy a tile - in fact I've already used these in my CTP2 'War of the Ring' scenario.

          What stacking, stack unit limits, and stacked combat do is streamline gameplay, plus it simulates a more realistic format of battle. No general sends his units into battle one at a time.

          Now please clarify your statements. You spend a lot of time explaining the 'what', but not a lot of time explaining the 'how' and 'why'.

          A question...
          What do you mean by shuffling things around in the enemy's turns? If you mean that the AI cannot bring in reinforcements, I've already explained how with a stack limit this is accomplished.
          Last edited by hexagonian; December 11, 2003, 14:41.
          Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
          ...aisdhieort...dticcok...

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          • #80
            Originally posted by skywalker


            This is easy to fix - it's in an ini file.

            What? Civ4 has an .ini file already?

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            • #81
              What I don't want to see in Civ 4:

              1) Tactical movement on the strategic map. This means stacked combat among many other things. Armies should be what are placed on the map, units should only exist as things that can be carried by armies or held by cities and fortresses. I hope I never see another catapult limp along for a few centuries in order to eventually launch an unsupported attack on an enemy city.

              Movement should be simultaneous, with orders given to commanders of armies who try to carry them out and who are affected by the enemy's armies and their orders. This obviates the need for any player intervention in the tactical phase and keeps the focus on strategy, where any game that spans hundreds of lifetimes should have its focus.

              Assuming that each turn will comprise a year or more of "real" time, there should be no limitation (or very little limitation) on how far a unit can move across the map. Instead distance from supply points will determine whether a unit can keep moving or must stop. This limit will increase over time due to improvements in transportation tech (like heavy horses with proper harnesses), infrastructure like roads and rails and of course the actual supply points themselves, cities and fortresses and perhaps supply depots.

              Map functions would make this system a breeze to use. Hitting the key would show immediately the areas which are in supply for your armies. Exploration units would have increased range of course, and it would be possible to build a network of bases in order to give yourself global reach. In fact it would be necessary, though as ranges increase fewer bases would be necessary.

              2) I don't need 3d, don't want 3d and would hate to see any effort wasted on making the game 3d. It simply wastes resources in what is essentially a 2 dimensional universe.

              3) I like pretty graphics as much as the next guy, which is why the graphics in Civ 3 were such a disappointment. I don't want to have animated cabbage patch dolls as opponents. Nor do I wish to imagine my forces as composed of cartoon cavemen. Even SMAC's horrible caviars were better than Civ 3's units.

              4) I'd like to see a rich and complex strategic game unlike Civ 3 which gutted the strategic aspects of the game in favor of an immense amount of tactical dancing about. I want the opposite. Clean up the map by removing those thousands of units and replacing them with armies, and then clean up the game by giving those armies over to your generals to use. Not only is this an immense improvement in realism, but I think it will be a lot more fun to concentrate on the bigger issues. Once the huge and dull tactical game is cleaned up it is time to breathe some life into the essentially linear strategic game that Civ 3 is. This means a complex tech tree and social engineering. It doesn't have to be SMAC style SE necessarily, I think EU2 did a fantastic job with their SE settings of paired opposites.
              He's got the Midas touch.
              But he touched it too much!
              Hey Goldmember, Hey Goldmember!

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              • #82
                Originally posted by Jon Miller
                I really enjoy your thoughts on my character

                now, how well do you know me again?

                Jon Miller
                For a start you didnt expect the voting to go that way, by asking "where do all you people come from?" meaning the ones voting for stacked combat, so i think that shows you were interested in the result, and participating in the "stacked - single unit combat" poll itself and being first to reply shows you give some credibility to the result, i dont need to know you personally, Jon.
                Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                CtP2 AE Wiki & Modding Reference
                One way to compile the CtP2 Source Code.

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                • #83
                  hmm

                  I asked where did all you people come from because I did not think so many people liked CTP (and I was hearing a lot of references to it), this does not mean that I viewed the results as pertinant

                  I am interested in stacked versus single combat, if you will check other posts made by me arround that time you will see that I was making a number of posts on that subject before the poll was created

                  so posting in a thread about stacked versus single combat somehow makes me think that the poll in the thread is credible?

                  or does it just mean that I am being involved in the discussion?

                  while I admit that I don't know you personally, you do seem to be trying real hard to be an ass

                  Jon Miller
                  Jon Miller-
                  I AM.CANADIAN
                  GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

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                  • #84
                    Originally posted by Jon Miller
                    I asked where did all you people come from because I did not think so many people liked CTP
                    From the CtP sections?

                    so posting in a thread about stacked versus single combat somehow makes me think that the poll in the thread is credible?
                    So vote banana next time.

                    while I admit that I don't know you personally, you do seem to be trying real hard to be an ass
                    It comes naturally.

                    If you want to continue then PM me.
                    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                    CtP2 AE Wiki & Modding Reference
                    One way to compile the CtP2 Source Code.

                    Comment


                    • #85
                      Originally posted by Sikander
                      What I don't want to see in Civ 4:

                      1) Tactical movement on the strategic map. This means stacked combat among many other things. Armies should be what are placed on the map, units should only exist as things that can be carried by armies or held by cities and fortresses. I hope I never see another catapult limp along for a few centuries in order to eventually launch an unsupported attack on an enemy city.

                      Movement should be simultaneous, with orders given to commanders of armies who try to carry them out and who are affected by the enemy's armies and their orders. This obviates the need for any player intervention in the tactical phase and keeps the focus on strategy, where any game that spans hundreds of lifetimes should have its focus.


                      Assuming that each turn will comprise a year or more of "real" time, there should be no limitation (or very little limitation) on how far a unit can move across the map. Instead distance from supply points will determine whether a unit can keep moving or must stop. This limit will increase over time due to improvements in transportation tech (like heavy horses with proper harnesses), infrastructure like roads and rails and of course the actual supply points themselves, cities and fortresses and perhaps supply depots.
                      Sounds pretty unwieldy to me. Why not simply assume that turns represent a year of real time, while turns represent only a month or a week of Military and Diplomacy time? I know the old argument about a tank not being able to drive 500 miles in a year... but it would basically be infinite movement withing a supply zone in what you explained... also known as railroads, which are well despised.


                      2) I don't need 3d, don't want 3d and would hate to see any effort wasted on making the game 3d. It simply wastes resources in what is essentially a 2 dimensional universe.
                      What about just enough 3d to make the map sphereical? If it is no longer a "2 dimensional universe" then the game is more accurate, realistic, and IMO fun.


                      And agreed to strategy in place of tactics!!

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                      • #86
                        Originally posted by Jon Miller
                        hmm
                        I asked where did all you people come from because I did not think so many people liked CTP (and I was hearing a lot of references to it), this does not mean that I viewed the results as pertinant
                        You make the assumption that since there is a vocal CTP2 element on this thread and since the polling is going strongly in favor of stacked combat, we CTPers have hijacked the results.

                        That assumption is wrong because it is based on the idea that civ3 is perfect and cannot be improved upon. Therefore, any concept that deviates from the basic concepts of Sid's series is considered heresy.

                        I actually think that civ3 has a lot of good features - in the same breath, I think that there are problems in CTP2. I would guess that for most fans, they feel the same way, but in different degrees for each game. Players play one or the other because of the way the developers present the whole game - but at the same time, there are always features within any game that a player wishes were better executed. After all, combat is just one element of the entire civ experience.

                        The fact that more people play civ3 does not necessarily mean that they would not want some things changed or improved. So when you mention combat, many players may feel that stacked combat is a step of progression.
                        Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
                        ...aisdhieort...dticcok...

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                        • #87
                          Originally posted by Solver
                          Hmm, you don't have control while the battle happens, but you don't have it in Civ 3 really, either. There are also similar tactics in CtP2, by forming stacks with different abilities and stuff.

                          The upside is, it will never take you 5 attackers to wipe a single defender.
                          Hello
                          im a ctp1 player and i hope that there will be the option to form stacks with different abilities and stuff.
                          I dont like to move every single unite without groups.

                          IMPORTANT
                          Futhermore i hope that the corruption problem of civ3 will be sloved, its no fun to play civ3 with a lot of citys which produce almost nothing because of distance to the kapital.
                          IMPORTANT
                          And i like the ctp1 city manager very much its very important for me that i have the option to let my worker work on plains,wood or montains, without that a big part of the civ gameplay is gone.
                          IMPORTANT
                          + I like the idea of building caravans for trade. The ctp trade system is a little bit unlogic (with the monopolies) but i like it much more than the trade at civ3 with the simple road system.

                          greetings to all "ctp1like game" players

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                          • #88
                            Originally posted by skywalker
                            The "support unit" role in stacked combat makes artillery a lot like many other units. The ranged bombard in Civ3 gives a LOT of interesting scenario options for units while still allowing you to simulate normal-attacking artillery with high attack units like Civ2 did.
                            Continuing to clarify wrong assumptions about CTP2...

                            The nature of artillery useage in CTP is not merly limited to a ranged support role in a stacked combat situation. It can actually be used in two ways

                            1. Either as part of a grouped stack, acting as a support ranged unit...
                            2. ...or as a separate bombard unit, as it is in civ3. Basically, you can siege a city over several turns with bombards to soften up the units inside before launching your combined stack assault.

                            A nice dilemma for the player to think about - either rush in with your stack to quickly take a city, and take a chance losing your units, or take a more patient approach and bombard it before the main assault - a dilemma lacking in the current civ setup.
                            Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
                            ...aisdhieort...dticcok...

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                            • #89
                              Originally posted by hexagonian
                              A nice dilemma for the player to think about - either rush in with your stack to quickly take a city, and take a chance losing your units, or take a more patient approach and bombard it before the main assault - a dilemma lacking in the current civ setup.
                              Incorrect. The player of C3 has exactly that same choice. The difference is that he or she has total control over which units to use in which order and exactly when to call off the attack if things are not shaping up well.

                              Perhaps the C3 player has too much control. For some that may seem tedious because you have to go through unit by unit until the enemy is dead or you stop. From reading this thread and others, it also seems there are some who think that such control by the player is inappropriate for a game of Civ's scope.

                              However, for many C3's combat is a wonderful part of the game. Tactics and strategy share the same map in a sort of disconnected yet coherent reality.

                              Whether someone prefers the stacks of CTP or the individual units of C3 is entirely one of personal taste. Neither is 'best' in any sort of metaphysical way.

                              I enjoyed CTP and CTP2 combat. I enjoy C3 combat. What I really hope is that the designers get it right, whichever they choose.
                              (\__/)
                              (='.'=)
                              (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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                              • #90
                                Originally posted by hexagonian
                                Skywalker,

                                Nice...
                                when you cannot refute the arguments, simply attack the grammar useage.
                                No, I was just kidding around

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