I meant, when you compile Python does it compile into an interpreted bytecode rather than an executable? I know what I Python and Java are.
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Originally posted by Locutus
Combined arms is not in the game. When a group attacks/is attacked, the best unit from one group will fight with the best one from the other group, just 1-on-1 as in Civ1-3.
I'm still hoping for the means to group-stack and group-move units (and group stacking that is not only based on unit type) to reduce micromanagement. Put this in and I can live with single unit combat - given that there are ways to give units different bonus types that go a little deeper than the vet/elite format.
And perhaps there is still time (or it is already in the game) to have the means to select multiple units and then commit them to combat at one time instead of manually having to commit a single unit/run combat and then repeat over and over.
Artillery inflicting hits on all units in a stack???? Hopefully this will not prove to be overpowering. (but it is the means to cut down on the tedium of single-unit combat...)
Multiple types of tile improvements (and sea-based TIs to boot)
One thing is for sure...There is a lot to be optimistic about in what I see.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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Originally posted by hexagonian
Artillery inflicting hits on all units in a stack???? Hopefully this will not prove to be overpowering. (but it is the means to cut down on the tedium of single-unit combat...)
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Agreed - and I do not have a huge problem with the idea of collateral damage, but it can be overpowering if it is automatic to all units in a stack. (if the arty hits one, it automatically hits all.) In that situation, certain artillery types could become unbalancing, and you could have a type of the race-to-tanks scenario that was in civ1/civ2.
It would help in reducing powerstacking on one tile, but it would not necessarily eliminate the concept of powerstacking on several tiles.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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It seems to me that I've seen a comment about Civ4 that said something like "the spear defeats tank problem is fixed".
Any idea how that will work? I fixed it in my own mods by reworking the combat strengths so that it was virtually impossible. Since Civ4 units can be "beefed up", it looks as though a spearman may have a better chance to defeat a tank.We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
If any man be thirsty, let him come unto me and drink. Vampire 7:37
Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.
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Originally posted by hexagonian
I'm still hoping for the means to group-stack and group-move units (and group stacking that is not only based on unit type) to reduce micromanagement. Put this in and I can live with single unit combat - given that there are ways to give units different bonus types that go a little deeper than the vet/elite format.
Since there can be an infinite number of units in a tile in Civ, it would be nice if Firaxis implemented a variety of means to group units -- from manually picking the ones you want to automatically grouping all units, or all units of a type, or all units with MP left, etc...
And perhaps there is still time (or it is already in the game) to have the means to select multiple units and then commit them to combat at one time instead of manually having to commit a single unit/run combat and then repeat over and over.
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Originally posted by Locutus
Not sure what you mean with 'group-stack'
Using the CTP model, think of two six-unit ministacks that occupy the same tile. They retain their locked status until the player decides to rearrange those substacks.
Related to this, I do hope that they also fix the autopathing feature that automatically cancelled itself when a unit was selected. Keep the path and allow the player to cancel it either via creating a new autopath or a 'cancel order' button/menu selection.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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Originally posted by hexagonian
Using the CTP model, think of two six-unit ministacks that occupy the same tile. They retain their locked status until the player decides to rearrange those substacks.
Related to this, I do hope that they also fix the autopathing feature that automatically cancelled itself when a unit was selected. Keep the path and allow the player to cancel it either via creating a new autopath or a 'cancel order' button/menu selection.
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