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  • 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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    • Yes, interpreted bytecode!
      Owww, I'm so cute! ^_^

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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.
        My one (main) hope has been unfulfilled, but that does not mean that I'm severely disappointed.

        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...)
          Since one of the beefs a lot of people had was with giant stacks of death, this should help a lot as it is sort of a soft cap on unit stacks. Who would want to stack 50 units if you know that you are multiplying the enemies firepower?

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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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            • The arty fire will perhaps only take a slice of energy from one
              unit in a stack, while almost killing another, in a random way.

              As we have seen in the E3 clips, the units all have a strength
              level that means a hit can be absorbed to a certain degree.

              http://sleague.apolyton.net/index.php?title=Home
              http://totalfear.blogspot.com/

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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.
                  Not sure what you mean with 'group-stack', but group-move certainly *is* in, and at least one preview claimed it has been improved compared to Civ3. We don't know yet if it's based on unit type or not -- but I think it's a fairly safe bet it isn't. Stacking in Civ3 was a last-minute hack, they've now have much more time to consider it (and first-hand experience with it), so I expect them to get it right.

                  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.
                  We don't know yet if that's in the game. I also hope they will implement that.
                  Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                  • Originally posted by Locutus
                    Not sure what you mean with 'group-stack'
                    The idea to create a group of different units that would retain it's 'grouped' feature from turn to turn, so a player could easily select and move it. For instance, I may ultimately want to send 8 units to the north and 12 units to the east for a planned assault, but I am still in the process of assembling my units to a staging area from across the map. So I pregroup those units into a locked substack and then when I decide to move them, I can easily select that substack with one click and move it to where I want it to go.

                    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.
                      Ah, okay. Well, the previews aren't very specific about the issue but a German preview does specifically mention armies that can be formed, that does seem to indicate that this would be possible. But of course, that's speculation on my part.

                      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, that would be very nice, I would be strongly in favour of that as well.
                      Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                      • Woah!

                        I just realized that the videos I've been examining here aren't actually the same "HD Quality" ones from Gamespot, but rather those one level down in quality.

                        The highest quality ones look like this.
                        Attached Files
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                        Halo 3 Service Record (I fail at FPS...)
                        Spore page

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                        • And like this. Far, far less fuzzy.
                          Attached Files
                          XBox Live: VovanSim
                          xbox.com (login required)
                          Halo 3 Service Record (I fail at FPS...)
                          Spore page

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                          • I want it!
                            I watched you fall. I think I pushed.

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                            • Originally posted by vovan
                              And like this. Far, far less fuzzy.
                              Those first four units sure looks interesting
                              This space is empty... or is it?

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                              • So where did you get those HD versions? I could certainly use those for my fact thread screencaps...
                                Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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