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  • #46
    More info from CFC:

    (from Thunderfall)

    [T]here is a new category in Civ4 called "Projects", and The Manhattan Project is one of them. Spaceship parts, Internet, SDI, etc are also projects in Civ4. The Manhattan Project is a World Project, while most other projects are team projects.

    The main difference is projects can't be rushed, but wonders can be (if you have the right civic, like Universal Suffrage allows you to spend gold to rush production).

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    • #47
      I agree that certain elements of nuclear weapons have been seriously nerfed ! As someone said, though, after all of their Home Runs of late, I am content to let this one go through to the catcher ! Like Korn, I can see plenty of areas where nukes should-and I hope CAN-be modded. One is that there should be 3 types of nuclear weapons-the atomic bomb (immobile, but can be loaded on a 'transport' and dropped on its target, do the LEAST amount of damage-and only on the 1 tile), Tac Nukes (short range and mobile, do less damage than an ICBM, but are harder to intercept), ICBM (very powerful, can unleash great damage, but is more interceptable and is immobile).
      On the plus side, though, is that by the sounds of it the final power of nukes isn't completely known-even to Thunderfall. I get a mild inkling that they may have been boosted in their impacts since TF tested them out. The other thing is FALLOUT. Unlike the pollution of Civ2/3, this sounds very nasty. You can't even clean those squares until you get ecology, and even then it might take a VERY long time. Also, those squares are 100% unproductive AND reduce health in the city-thus causing lingering population decline long after the bomb has dropped.

      Yours,
      Aussie_Lurker.

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      • #48
        Originally posted by joethreeblah


        There has been some clarification on this point.



        Which would work out to :
        1 nuke: 5% chance
        2 nukes: 10% chance
        10 nukes: 50% chance
        20 nukes: 100% chance

        of 1 tile per turn being destroyed
        I have to assume that 5% per nuke doesn't necessarily add like that ... it could easily be 20 5% chances, and makes more sense that way.
        <Reverend> IRC is just multiplayer notepad.
        I like your SNOOPY POSTER! - While you Wait quote.

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        • #49
          What i want is for nuclear weapons to have a unique place in the game. I want them to be a weapon of last resort. They should have incredable/devistating power, along with many reasons not to use them. I hope that it's possible to make it so that a nuclear arms race can occur in which two (or more civs) get to the point where they can basically devistate each other with nukes. Once they get to that point, as long as a player can have a crediable chance of retaliation against a first strike then Mutally Assured Destruction (MAD) exists...and I'm a happy player. As long as I can mod that in I'll be ok, even if nuclear weapons in the default game sounds underpowered and overpriced.

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          • #50
            Originally posted by korn469
            What i want is for nuclear weapons to have a unique place in the game. I want them to be a weapon of last resort. They should have incredable/devistating power, along with many reasons not to use them. I hope that it's possible to make it so that a nuclear arms race can occur in which two (or more civs) get to the point where they can basically devistate each other with nukes. Once they get to that point, as long as a player can have a crediable chance of retaliation against a first strike then Mutally Assured Destruction (MAD) exists...and I'm a happy player. As long as I can mod that in I'll be ok, even if nuclear weapons in the default game sounds underpowered and overpriced.
            Couldn't have said it better.
            Esquire

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