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Apolyton Civ4 PREVIEW (By Solver) - Part 3 online

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  • #91
    That's great!
    "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

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    • #92
      Hiya Solver, not sure if I have already put this question to you (I think I might have, but you couldn't answer), but can spies cause unhappiness or destroy city improvements? Also, are there any in-game factors which effect the chance of a spy being successful in their mission (as it was in SMAC)?

      Yours,
      Aussie_Lurker.

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      • #93
        Spies certainly don't cause unhappiness. Factors affecting their success? No idea.

        The reason I have said that espionage is underwhelming is that I didn't find Spies crucial to my late game efforts. I found tham a convenient source of reconnaissance, but not an invaluable asset to wars. Thus, I almost never built and used Spies, which is why I can't say that much about them.
        Solver, WePlayCiv Co-Administrator
        Contact: solver-at-weplayciv-dot-com
        I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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        • #94
          Ahhh, thats cool then. I always loved sending SMAC 'probe teams' into enemy cities to stir up the occasional riot, and would love to see that return in Civ4. As I said, though, in SMAC certain factions and Social Engineering settings could reduce the success chance of probe teams-something else I would like to see repeated in Civ4. Guess I need to wait and see how they work for myself. In fact, I think I will make a point of building them, just so I can test their abilities for myself.

          Yours,
          Aussie_Lurker.

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          • #95
            Aussie, I said they don't cause unhappiness .

            On the upside, underwhelming espionage is absolutely the biggest complaint I can name against Civ4.
            Solver, WePlayCiv Co-Administrator
            Contact: solver-at-weplayciv-dot-com
            I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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            • #96
              Yeah, I did hear what you said, I guess I was just 'thinking out loud' about another change I might be looking at making when I get my hands on the game !
              As you said, though, if that is your WORST complaint about the game, then this gives me a LOT to look forward to. Can't wait to hear what the Americans say when they all get the game next week!

              Yours,
              Aussie_Lurker.

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              • #97
                TAL: Regarding modding SMAC-type probes -and missions in, this will in all likelyhood already be done by the C4AC modding team.
                He who knows others is wise.
                He who knows himself is enlightened.
                -- Lao Tsu

                SMAC(X) Marsscenario

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                • #98
                  "Yes, the penalty for civs not having emancipation depends on how many other civs are running emancipation."

                  Do the non-emancipated civilizations form alliances against the emancipated ones? Because that seems me a good strategy if you want to keep your non-emancipated civic. Either persuate/bride them to change civics(can you actually give a civilization money for changing civics?) or destroy them.

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                  • #99
                    Alliances aren't likely to be formed on that ground alone. It takes more things in common to form an alliance. Civs that hate each other aren't going to ally because of one civic.

                    You can sometimes attempt to persuade others to switch civics.
                    Solver, WePlayCiv Co-Administrator
                    Contact: solver-at-weplayciv-dot-com
                    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                    • Wow. this is going to make for a much richer demogame experience. The increased number of factos, the trade-offs, the items to roleplay/debate........


                      can't wait
                      can't wait
                      can't wait
                      Haven't been here for ages....

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                      • Originally posted by Solver
                        Alliances aren't likely to be formed on that ground alone. It takes more things in common to form an alliance. Civs that hate each other aren't going to ally because of one civic.

                        You can sometimes attempt to persuade others to switch civics.
                        Can I also do that in regular diplomacy, like giving 20 gold/turn in exchange for a change in civic? Like how the west rewards some middle eastern nations with money if they become more democratic.

                        Would be an interesting thing to mod if it is not already in civilization4.

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                        • In regular diplomacy exactly, you can pay them to change civics. Then again, much of the time they'll refuse to even negotiate it.
                          Solver, WePlayCiv Co-Administrator
                          Contact: solver-at-weplayciv-dot-com
                          I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                          • Originally posted by Solver
                            In regular diplomacy exactly, you can pay them to change civics. Then again, much of the time they'll refuse to even negotiate it.
                            Cool never thought this would be actually in, I'm happy that cilization shall have some realpolitics. It is realistic that some nations shall refuse to talk about it, nations like Iran or China would never accept a bride like this. But nations like Egypt or Turkey can be influenced with money. There is certainly a relation between US gifts to Saudia Arabia and there recent town elections
                            Last edited by kolpo; October 23, 2005, 17:22.

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                            • Originally posted by Guildenstern

                              Aussie_Lurker, I really like you idea of scaling the support costs in terms of infantry / mech. That would really add to ways that one can play the game.
                              Yipe. So let's say you have one support cost for infantry, another for artillery, and a third for fast units. Then you also pay more for units outside your territory. Better bundle a spreadsheet with your mod...

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                              • You cannot attack them, because you can share the tile When you declare war, they are transported out of your territory.
                                Is this true? I can't tell if you're serious because of the winky-smiley face you used.

                                So then how does a "suprise" declaration of war happen in this case? Are the foriegn units brought to the edge of your borders? Can you still attack them in the same turn?

                                I believe it was Civ 2 wherein if you were in an alliance with a country you wanted to declare war on, you had to first cancel the alliance on one turn, and then you were able to declare war on the following turn.

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