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  • #46
    Originally posted by ayronis
    I think the forest cottage idea is a very good one, (and one they probably hadn't considered) but in the meantime, I think they made the right decision for game balance.
    Yes, as Sid would say, it makes for some "interesting choices."
    This is my irony. Get your own.

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    • #47
      A checkbox list for workers would be nice. Have a list with all the improvements that can be automated. By default, everything would be checked, and you could uncheck whichever ones you wanted them not to do. I'm not sure if this should be a per-unit checkbox(have specialized miners, road workers, etc) or just a general all workers check box.

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      • #48
        Originally posted by Fried-Psitalon
        It was not an oversight. Read Kuciwalker's post again.

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        • #49
          MMMMMM - AutoWorker Options Checkbox

          That sounds like a solution to fit everyones main complaint (That Autoworkers, which we were told work great in this game, AutoChop)

          BTW - Why do Autoworkers put up improvements (Windmills etc outside my city radii?

          --------------------
          Backpack
          ---- "What gunpowder did for war, Blake has done for the AI" - Diadem ----

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          • #50
            kwpulliam1973 - those types of improvements (The non-traditional irrigation and mines and the like) have an advantage. You cannot use some resources without them (You can see Oil with Physics, for example, but you need to research the tech to get a Well, and build a Well, in order to actually use the resource.) Resources require more than just roads now. As well, non-stragetic resources have uses if you use the non-traditional improvements on them. If you put a Pasture where there is a Sheep resource, your cities will gain more health. This is consistant with all of your cities that are connected. So, in the end, terrain improvements and resources are much more important in Civ4 than it was before.
            "Compromises are not always good things. If one guy wants to drill a five-inch hole in the bottom of your life boat, and the other person doesn't, a compromise of a two-inch hole is still stupid." - chegitz guevara
            "Bill3000: The United Demesos? Boy, I was young and stupid back then.
            Jasonian22: Bill, you are STILL young and stupid."

            "is it normal to imaginne dartrh vader and myself in a tjhreee way with some hot chick? i'ts always been my fantasy" - Dis

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            • #51
              Originally posted by Apocalypse Cow
              A checkbox list for workers would be nice. Have a list with all the improvements that can be automated. By default, everything would be checked, and you could uncheck whichever ones you wanted them not to do. I'm not sure if this should be a per-unit checkbox(have specialized miners, road workers, etc) or just a general all workers check box.
              Yes this would be an optimal solution.
              I had reccomended something like this in one of the CIV wish lists somewhere. Could somebody mod this?

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              • #52
                Some thoughts -

                1) You need to be able to automate workers without razing all of your forests

                2) Plant forest makes sense, you get around the lumberjacking by making the shield harvest bonus only apply until the middle ages or so, and the Plant Forest option appears with Ecology or somesuch.

                That way, never the two shall meet...

                Venger

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                • #53
                  Originally posted by kwpulliam1973

                  That sounds like a solution to fit everyones main complaint (That Autoworkers, which we were told work great in this game, AutoChop)
                  Originally posted by Jerh9e1k5

                  Yes this would be an optimal solution.

                  Not really guys. The Solution that fits everyone doesn't exist.

                  For me personally, the problem ain't solved until i am able to plant forests. Fixing the automated workers is just a bandaid.


                  IF some people think it can be used as an exploit or it takes away from their strategery (TM), then have a option in the menu. "No forest planting".

                  Obviously not being able to plant forests is a big deal to a lot of players. It ain't a show stoper, but it sure is a kick in the nuts

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                  • #54
                    Originally posted by Apocalypse Cow
                    A checkbox list for workers would be nice. Have a list with all the improvements that can be automated. By default, everything would be checked, and you could uncheck whichever ones you wanted them not to do. I'm not sure if this should be a per-unit checkbox(have specialized miners, road workers, etc) or just a general all workers check box.
                    That won't work unless you can reserve specific tiles to not be improved to leave fallow for forest regeneration, which is just a micromanagement mess.
                    To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
                    H.Poincaré

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                    • #55
                      Originally posted by Grumbold


                      That won't work unless you can reserve specific tiles to not be improved to leave fallow for forest regeneration, which is just a micromanagement mess.
                      Regrow?

                      Ha! I haven't touched a view tiles on purpose so it would grow. Neither the forest nor its adjacent tile has any improvement - it just won't grow!


                      MOD help: In which file and how do i increase the chance of forest expanding? Increasing the odds would greatly relief my pain

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                      • #56
                        The working a new forest to make it grow idea is a good one. An alternative would be to make planting a forest consume a worker.

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                        • #57
                          Originally posted by Venger
                          Some thoughts -

                          1) You need to be able to automate workers without razing all of your forests

                          2) Plant forest makes sense, you get around the lumberjacking by making the shield harvest bonus only apply until the middle ages or so, and the Plant Forest option appears with Ecology or somesuch.
                          Except then you still have eliminated the strategic choice at the beginning of the game: to chop or not to chop?

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                          • #58
                            I found a QUICK FIX:

                            World builder. I just added some forests where i wanted them But since this also sucks, i'm gonna do something else.

                            I'm in the process of moding my game.


                            It shouldn't be hard to add forests as a cottage type. I've already experimented and it looks nice.

                            It will take time though to adjust the tree scaling and all for each "level" of forestation.

                            The thing is, it's not a "feature" anymore, but instead an "improvement". By that i mean the game wouldn't recognize it as a full fledged forest. So no chopping bonus.

                            I'll see what i can do. But first i'll finish my current game

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                            • #59
                              The funny thing though, MattPilot, is that by having regrowth forests work in this way, you sort of avoid one of the other problems with regrowing forests-which is the chop, regrow, chop, regrow exploit. If you can't harvest them for quick HAMMERS anymore, then an exploit is lost. So long as you can eventually gain hammers (yes, people, they are HAMMERS now !) then you can simply say that these are 'plantation/regrowth' forests which cannot be clearfelled, only 'harvested'-if that makes sense!

                              Yours,
                              Aussie_Lurker.

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                              • #60
                                Automating workers

                                Forrest cottage !
                                "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
                                --George Bernard Shaw
                                A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
                                --Woody Allen

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