At first, I didn't like the Ivory requirement, but now I'm leaning towards liking it just because it adds some flavor and variety to the game. I actually wouldn't mind if a few other wonders required resources (but no, I wouldn't want all or even most to)
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Originally posted by Dominae
The designers seemed to prefer that the Statue of Zeus require Ivory. Perhaps if there's enough of a public outcry this will be changed, but in their eyes it's certainly not a high priority item that requires "fixing".
Dominae
That being said, I have been on the receiving end of a 20+ ancient cavalry horde combined with other troops from the AI. That didn't turn out real well for me, but it's something that I can in mind now when "negotiating" with the AI. The ToZ definitely gives a civ a good amount of leverage.
On a completely different note... I'm not that familiar with the editor so I was hoping somebody could quickly answer this question even though it is a bit off-topic. I was thinking that it would be more interesting if scientific leaders appeared more often, but I realize how this could be fairly unbalancing to the game unless the were nerfed somewhat. Anyways, the idea that I had was to make it so that a SGL could only be used to rush wonders that had a civilizations traits attached to it. It seems to me that this would make each civilization more distinct than they already are while being able to boos the scientific trait by helping them to get more SGL and use them to rush science related wonders. Would this even be possible to do in the editor? I would love to see this in the main game but I have a feeling that if its too big of a change for Firaxis/Breakaway to even think about implementing. Pity that, but I can hold out hope! Maybe in an AU mod if possible!
-donZappo
EDIT: Outscooped by RobC! Also, I forgot to add that while I like the way that the SoZ works now, I definitely support the idea of having the AI value it *much* higher than other luxuries because it is such a powerful advantage during the ancient age.Last edited by donZappo; November 21, 2003, 15:29.
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Originally posted by Stuie
But wouldn't that make the AI trade needlessly for Ivory after ToZ is built?
I've heard the complaint that there are too many ancient age wonders because the AI wastes cities on building multiple wonders too often. The ivory rquirement for the Statue gets round this as any civ building it has a good chance of being successful.
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Originally posted by donZappo
I'm actually liking the somewhat random nature of who can and cannot build the SoZ. ... Granted, luxuries are a lot harder to get ahold of than strategic resources but I still don't see why it's a big problem only being able to build this every 5th game or so."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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Only having played one game with the new C3C, I have one ongoing bug from all versions and one small request.
The bug is the AI's lack of harbours. It seems to be one of the last things on the build lists no matter what you do to the AI through the editor. Instread of having a trade network by the time you are in the Middle Ages, you don't get all of the AI's trading by sea until the Industrial, if at all.
The request is for a feature that would fix that alexman pointed out with the workers. A stacking limit. It is an annoying bug that gives AI troops an overwhelming blitzkrieg capacity with ancient age cavalry.
Now it may be my prejudice for the realism of the old board-base wargames, but it would add a much needed dose of realism to the combat system abstactions. It would make the strategic control of terrain just a little more important now that we can have totally impassible terrain. I can live with the idea of not having a ZoC for units until the modern age, but seeing a horde of 30+ ancient units attacking through the same square in one turn never ceases to annoy and amaze me. It's just as bad for me being able to do the same in return.
Logistics are the biggest concern and have decided more battle outcomes than technology. And most of the people in any army are involved in logistics and in modern times vastly out number those in the front lines. If you really want to be ambitious, give us Supply Lines to deal with too. Make it to units have to trace a clear line back to a friendly city or food square, or they loose 1 hp a turn until they get to 1 hp.
As for a stacking limit, 10 units per square may be a good place to start. It would also put a limit on how many units can garrison a city.
BTW, alexman, excellent analysis work. Soren should hire you to help produce CivIV. Then we'd really be pulling out our hair trying to figure out what the AI is up to when there would be almost no flaws in their strategies and no bugs to exploit...
D."Not the cry, but the flight of the wild duck,
leads the flock to fly and follow"
- Chinese Proverb
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Originally posted by Gen.Dragolen
The bug is the AI's lack of harbours. It seems to be one of the last things on the build lists no matter what you do to the AI through the editor.
A stacking limit. It is an annoying bug that gives AI troops an overwhelming blitzkrieg capacity with ancient age cavalry.
BTW, alexman, excellent analysis work.
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Originally posted by lockstep
Wouldn't the Statue of Zeus screw up multiplayer games?
On a pre-made map, it's easy to balance the ivory or have none at all.
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Originally posted by Nor Me
No. Not if the trade value is calculated like it was in PTW. As with techs, the AI does seem to know when wonders have been built.
Catt
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Originally posted by Nor Me
I'd take a cow and another luxury over ivory if it were next to the starting position.
My point is that the ToZ, as it is now, increases the potential for extreme cases of unbalanced maps. Now whether you like unbalanced maps or not, that's another story. In SP they are not a big deal (I like them anyway). In MP they might be a bigger issue, depending on who gets the short end of the stick.
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Originally posted by alexman
The AI does build harbors, but only in response to food shortage. I agree that it should place more emphasis on its first harbor for trade.
My point is that the AI has some of the problems we have, it can not do all the things it would need to do at the same time.
Everything can't be a priority. Now you get down to giving some serious thought as to what needs to be be done next and that is often not easy for even the human, let alone the AI.
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Originally posted by lockstep
I can't even imagine what Breakaway was thinking.Seemingly Benign
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The problem here is that players tend to now want ivory in addition to a good starting location.
I have no trouble with picky players who want a nice starting location for good rexing, but requiring ivory so they can have a good chance of grabbing the zeus wonder is unbalancing.
Personally, I look try out 2 or 3 starts per game, and look for a relatively good start. In fact, I've found myself enjoying hopeless starts lately, especially those island starts in pangea games--playing from behind when the AI isn't on steroids like it is in Diety is actually a lot more fun. I'm not anal about a perfect start and ivory is something I'm more than willing to give to the AI. The AI NEEDS everything it can to be competitive anyways.
I think the thing that needs fixing, aside from potentially looking in Ancient Cavalry and toning down its stats a little bit, is the human player. We cheat so much, it makes the AI from Civ2 look honest by comparison.AI:C3C Debug Game Report (Part1) :C3C Debug Game Report (Part2)
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