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Civ III: Conquests Patch Notice

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  • Honestly (and this coming from a very passing glance at all the math behind the combat system), it really seems that this is fixing the system; that we really should never have counted on the random streaks to break fortified spearmen in towns with a couple horsemen.

    The one thing that I'm concerned about is bombardment effects. Are there any?

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    • Won't the changes in the combat system have a major impact on appropriate Offense / Defense flags for the AU civs' units?

      Will changing one without the other mess up AI performance?
      The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

      Duas uncias in puncta mortalis est.

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      • from Jesse (via mail)
        The change to the combat system has been cut from the v1.10 Patch

        i suppose they'll work more on it for the final patch
        Co-Founder, Apolyton Civilization Site
        Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
        giannopoulos.info: my non-mobile non-photo news & articles blog

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        • Big thumbs up to them for listening!

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          • I am sure Firaxis took that decision based on what was best for the game. Kudos to them for listening to all our rants
            A true ally stabs you in the front.

            Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

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            • I wish they could release both versions, I would like to check out their changes. Would much rather see it in a "beta" patch than a real one.

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              • Scrap!! I was looking forward to adjusting to the combat changes!
                ... new evidence that ya just canNOT please Everybody ...

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                • This level of listening and responsiveness is making it very difficult for the cynics. Not a cynic myself by any means, but I would have lost any bet on whether there would be a Beta patch or not.
                  "Guess what? I got a fever! And the only prescription is ... more cow bell!"

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                  • I'm impressed. Firaxis seems to be really on the ball. This sort of change really should be tested and analyzed before adding it to a patch (since the potential to completely change the game is so large.)

                    The idea behind the change is a nice one though. Maybe they can try to introduce it later in small steps (average 2 rolls instead of 4) in some later patches.
                    We hold these truths to be self-evident, that all men are created equal, that they are endowed by their Creator with certain unalienable Rights, that among these are Life, Liberty and the pursuit of Happiness... T. Jefferson "The Declaration of Independence"

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                    • How about putting the bottom line up front in the thread so readers that were anxious about the combat change won't have to read 6 pages before breathing a sigh of relief. Good work on heading off this change to all concerned.
                      Illegitimi Non Carborundum

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                      • I'm glad they decided to separate it out of this patch, but rather than them experimenting and deciding on the issue, I'd like them to experiement and decide what sort of customizable option to give the player to decide on.

                        Give us a "PRNG Streakiness" item in the C3C.ini file or make it part of an "Advanced Options" screen. Players that don't care, don't have to wonder what it is. Players that want to tweak it can try out the settings for minimizing streaks.

                        At least, that's my pie in the sky item for the wishlist. I like the streakiness of the PRNG, because without the streakiness, you'll never see a weaker unit string together enough individual HP roll wins to finish off a stronger vet unit(at least 4 rolls out of 7, right?)

                        I don't want to get off into probability theory, though, so suffice to say...
                        Thank you Firaxis!. Thanks also to the Firaxians that frequent these forums above and beyond their job description. Thank you.
                        "Just once, do me a favor, don't play Gray, don't even play Dark... I want to see Center-of-a-Black-Hole Side!!! " - Theseus nee rpodos

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                        • So long as we get the patch next week I am happy either way.

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                          • Originally posted by MarkG
                            from Jesse (via mail)
                            The change to the combat system has been cut from the v1.10 Patch
                            re: combat changes

                            THANKS FIRAXIS FOR LISTENING!!!!!

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                            • AU mod 5.3.3 cavalry, here we come again!
                              "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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                              • Hooray for firaxis.

                                For future reference the good and bad types of randomness are best described like this...

                                good randomness - inferior units of mine winning every now and again
                                bad randomness - any time a superior unit of mine ever looses a battle.


                                This combat system may be a good idea in the future. It would be interesting if it were to come into play only when units from different classes are fighting.
                                So cav vs spears, tanks vs spears, pikes etc are less random but horse vs spear remains the same......
                                Are we having fun yet?

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