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C3C is dissapointing

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  • #16
    Originally posted by lethe
    I do however hate the 4096 unit limit with a vengeance. Oh no, you aren't allowed to build any more modern armour because _someone_ has 400 longbowmen on an island in the middle of nowhere.
    Man does the AI build up horrendous amts of crap units when they are isolated. I'm industrial with cavs and I'm afraid to invade due to sheer numerical superiority. My solution is to make an infantry army or two and just plant them on a hill or mountain, wait 3-4 turns so that the cities are drained, then move in.


    I hate the city number limit more than the unit limit. I've run up against it more often than the unit limit.

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    • #17
      What must the turns be like if you have reached the unit limit?

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      • #18
        Originally posted by vmxa1
        What must the turns be like if you have reached the unit limit?
        IIRC, your cities still show that they built units, they just don't appear. So turn order plays a major factor, as you can build units if they guy before you loses some on his turn, but if its the person after you, the other players will fill the void before your turn comes back around. Purely IIRC, mind you.

        That and the turns are slow. you can probably imagine.


        Actually this is one bug you can exploit on upper giga maps fairly easily. Similar to the city limitation stuff. Think about it ~4000 total units allowed, but 31 civs. Thats only about 130 (my math is pretty bad) units each. I'm not sure where barbs factor into this, I would think they would.

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        • #19
          Originally posted by GhengisFarb
          Tragedy? I think not, sad yes, but not a Tragedy.

          MoO 3 now that was an absolute abomination and plague on all mankind. Evil incarnate has a name and it is Quicksilver.
          Tell us how you really feel Genghis! I'd have to agree with you though on that one. What a waste.

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          • #20
            Yeah the hope I can squeeze in a few this turn, would be a pain.
            The turns speed drudgery would be hateful. I would also not like to be forced to keep building units, just to try to stop the others from getting more.

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            • #21
              the big issue with civ3 is still the speed of the turns, especially in MP games. it is the one area that eneds to be addressed in any civ 4 game .
              GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71

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              • #22
                I like the tweaks to the editor. Though there are a couple of disappointments (no event scripting, no numerical values for editing corruption for governments, no adding of eras), there's still a lot that can be done with it. Now that they've altered the editor a bit, it's a little easier to build a mod.
                "When we begin to regulate, there is naming,
                but when there has been naming
                we should also know when to stop.
                Only by knowing when to stop can we avoid danger." - Lao-zi, the "Dao-de-jing"

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                • #23
                  Originally posted by GhengisFarb
                  Tragedy? I think not, sad yes, but not a Tragedy.

                  MoO 3 now that was an absolute abomination and plague on all mankind. Evil incarnate has a name and it is Quicksilver.
                  yeah, its hard to compare MoO3 and C3C on the disappointment scale.

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                  • #24
                    The incredible speed at which Sim Moves MP games don't progress must be related to their more secure MP code. I play C3C with the same people I used to LAN SMAC with, and there moves were instantaneous. I _think_ C3C waits for confimation from all players before moving a unit.

                    It has to do something weird, because it's impossibly slow even on a 100mb lan. Or perhaps all units are covered in honey and sticks to the ground?

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                    • #25
                      Originally posted by lethe
                      The incredible speed at which Sim Moves MP games don't progress must be related to their more secure MP code. I play C3C with the same people I used to LAN SMAC with, and there moves were instantaneous. I _think_ C3C waits for confimation from all players before moving a unit.

                      It has to do something weird, because it's impossibly slow even on a 100mb lan. Or perhaps all units are covered in honey and sticks to the ground?
                      i think that some of the slowness is due to the computer checking trade routes often and every move can impact this so sloaw things down

                      a better trade system is needed anyway
                      GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71

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                      • #26
                        Originally posted by lethe
                        ...but then Brian Reynolds wasn't in on the development.
                        No, but he was very much in on the Civ3 design and development. A lot of the original design and code was from when he was in charge of it.
                        Seemingly Benign
                        Download Watercolor Terrain - New Conquests Watercolor Terrain

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                        • #27
                          Rasputin

                          where you at in brisbane? I'm in hamilton. Good to see a fellow brisbanite.

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                          • #28
                            Originally posted by Rasputin
                            i think that some of the slowness is due to the computer checking trade routes often and every move can impact this so sloaw things down

                            a better trade system is needed anyway
                            Even without trade at all it would have to do these same checks. This is the code that determines the best path for units to travel on. Any time there is a change (road building, city building, city destruction, etc.), it needs updated.
                            Seemingly Benign
                            Download Watercolor Terrain - New Conquests Watercolor Terrain

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                            • #29
                              It's got to be more than simple pathfinding that bogs it down in lag. As said, in SMAC we never experienced anything similar. (Nor in any other MP game where pathfinding is critical, like RTS games a plenty.)

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                              • #30
                                I can only say that when a settler squats during the animation to build a new city in a really huge map with lots of civs, that can take several minutes on 3.066GH machine.

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