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The randomness of goddy huts

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  • The randomness of goddy huts

    Will goody huts be optional this time does anyone know?

    I think it should be. Perhaps even a number of options such as: None, few, several, a lot, random.

    Also, what about the randomness of goody huts? Do you think the value should be pretermined at the start so that you can't effectively "cheat" by loading a saved game and walking into the hut again if you didn't like the result the first time.

    The same thing could be said concerning battles etc.
    62
    Predetermined at the start of the game
    30.65%
    19
    Only calculated when you walk into ithem (allowing for "cheating")
    11.29%
    7
    Selectable at the start of a game including how many (none, few, several, a lot)
    50.00%
    31
    Other
    3.23%
    2
    What the hell are you on about?
    4.84%
    3
    Last edited by The Rusty Gamer; August 14, 2001, 03:50.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

  • #2
    I like your idea of having the option of selecting "None, few, several, a lot, random.". This would really help out MP a lot. So that obviously tells my choice, selectable at the beginning while being predertimened what the hut will consist of inside (e.g. military unit(this will change as the times change), settler, money).

    It hasn't been mentioned whether or not they will be optional, this has been talked about before (then again what hasn't?).
    However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

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    • #3
      Seems like it should be selectable, though I can't tell if the game would let you turn it off. Turning goodie huts off totally screws up the "expansionistic" ability.
      (\__/) 07/07/1937 - Never forget
      (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
      (")_(") "Starting the fire from within."

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      • #4
        yeah it does, they will proberly keep them.
        Alex

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        • #5
          Sigh, I was accustomed to the guess of proper "mini-civ" substituting goodie huts, then I supposed that barbarians encampments would take the place of huts, now...

          No clear info, but the note about special civ ability for exploring useful huts doesn't seems very good for me...

          MarkG / DanQ, where is a smile with a little tear, when you really need one?
          "We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing."
          - Admiral Naismith

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          • #6
            Regretably there don't seem to be any minor civs, however barbarian encampments are still in, no? Don't they capture cities and turn them into bases?
            (\__/) 07/07/1937 - Never forget
            (='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
            (")_(") "Starting the fire from within."

            Comment


            • #7
              Originally posted by Urban Ranger
              however barbarian encampments are still in, no? Don't they capture cities and turn them into bases?
              May be (I didn't noticed on new screenshots, but may be I missed them). My point is I supposed they where the substitute of huts: you must invade a encampment to gain a fight or a bonus. Not so, it seems
              "We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing."
              - Admiral Naismith

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              • #8
                In the One City Challenge (OCC) rules it says that you have to reload the game if your exploration leads you to aquire an 'advanced tribe'. I think there should be some option; either to turn off preselection, select what goodies you get, or to turn off the huts, although losing the huts would hurt their times...
                Last edited by Laszlo; August 13, 2001, 05:23.

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                • #9
                  Barbarian encampments will act like one pop. size cities (when all units in city are killed the encampment will disapear). They won't have anything be building there just the Barbarian units will stay there. When your culture expands it will continue to push encampments farther out disabling encampments to have the ability to stay in your borders. It's just a more refined way of having barbarians. Instead of having random appearances of barbarians out of nowhere there will be random appearances of barbarian encampments which will contain barbarians. [Factual info]
                  However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

                  Comment


                  • #10
                    I occasionally wonder where you get your "factual info" from, TechWins. FYI, The "size 1" info is completely made up. The only reference to Barbarians so far is the following snippet from Gamespot UK:

                    Barbarians now work in a totally different way. In this game barbarians have cities, like all the other civs. And they originate from these cities and make raids. Sometimes building roads can be really hard because there are barbarians out there that constantly attack you. Each time you destroy a barbarian town, it will respawn itself in an area of the map that you can't currently see. So what you have to try to do is set up a situation where you can see as much of the map as possible so that you can keep pushing them back.


                    Världsstad - Dom lokala genrenas vän
                    Mick102, 102,3 Umeå, Måndagar 20-21

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                    • #11
                      Originally posted by www.gamespot.co.uk
                      Each time you destroy a barbarian town, it will respawn itself in an area of the map that you can't currently see. So what you have to try to do is set up a situation where you can see as much of the map as possible so that you can keep pushing them back.
                      I love this idea! A new incentive to expand. The more you expand, the less barbarians. Yes!
                      Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                      Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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                      • #12
                        Ok, who's the wise guy?

                        Ok, who's the wise guy who voted for "What the hell are you on about?"? You realise, of course, that if you don't understand this simple poll then you're even less capable of comprehending the complexities of a game like Civ3.

                        Makes me wonder what you're doing in these forums in the first place!
                        Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                        Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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                        • #13
                          I voted for the first option...now I realize it allows even more cheating ,because people will just walk around huts... well, if they do it like in Master of Magic, there will be a reward connected with EVERY hut, and just the barbarian resistance will be differently strong or just not there

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                          • #14
                            Sorry, mouse slipped

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                            • #15
                              +1

                              oh sorry, same here

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