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My Criticisms of Civ3 (with questions for Firaxis)

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  • #46
    Re: Think about it.

    Originally posted by Jodo Kast
    Ok smart alec.

    Think about it: You have 75 units to control. You create them in a certain order.

    The battles rage and your archer and horseman are fortified. Now you may have all of your workers queued up, but the archer is done repairing itself.

    And since the Archer's Number is 'up', it gets ready to go.

    This has ALWAYS been like this for ALL civilization games. And Call to Power. There are a lot of units and if you make a mistake and move a worker on to a mountain, live with it!!!

    You have 70 more units to bother with, get on it. Again, instead of complaining, get over it. It's just a game.
    Whatever, llama.

    The game needs stack movement simply to cut down the number clicks needed. Carpal tunnel anyone?

    If I have 5 workers making a railroad in the same sqaure wouldn't it be better to just click once? WTF? Why should I need to make five clicks for that? It's stupid and boring.

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    • #47
      I'm guessing that Firaxis can't figure out how to get stack movement in. It's probably some flaw in the programming that makes it too hard to do.

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      • #48
        It's difficult to speculate when they flat out ignore the question. You could be right. There might be some hard-coding that makes stack movement problematic. Or they might just think it isn't important (especially if they don't play empire-building strategies into the modern era). Or they might not care. Who knows?
        "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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        • #49
          Originally posted by Special_Olympic
          I'm guessing that Firaxis can't figure out how to get stack movement in. It's probably some flaw in the programming that makes it too hard to do.
          This doesn't sound like a design problem to me. Even if it had been designed to have this from the outset it would be non-trivial to implement. Remember a feature that takes 1 week for a dev to do takes another week to spec out and 2 more weeks to test, and that's assuming everything goes according to plan!

          What happens when you attack with a stack? Do they all attack? In what order? Depending on how it's implemented, what is the advantage of an Army? What if the stack has units of different move rates? What is the interface for bundling/unbundling units?

          Seems to me that this is a prime target for a cut when you go to the adds/cuts meeting and you're over-scheduled.
          -Brian

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          • #50
            We aren't talking about stack attacks. We're talking about stack movement. I have four workers who just finished railroading a mountain. I want to move them (and five other such brigades) to new mountains to begin work. That's all.

            And yes, I understand that it might not be trivial to implement. But who can say? The one(s) who can aren't answering.
            "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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            • #51
              QUESTION:

              Why are none of the lists in the game sorted in any form of order???

              PROBLEM:
              Trading one city from 100+ and sorting through a list in random order.

              PROBLEM:
              Using the editor with every list in rando-style-listing and just about every list in the game.

              REASONS:

              a) Programmers overlooked this glaringly obvious necessity.
              b) Programmers couldn't be bothered.
              c) Programmers couldn't figure out how to do it.
              d) Playtesters never pointed out this horrible flaw.
              e) There were no playtesters.

              Sorry, love the game, but time after time I'm encountering extremely sloppy workmanship. This is one of them.
              Orange and Tangerine Juice. More mellow than an orange, more orangy than a tangerine. It's alot like me, but without all the pulp.

              ~~ Shamelessly stolen from someone with talent.

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              • #52
                Firaxis Replies

                I am having a psychic vision:

                DAN JEFFREY MAGAHA MORRIS POSTS:

                I can neither confirm nor deny that we are or are not at work on any aspect of Civ III. I could tell you but than I would have to have you all killed, for knowing our secret, which is that we farmed out the work on Civ III to underpaid Indian programmers and that Sid Meier was kidnapped by aliens years ago and we have an advanced animatronic robot posing as him in the meanwhile. We have pissed off the last six weeks chasing transexual hookers in Bangkok, which is why the patch is so buggy.

                We should also inform you that you will soon be spending time in jail, because Infogrames has a strict "no modification without prior permission" policy, and it has come to our attention that some of you have fallen for our trap and used the so-called Civ III editor, which is really a longstanding sting operation for catching hackers put in place by the FBI.

                Lizards! Navels! Furry Lizard Navels!


                OK, Firaxis-Infogrames-stein, you can now post your usual insipid, useless reply to this post, rather than reply to Libertarian's polite, well thought out questions.

                Civ III isn't such a bad game, as these things go when you consider it is still essentially a tweak of a ten-year-old game, but I am starting to hate Firaxis' and Infogrames' indifferent contempt to its fans.

                Come to the dark side Libertarian! You've been nice for too long!

                The dark side of Apolyon will crush you, Firaxis-Infogrames-stein. All your bases will belong to us!!!(BTW, did you get permission to steal that phrase from the original author, you copyright-thieving blackguards?)

                sigh, boy it feels good to let loose every once in a while. That was more fun than playing Civ III.

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                • #53
                  I must admit that it is more than a bit disconcerting that one's history of staunch support merits nothing more than being summarily ignored. I have no idea why they are not responding to this.

                  I believe the request is reasonable. Whatever resources are put toward thwarting munchkinism would be better served improving gameplay.

                  After all, a player may select not to lumberjack. But he has no choice when it comes to moving a hundred workers one at a time.
                  "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

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