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  • #46
    Originally posted by Provost Harrison
    ... YOU CANNOT RESEARCH A TECHNOLOGY IN LESS THAN 4 TURNS OR MORE THAN 40 TURNS....
    I think this one thing alone is enough to start dragging the game down. It makes the industrial and modern era drag on for far longer than is necessary, eliminates the possibility of a tech race because no one can beat 4 turns. Come on, get rid of it, it stagnates the game!
    WHAT!? You would have it so that the human be able to consistently outstrip all the AI's because the AI routines don't know any better?? Or make it so the AI clobbers the player SO bad because the player has such a lousy setup (especially early on)??

    On the other hand, if there wasn't a 40-turn max maybe people would put more than 10% into science early in the game. It would also be nice if science funding carried over from one tech to the next, so you wouldn't be cutting back on the last turn or two of research all the time.

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    • #47
      Re: Re: Combat mystery

      Originally posted by Jaybe

      Snorklis, thank you for not starting a new thread for this, since it has been rehashed dozens of times before.

      The random number generator is seeded* when you start the program, not when you load your saved game or when you do the combat. This was a design decision on Firaxis' part, to prevent this "trick" players had to "fix" their results by reloading the game any time they couldn't stand the results. Consider it part of the challenge.

      *In case you didn't know, it goes roughly like this: there is a list of 'random' numbers (e.g., 12527839945612379128005451...). The 'seeding' determines where in the list to have the first number picked. Subsequent picks continue from that point. (When there is a long string of '0's, it may mean that your modern armor is defeated by the knight).

      Thanks for your answer. I did not think of this possibility. I tested it naturally direct after I read it and found it NOT to be the case here!! Have you really tested reload the whole game and do the same battle over and over again? I also tested rebooting the machine, but the the same result is coming again and again and again....???!

      But ofcourse like before, do another attack on another unit, and the reloaded battles outcome will change.
      This is driving me nuts!!!!
      Why cant we have a new random seed in each battle, like the battles in Warlords for example? There you can even set the combatdice if you would like it easier or harder to win........

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      • #48
        Originally posted by Jaybe

        WHAT!? You would have it so that the human be able to consistently outstrip all the AI's because the AI routines don't know any better?? Or make it so the AI clobbers the player SO bad because the player has such a lousy setup (especially early on)??

        On the other hand, if there wasn't a 40-turn max maybe people would put more than 10% into science early in the game. It would also be nice if science funding carried over from one tech to the next, so you wouldn't be cutting back on the last turn or two of research all the time.
        My issue is a gameplay one. The 4 turn cap makes the latter stages of the game horrendously slow...and this is the major bottleneck in this...
        Speaking of Erith:

        "It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith

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        • #49
          I don't know why they made the random seed like they did, but I assume they did it to cut down on people using the reload cheat.

          Colonization (an old civ type game) had a similar feature.
          Above all, avoid zeal. --Tallyrand.

          Comment


          • #50
            Re: Re: Re: Combat mystery

            Originally posted by Snorklis
            Thanks for your answer. I did not think of this possibility. I tested it naturally direct after I read it and found it NOT to be the case here!! Have you really tested reload the whole game and do the same battle over and over again? I also tested rebooting the machine, but the the same result is coming again and again and again....???!
            I think the way it works out is that when you save your game, the random number seed is saved along with it. That means that it makes no difference if you simply reload the saved game, quit Civ and restart, or even reboot your machine and restart. When you reload your saved game you will also reload the seed, and thus you will be facing the same sequence of numbers that you were facing when you saved the game. So as long as you move your units in the same order, you will still receive the same results.

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            • #51
              Re: Re: Re: Re: Combat mystery

              Originally posted by Murtin

              I think the way it works out is that when you save your game, the random number seed is saved along with it. That means that it makes no difference if you simply reload the saved game, quit Civ and restart, or even reboot your machine and restart. When you reload your saved game you will also reload the seed, and thus you will be facing the same sequence of numbers that you were facing when you saved the game. So as long as you move your units in the same order, you will still receive the same results.

              Thanks for your answer.
              Yes, I was beginning to think the seed is saved also. I think this is really sad, it takes out a lot of fun playing the game knowing that if you maybee attacked another unit before the big very important battle, you could have won and kept half of your army, but now losing it and hardly make any damage to your opponent. Craaaazy!!
              Give me.. say 90% on unit strength and other influences, and 10% luck.. That will do the trick!

              FIRAXIS!
              Please remove this "feature"... :-)



              ...and really... why stop people from reloading a battle the dont feel are just? Is it my problem or Firaxis problem?...

              Comment


              • #52
                Irritating Wonders

                Nothing is more irritating than the way Wonders are dealt with in Civ III.

                We can no longer stockpile caravans or use caravans from another city to expedite the Wonder's production.

                We can't use gold from the treasury to hurry production.

                If another civ completes a Wonder we can't keep producing that Wonder and wait for a new tech advance and then switch to a new Wonder.

                We get no warning if another civ is about to complete a Wonder. Not that it would help much as all we can do is sell expensive improvements for very few shields.

                Not one shield of Wonder production can go into Wealth if another civ finishes that Wonder.


                Yes, Wonder production. One of the many irritating things about Civ III.

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                • #53
                  Here's another reason for irritation AND monotony. . .

                  I am playing the Marla World Map downloaded from another site. Six civs besides mine.

                  It is only 1000 AD - and it already takes 3 1/2 minutes between turns!! I can just imagine how long it will take when we get to 1900.

                  No thanks.

                  Comment


                  • #54
                    What I am most frustarated about is the inability to sink sinks
                    I have walked since the dawn of time and were ever I walk, death is sure to follow. As surely as night follows day.

                    Comment


                    • #55
                      Didja try, oh, I dunno... sinking them with ships?
                      Above all, avoid zeal. --Tallyrand.

                      Comment


                      • #56
                        Combat clarity

                        Originally posted by Snorklis


                        Give me.. say 90% on unit strength and other influences, and 10% luck.. That will do the trick!
                        Seriously, I think the game could still be fun if combat was completely deterministic. Would give battles a more "chess-like" nature. However, such a combat system would require a lot of tactical consideration in planning the moves, and that would probably be very bad news for the AI.


                        why stop people from reloading a battle the dont feel are just?
                        Because the system IS just. On average, luck will cancel out. What wouldn't be fair is avoiding negative outcomes altogether by reloading the game upon suffering a military disaster. The way it works now you will occasionally be dealt a particularly bad sequence by the random number generator and you have to deal with it. Granted, you can still reload the game and "choose your losses" by letting less important units take the bad breaks in less important battles, but you can't avoid that bad sequence completely. Which is A Good Thing, in my opinion.

                        Comment


                        • #57
                          Originally posted by Deathwalker

                          What I am most frustarated about is the inability to sink sinks
                          Yeah, that one really bugs me too. I've even tried drilling holes in the sink to sink it, but it only makes the water leak out of the sink. And then my shoes get wet.

                          Comment


                          • #58
                            Originally posted by Encomium
                            It is only 1000 AD - and it already takes 3 1/2 minutes between turns!! I can just imagine how long it will take when we get to 1900.

                            No thanks.
                            Play a smaller map, or get a faster computer. I usually play 12-16 civs on a standard map, animations off of course, and the game runs quite nicely.

                            Comment


                            • #59
                              Re: Re: Re: Re: Most Irritating (but okay (I suppose))

                              Originally posted by Zachriel


                              Generally in warfare: If ten times the enemy's strength, surround them; if five times, attack them; if double, divide them; if equal, be able to fight them; if fewer, be able to evade them; if weaker, be able to avoid them. Therefore, a smaller army that is inflexible will be captured by a larger one.

                              http://www.sonshi.com/learn.html
                              Drat...I totally messed it up. Gotta go study some more.

                              *hang head in shame*

                              I'm so embarrassed...no wonder I've been losing my wars.

                              Comment


                              • #60
                                We can no longer stockpile caravans or use caravans from another city to expedite the Wonder's production.
                                We can't use gold from the treasury to hurry production.
                                If another civ completes a Wonder we can't keep producing that Wonder and wait for a new tech advance and then switch to a new Wonder.
                                We get no warning if another civ is about to complete a Wonder. Not that it would help much as all we can do is sell expensive improvements for very few shields.
                                Not one shield of Wonder production can go into Wealth if another civ finishes that Wonder.
                                You're probably about to get hit with a reply that tells you that you need to come up with new strategies to win CivIII, and you're not a very good player. Just thought I'd warn you ahead of time.

                                Seriously, it seems as the majority of the work that was done on this game was a concerted effort to make the AI more competitive, and make the game harder for those of us who had "mastered" the strategies of Civ II; the limitations on wonder building is just one example. Whether or not this made the game unplayable or "no fun" didn't seem to enter their minds during development.

                                Even after all that work, I guarantee that Civ III players will have new strategies (if they don't have them already), that will make mincemeat of the AI. So, their development time would have been better spent making a better game.

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