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  • Jurrasic Park ?

    How many types of dinos are in PTW?
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  • #2
    The Firaxis guy Jeff said PTW will include a dino-set of about 10 dino-units.
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    • #3
      Which is a waste of time.
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      • #4
        i agree solver. I want more units in the WW2 set, and other units in the different era's!
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        • #5
          I can think of a dozen things in Civ3 that still need fixing. Why are they wasting time with dino units? If they have so much extra time on their hands then they should be play-testing PtW more; that way we won't have a repeat of the bugs, balance issues, & rough edges which occured with Civ3's intial release.
          Try http://wordforge.net/index.php for discussion and debate.

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          • #6
            What are the dinos for? A Dinobot Civ? Extra units for existing civs? A dedicated dino scenario? A fifth, pre-historic age where these are the weapons of men? Or is it cross-marketing with the new ABC show Dinotopia ?

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            • #7
              Hooray, dino critic!

              While I'm not enjoying scenarios too much, I will probably like some historical based ones, like WW2, and such, but I'm sure I'll not play with Dinos, if just for 5 minutes to see what does it look like.
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              • #8
                My guess is, the dinos will proberly be something like what existed to Civ2: Your civilization was a dino civilization, researching "dino-advances", and building dino units and dino buildings...

                It was actually a pretty funny thing, though I'd say Firaxis shouldn't bother making it...
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                • #9
                  Right, they shouldn't. They better add a couple new units, a new historical scenario or spend the time on hunting bugs.

                  Down with dinos!

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                  Solver, WePlayCiv Co-Administrator
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                  • #10
                    Fluff vs Substance

                    This whole dino idea exposes an on going conflict with in software companies: fluff vs substance.

                    Fluff adds very little to the game/program but is dirt cheap and can be easily advertised and shown as a bullet on the back of the box. As such fluf often helps to increase sales despite the fact that it hardly ever gets used.

                    On the other hand substance cannot be easily advertised. It manifests itself in the form of a well designed and thought out program that has few bugs and fewer balance issues. Substance is very expensive because sometimes you must delay a product or over shoot budgets in order to achieve it.

                    In summary fluff provides immediate benifets and the possible drawbacks don't effect you until later while substance has immediate drawbacks and the positives only appear later after you've established your company's reputation.
                    Last edited by Dinner; June 16, 2002, 19:46.
                    Try http://wordforge.net/index.php for discussion and debate.

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                    • #11
                      That is why Nintendo has such a great following of fans, and despite whatever innuendo and crap Xbox and PS2 fans would like to throw at it, Nintendo is laughing all the way to the bank. Their games are second to none. Third parties like Infogrames worry only for their bottom line.
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                      • #12
                        I don't mind the dinos. More units is good, regardless Of course, wink wink, I would rather have an in-between unit to close the huge gap between horsemen and knights.
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                        • #13
                          Re: Fluff vs Substance

                          Originally posted by Oerdin
                          This whole dino idea exposes an on going conflict with in software companies: fluff vs substance.

                          Fluff adds very little to the game/program but is dirt cheap and can be easily advertised and shown as a bullet on the back of the box. As such fluf often helps to increase sales despite the fact that it hardly ever gets used.

                          On the other hand substance cannot be easily advertised. It manifests itself in the form of a well designed and thought out program that has few bugs and fewer balance issues. Substance is very expensive because sometimes you must delay a product or over shoot budgets in order to achieve it.

                          In summary fluff provides immediate benifets and the possible drawbacks don't effect you until later while substance has immediate drawbacks and the positives only appear later after you've established your company's reputation.
                          I completely agree. I would of rather had the company put the time they spent on creating things like the dinosaurs with time used maiking the game more solid.

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                          • #14
                            Re: Re: Fluff vs Substance

                            Originally posted by ammt603


                            I completely agree. I would of rather had the company put the time they spent on creating things like the dinosaurs with time used maiking the game more solid.
                            Of course; anyone would. However, you people are ignoring two important facts: One, the dinosaur art was almost certainly ALREADY MADE, and 'borrowed' from the canceled Dinos game. Two, even if it WEREN'T already made, artists have NO connection to the content of a game. They animate units and create tilesets, they don't create new rules or program in any way.

                            I doubt more than a day was spent putting the dino unit pack together since most of the materials were pre-existing. I'd much rather have them spend a day giving me 10 units than a day getting half a unit done.

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                            • #15
                              My main problem with this is that you can't do much with just 10 dinos.
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