Originally posted by snoopy369
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On-Topic Off-Topic Forum Thread: Rate'em! Civ's I-V
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1 Unit Per Tile.
Stack of Doom (where players shove their entire army on one tile. It works against he AI because the AI is dumb. Do it against (competent) humans are you get destroyed).You just wasted six ... no, seven ... seconds of your life reading this sentence.
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The entire issue of SODs which is armies basically passing each other like ships in the night would have been solved if they made roads usable to attackers. And then made it so that roads decay over time so you have to keep fixing them with workers. All of a sudden you have a "front line" because you have a smaller number of much more strategic tiles to defend: roads in and out of your empire.
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Originally posted by Krill View Post1 Unit Per Tile.
Stack of Doom (where players shove their entire army on one tile. It works against he AI because the AI is dumb. Do it against (competent) humans are you get destroyed).A lot of Republicans are not racist, but a lot of racists are Republican.
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[others]Apolyton's Grim Reaper 2008, 2010 & 2011
RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms
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Originally posted by Krill View Post1UPT is atrocious, even Shafer admits it was a mistake and leads to broken gameplay. To rank V anything but last on objective gameplay is frankly wrong; subjectively, it just lets people know to ignore you when talking about good games. Also, anyone who comments on the tactics being better in V really doesn't understand warfare in IV.
I don't disagree that you are certainly able to justify ranking CivV on the bottom of the list, but it's quite possible to justify a higher ranking as well. It is a game, Krill. People enjoy different things; deal with it.<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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IIILife is not measured by the number of breaths you take, but by the moments that take your breath away.
"Hating America is something best left to Mobius. He is an expert Yank hater.
He also hates Texans and Australians, he does diversify." ~ Braindead
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Originally posted by Krill View Post1UPT is atrocious, even Shafer admits it was a mistake and leads to broken gameplay. To rank V anything but last on objective gameplay is frankly wrong; subjectively, it just lets people know to ignore you when talking about good games. Also, anyone who comments on the tactics being better in V really doesn't understand warfare in IV.Socrates: "Good is That at which all things aim, If one knows what the good is, one will always do what is good." Brian: "Romanes eunt domus"
GW 2013: "and juistin bieber is gay with me and we have 10 kids we live in u.s.a in the white house with obama"
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Originally posted by regexcellent View PostThe entire issue of SODs which is armies basically passing each other like ships in the night would have been solved if they made roads usable to attackers. And then made it so that roads decay over time so you have to keep fixing them with workers. All of a sudden you have a "front line" because you have a smaller number of much more strategic tiles to defend: roads in and out of your empire.
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Originally posted by -Jrabbit View PostIV
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Originally posted by regexcellent View PostThe entire issue of SODs which is armies basically passing each other like ships in the night would have been solved if they made roads usable to attackers. And then made it so that roads decay over time so you have to keep fixing them with workers. All of a sudden you have a "front line" because you have a smaller number of much more strategic tiles to defend: roads in and out of your empire.
I haven't played V, but 1UPT sounds like a stinker for a number of reasons. First, a player's own units should not serve as an obstacle for each other. That's just a recipe for frustration--is there any conceivable way to make it workable without making armies tiny, creating traffic jams or otherwise frustrating and limiting the player? Even if you think they should create hard movement barriers that way, a stack limit would make far more sense than an outright stack ban. But using it to implement "tactical" combat is just silly. Just introduce a subscreen or combat map if you want to have ranged archers...not that tactical combat of that type really fits in with Civ's scale.
EDIT: I guess it MIGHT work if you somehow forced cities to exist very far apart and puffed up unit movement to compensate. But that would introduce new frustrations. And be silly.
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A middle ground for stack problems would be a "max stack size" value that could be changed by research/civics/traits/player preference. Say that you start with a stack limit of three or so, but it goes up when you research things like map making, the radio, refrigeration, etc. that would increase a commander's ability to maintain communication, cohesion, and supply lines in the field. You could make it more flexible by allowing the player to exceed the limit at the cost of added upkeep for the turn--getting the AI to fathom that might be a bear though.
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