November 14, 2003, 04:10
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#181
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Deity
Local Time: 14:02
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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I really don't think it's such a bad thing that wonders and palaces can be destroyed, I kinda like that. They should have very good odds of NOT being destroyed though.
Then again, I like uncertainties
/me runs and ducks for Alex's shoe...
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#There’s a city in my mind
Come along and take that ride
And it’s all right, baby, it’s all right #
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November 14, 2003, 09:45
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#182
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Deity
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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I would agree with you, alva, if palaces were merely an ornamental feature. They're not, though. They're the seat of government in your civ.
Further, I understand the idea of destroying certain wonders via bombardment, but I dunno about the Great Wall. A solo building, like the Sistine or the Colossus, yeah. But the GW? The Pyramids?
Anyway, regardless of that, this is a very clear bug.
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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November 14, 2003, 15:05
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#183
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Deity
Local Time: 14:02
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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Well, Arrian, many people would like to see split ups(forgot the term from civ 2 ) when the enemy's capital is taken, this does comes close to it.
It gives you a reason to go after the palace/capital aswell, as there is a real incensitive to do so.
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I'm not saying it's realistic to destroy certain wonders, but again, this way, you are not certain to get any spoils of war by taking a city with loads of arty (and deaths amond civil population). If you want the wonders, you try to get it with the risk of many casualties on your side.
__________________
#There’s a city in my mind
Come along and take that ride
And it’s all right, baby, it’s all right #
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November 14, 2003, 15:27
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#184
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King
Local Time: 05:02
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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When you launch an "Age of Scientific Discovery" -- the 25% empire-wide scientific boost provided by an SGL -- your total science spending displayed does not change to reflect the increase, the each individual city display shows an appropriate increase and your science projects clearly get the benefit of the extra science gold (i.e., research times are reduced).
Catt
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November 14, 2003, 15:50
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#185
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Emperor
Local Time: 07:02
Local Date: November 2, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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i HATE how new palaces are free now. in civ2, you had to rebuild the palace after losing your capital, it simulated the chaos that WOULD happen after losing D.C. today.
and it opened up that crappy "palace jump" crap. horrible.
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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November 14, 2003, 16:01
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#186
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Emperor
Local Time: 14:02
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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hi ,
its way to easy to destroy buildings , ......
something has to be done about it , ......
Firaxis , .......
have a nice day
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November 14, 2003, 16:24
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#187
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Deity
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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Quote:
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Originally posted by alva
Well, Arrian, many people would like to see split ups(forgot the term from civ 2 ) when the enemy's capital is taken, this does comes close to it.
It gives you a reason to go after the palace/capital aswell, as there is a real incensitive to do so.
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I'm not saying it's realistic to destroy certain wonders, but again, this way, you are not certain to get any spoils of war by taking a city with loads of arty (and deaths amond civil population). If you want the wonders, you try to get it with the risk of many casualties on your side.
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I understand what you're saying.
They were "Civil Wars" in CivII. IIRC, the "new" civs that were generated did get palaces. Whereas if taking the capitol did not trigger a civil war, the civ would have to rebuild its palace, as Uber points out.
panag, what are you talking about?
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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November 14, 2003, 17:55
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#188
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Prince
Local Time: 06:02
Local Date: November 2, 2010
Join Date: May 1999
Location: Huntsville AL
Posts: 300
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Too Many workers arrive to fix battle damage. - This is different than pollution (which usually ocurs on Rail Roaded tiles) since no worker arrives with any ability to fix the problem, and all available workers are called to waste thier turn
See linked posting in the simple changes thread -
http://www.apolyton.net/forums/repor...postid=2486083
Thanks
Kevin P.
__________________
---- "What gunpowder did for war, Blake has done for the AI" - Diadem ----
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November 14, 2003, 18:22
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#189
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Warlord
Local Time: 04:02
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Franky's Cellar
Posts: 241
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Quote:
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Originally posted by alva
Well, Arrian, many people would like to see split ups(forgot the term from civ 2 ) when the enemy's capital is taken
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Civil war.
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November 14, 2003, 18:50
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#190
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Prince
Local Time: 12:02
Local Date: November 2, 2010
Join Date: Jun 1999
Location: Haliburton, Ontario, Canada
Posts: 525
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I've been trying to get the tutorial mode to work but have failed so far. I've tried it in both epic games and the first (recommended) conquest. I have tried it by setting the level to chieftain. Nothing.
Can someone either tell me how to do it -- or is it a bug and I just shouldn't bother trying. As I said elsewhere, I don't really need it but Gawd help the game newbie without a little tutoring.
__________________
Jack
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November 14, 2003, 20:01
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#191
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King
Local Time: 05:02
Local Date: November 2, 2010
Join Date: May 2002
Location: California - SF Bay Area
Posts: 2,120
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The city that builds Shakespeare's Theater can still build a hospital even though it grows past size 12. (In theory I suppose this is intentional, since a minimum number of hospitals are required for Battlefield Medicine, but it still strikes me as a probable bug).
Catt
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November 14, 2003, 23:28
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#192
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Emperor
Local Time: 07:02
Local Date: November 2, 2010
Join Date: Mar 2002
Location: listening too long to one song
Posts: 7,395
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not sure if this has been mentioned, but crusaders don't go to the continental rally point, each has to be sent individually.
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November 15, 2003, 16:35
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#193
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Emperor
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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In the epic game, I have had many seemingly unintentional wars started by naval units running into my submarines.
This did not happen in PTW, and I wonder if it was intentional.
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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November 15, 2003, 17:03
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#194
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Emperor
Local Time: 07:02
Local Date: November 2, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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it did happen in ptw. there are some threads about it.
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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November 15, 2003, 17:11
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#195
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King
Local Time: 07:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Quote:
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Originally posted by Jaybe
This did not happen in PTW, and I wonder if it was intentional.
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Sure it did. I had it happen lots of times. In addition, I had lots of things happen like this when I experimented with invisible land units.
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November 15, 2003, 17:29
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#196
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Emperor
Local Time: 14:02
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by Uber KruX
it did happen in ptw. there are some threads about it.
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hi ,
is it not fixed with a patch , ........
cause it aint causing war on this side , ........ ( fully patched )
have a nice day
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November 16, 2003, 00:17
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#197
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Emperor
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Quote:
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Quote:
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In the epic game, I have had many seemingly unintentional wars started by naval units running into my submarines.
This did not happen in PTW, and I wonder if it was intentional.
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Originally posted by WarpStorm
Sure it did. I had it happen lots of times. In addition, I had lots of things happen like this when I experimented with invisible land units.
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In my last several games of PTW, non-enemy shipping would neatly turn to avoid a collision with my submarines. I do not recall which patch made the change, or whether it was PTW or vanilla. EDIT: According to the Readme's, it was vanilla 1.16 where they fixed the sub stuff.
I have always preferred submarines (especially nuc subs) as pickets and illicit surveillance of AI coastal areas.
First there were the war-causing collisions; then the at-war AI going after subs it hadn't "legally" spotted yet; finally the AI was taught to ignore them until legally spotted, except to avoid collisions when not at war.
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
Last edited by Jaybe; November 16, 2003 at 03:23.
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November 16, 2003, 04:34
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#198
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Deity
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Feb 2000
Location: Las Vegas
Posts: 17,354
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Quote:
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Originally posted by alva
Well, Arrian, many people would like to see split ups(forgot the term from civ 2 ) when the enemy's capital is taken, this does comes close to it.
It gives you a reason to go after the palace/capital aswell, as there is a real incensitive to do so.
-
I'm not saying it's realistic to destroy certain wonders, but again, this way, you are not certain to get any spoils of war by taking a city with loads of arty (and deaths amond civil population). If you want the wonders, you try to get it with the risk of many casualties on your side.
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schism. though in the scenarios you could set the game to No schism.
__________________
Focus, discipline
Barack Obama- the antichrist
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November 16, 2003, 04:44
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#199
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Deity
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Feb 2000
Location: Las Vegas
Posts: 17,354
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long as I can destroy city walls, I don't care so much about destroying other improvements.
It seems realistic that wonders can be destroyed (except maybe having the pyramids or Hoover dam destroyed by catapults ), but of course I don't want them to be destroyed
__________________
Focus, discipline
Barack Obama- the antichrist
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November 16, 2003, 14:19
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#200
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Emperor
Local Time: 07:02
Local Date: November 2, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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palace should be destroyable, and they should have to be REBUILT.
SUCK IT PALACE JUMPERS!
and the super-odd thing here is that bombard units are supposed to hit the units first in c3c...
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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November 16, 2003, 15:41
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#201
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Deity
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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I agree a palace should have to be rebuilt. I am not too fond of the new bombing either. One plane, one run and it wrecked a great wonder! That is ugly IMO. I don't mind that they can be blown up, but it should be hard.
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November 16, 2003, 15:59
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#202
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Emperor
Local Time: 05:02
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Quote:
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Originally posted by vmxa1
I agree a palace should have to be rebuilt. I am not too fond of the new bombing either. One plane, one run and it wrecked a great wonder! That is ugly IMO. I don't mind that they can be blown up, but it should be hard.
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Pardon me, but what would you DOO??!
Give the wonder HIT POINTS???
How about a big sign, saying "Bombing this city risks destroying the ___ Wonder."
(This wonder-killing thing hasn't happened to me yet. I'll probably be just as upset when it does.)
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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November 16, 2003, 16:09
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#203
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Emperor
Local Time: 14:02
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by Uber KruX
palace should be destroyable, and they should have to be REBUILT.
SUCK IT PALACE JUMPERS!
and the super-odd thing here is that bombard units are supposed to hit the units first in c3c...
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hi ,
, maybe the same should be said then about some wonders also , ......
but yeah , to rebuild it from nothing would be good , aldo there should be a temp palace jump when the palace is destroted that would work only at half compared to a full palace , .....
every gov ( well most ) have some sort of back up in case something goes wrong , ......
have a nice day
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November 16, 2003, 16:12
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#204
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Emperor
Local Time: 14:02
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by Jaybe
Pardon me, but what would you DOO??!
Give the wonder HIT POINTS???
How about a big sign, saying "Bombing this city risks destroying the ___ Wonder."
(This wonder-killing thing hasn't happened to me yet. I'll probably be just as upset when it does.)
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hi ,
, that might not be a bad idea actually , .......
in fact it would be super
have a nice day
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November 16, 2003, 17:16
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#205
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Warlord
Local Time: 13:02
Local Date: November 2, 2010
Join Date: May 2002
Posts: 158
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Hi
If I Try to make a scenario with either:
1) Leaders placed manually on the map
or
2) Having a Great Wonder that produces Leaders
those leaders don't work!
They can't built armies, the can't rush anything and they can't start a science age.
I have also tried to make seperate units with various leader capabilities, but without any succes.
There is only one Leader-unit in the editor and I suppose the unit is only given the real leader special action when it is generated in the game. That sucks!
I wonder why they have not simply made one unit the normal Military leader and one unit the Science leader? That would be much more clean. The current solution is some kind of quick-and-dirty fix to put in the science leader.
Has anyone found a solution please say so. If not:
Firaxis: Please, make each kind of leader a different unit with its special actions defined in the editor and not in the gamecode.
/Firebird
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November 16, 2003, 18:56
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#206
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Deity
Local Time: 08:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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Quote:
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Originally posted by Jaybe
Pardon me, but what would you DOO??!
Give the wonder HIT POINTS???
How about a big sign, saying "Bombing this city risks destroying the ___ Wonder."
(This wonder-killing thing hasn't happened to me yet. I'll probably be just as upset when it does.)
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I sure there are many technics to deal with it. I knew they had only one bomber left and I should have wait for the fighter to be on patrol before I rush an airport. That was destroyed on the one pass on that city. I had just not gotten used to the new easy of bombardment. No more failed run (well it seems that way) and they hit structures, not troops.
This is fine, but some structures should require more than one run to get. Airports will not be destroyed by a since run. Yeah I know you are going to tell it represents a zilion planes.
Look at WWII, those fields had to be hit every day to keep them non operational.
I will adjust, but I am not fond of it right now.
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November 17, 2003, 01:38
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#207
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Deity
Local Time: 06:02
Local Date: November 2, 2010
Join Date: May 2002
Posts: 11,289
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Okay, I just played the Middle Ages scenario as the Germans.
1) The Turks have invisible units, you hear the combat sounds and see your unit fighting but the Turk unit is invisible. They are also non existent on the following turn if you click on tiles to locate them.
2) There are MISSING pcxs like Hap's and such, after 48 hours of gameplay when I won via Victory Points the game crashes because not all of the pcx's are there from the install.
I knew I shouldn't have tried to play a FIXaxis product right out of the box................
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November 17, 2003, 04:25
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#208
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King
Local Time: 06:02
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Wichita,KS,USA
Posts: 1,044
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Quote:
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Originally posted by GhengisFarb
Okay, I just played the Middle Ages scenario as the Germans.
1) The Turks have invisible units, you hear the combat sounds and see your unit fighting but the Turk unit is invisible. They are also non existent on the following turn if you click on tiles to locate them.
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1) There are invisible units available in the game. Unless you have a unit that can spot invisible units, you won't see them. It happened to me when I was attacked by Assassins, but hadn't learned the tech to build Spies that would be able to see the Assassins.
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November 17, 2003, 08:05
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#209
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Emperor
Local Time: 14:02
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by Firebird
Hi
If I Try to make a scenario with either:
1) Leaders placed manually on the map
or
2) Having a Great Wonder that produces Leaders
those leaders don't work!
They can't built armies, the can't rush anything and they can't start a science age.
I have also tried to make seperate units with various leader capabilities, but without any succes.
There is only one Leader-unit in the editor and I suppose the unit is only given the real leader special action when it is generated in the game. That sucks!
I wonder why they have not simply made one unit the normal Military leader and one unit the Science leader? That would be much more clean. The current solution is some kind of quick-and-dirty fix to put in the science leader.
Has anyone found a solution please say so. If not:
Firaxis: Please, make each kind of leader a different unit with its special actions defined in the editor and not in the gamecode.
/Firebird
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hi ,
have you tried yet with PTW , .....
can you attach a save , .....
there are indeed some problems with the editor , but units seem to work more or the less , well okay out of 15 extra starting units one got lost , over and over again , its an extra king , ......
have a nice day
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November 17, 2003, 08:12
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#210
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King
Local Time: 07:02
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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I have had success with placing MGLs on the map. They worked exactly like they do in the main game. I haven't tried placing SGLs yet.
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