December 8, 2003, 15:57
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#391
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Firaxis Games Software Engineer
Local Time: 08:23
Local Date: November 2, 2010
Join Date: Mar 1998
Posts: 5,360
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Quote:
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Originally posted by Azaelus
* Rise of Rome scenario - the Bacchanalia should require wine, surely?
* All artillery units, tanks, Panzers, modern armour, and mech infantry - shouldn't they have the Wheeled flag, so they can't move through jungles and mountains unless there is a road?
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These are realism considerations. I don't want to start with historical accuracy issues because it's a big can of worms.
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* Stealth fighter, stealth bomber - is there any reason why they don't have stealth attack?
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According to my conquests.bic, they do have stealth attack. Edit: See RobC's post just before mine!
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December 9, 2003, 18:46
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#392
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Warlord
Local Time: 12:23
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Ayrshire, Scotland
Posts: 159
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Zeus bug?
Playing a hotseat game as the French on Emperor.
I built a road from my ivory (near Besancon) all the way to Paris, then started building Zeus. The Eqyptians pillaged the road to my ivory, then took Besancon. I was still able to continue building Zeus, so I assumed Ivory was only a prerequisite to starting the wonder.
However, once I had built it, I waited and waited for some ancient cav. Given that it was over 100 years ago, I assume I won't be getting any.
I have no other ivory sources. Do you actually need ivory to get the cavalry, or is this a bug?
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December 9, 2003, 19:35
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#393
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Deity
Local Time: 13:23
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Enthusiastic member of Apolyton
Posts: 30,342
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Well I don't know the exact rule but I captured the Statue once and got no cavalry without the ivory.
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December 9, 2003, 20:32
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#394
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Deity
Local Time: 08:23
Local Date: November 2, 2010
Join Date: Feb 2001
Posts: 21,822
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That's a neat idea - give the option "wonder effect ceases if necessary resource is unavailable".
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
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December 9, 2003, 21:21
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#395
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Deity
Local Time: 08:23
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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You sure it had not become obsolete?
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December 9, 2003, 21:50
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#396
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King
Local Time: 06:23
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 vmxa1
You sure it had not become obsolete?
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A number of people have reported no Ivory = no free units for SoZ.
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December 9, 2003, 22:36
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#397
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Warlord
Local Time: 04:23
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 skywalker
That's a neat idea - give the option "wonder effect ceases if necessary resource is unavailable".
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That's already how it works. If a wonder has a resource requirement and generates units, the resource is needed to build the wonder as well as to spawn the units.
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December 10, 2003, 06:49
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#398
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Deity
Local Time: 13:23
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Enthusiastic member of Apolyton
Posts: 30,342
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Quote:
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Originally posted by RobC
That's already how it works. If a wonder has a resource requirement and generates units, the resource is needed to build the wonder as well as to spawn the units.
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Yes this is how it appears to be with the SoZ.
It was damn annoying really.........on Demigod I was blocked in by the Aztecs, who got an earlyish GA and were absolutely kicking ass in the game. Even though they had loads of wars they still had an immense army, and by the time I attacked (not that late) they had pikes and Medieval Infantry. I took one big city, intending to take the iron city then negotiate peace, because a long running war would no doubt kill me.
Then they built SoZ in a city I could get to but in the opposite direction.
I thought hmm, if they get some cavalry I am dead. So I took that city instead, and waited for my cavalry.............and waited..........and waited, then realised I wasn't going to get any.
In the meantime they still had iron, which dragged the war out for several more hundred years. All in all quite annoying really.
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December 10, 2003, 13:26
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#399
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Deity
Local Time: 08:23
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 kring
A number of people have reported no Ivory = no free units for SoZ.
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I know that is true, I thought they had ivory and still did not get any AC.
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December 10, 2003, 15:22
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#400
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Prince
Local Time: 08:23
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Picksburgh
Posts: 837
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How do all of these bugs slip through beta testing?
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December 10, 2003, 18:07
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#401
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Deity
Local Time: 06:23
Local Date: November 2, 2010
Join Date: Jan 2003
Location: of naughty
Posts: 10,579
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Bombers and Stealth Bombers should not be able to be based on carriers. Perhaps give them a bit more range but making them load on carriers is absurd.
There's a few "fixes" on this issue, you can read about them here: http://www.apolyton.net/forums/showt...hreadid=103559
but I still think this should be a default rule because taking the load/unload ability from aircraft does not work. I believe this is a bug.
__________________
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Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
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December 10, 2003, 20:18
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#402
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Deity
Local Time: 08:23
Local Date: November 2, 2010
Join Date: Feb 2001
Posts: 21,822
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Quote:
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Bombers and Stealth Bombers should not be able to be based on carriers. Perhaps give them a bit more range but making them load on carriers is absurd.
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This is a somewhat controversial gameplay change, not necessarily the no-brainer you make it out to be (even though I agree with you that it is a bad thing), so either don't change it or let it wait to another patch.
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
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December 10, 2003, 20:19
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#403
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Deity
Local Time: 08:23
Local Date: November 2, 2010
Join Date: Feb 2001
Posts: 21,822
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Quote:
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Originally posted by RobC
That's already how it works. If a wonder has a resource requirement and generates units, the resource is needed to build the wonder as well as to spawn the units.
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I meant for ANY wonder effect. Also, this itself should be a flag (requires resources for effect to be active).
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
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December 10, 2003, 21:24
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#404
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Deity
Local Time: 06:23
Local Date: November 2, 2010
Join Date: Jan 2003
Location: of naughty
Posts: 10,579
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Quote:
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Originally posted by skywalker
Quote:
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Bombers and Stealth Bombers should not be able to be based on carriers. Perhaps give them a bit more range but making them load on carriers is absurd.
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This is a somewhat controversial gameplay change, not necessarily the no-brainer you make it out to be (even though I agree with you that it is a bad thing), so either don't change it or let it wait to another patch.
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oh, I can wait
__________________
A true ally stabs you in the front.
Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
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December 14, 2003, 22:32
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#405
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Prince
Local Time: 07:23
Local Date: November 2, 2010
Join Date: Apr 2002
Location: Oklahoma, USA
Posts: 557
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Not sure if this has been said, but can the Zone of Control chance to attack for Fortresses be put to 100%? I had ten plus enemy units waltz on by a fortress of mine, none of them getting hit by the units inside it. Forts have become better with Barricade, but the ZoC hit chance seems much too low/bugged.
__________________
"Every good communist should know political power grows out of the barrel of a gun." - Mao tse-Tung
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December 18, 2003, 09:58
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#406
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King
Local Time: 08:23
Local Date: November 2, 2010
Join Date: Nov 2002
Location: Columbus, Ohio
Posts: 1,119
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Quote:
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Originally posted by Master Zen
but I still think this should be a default rule because taking the load/unload ability from aircraft does not work. I believe this is a bug.
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Its not a bug, it doesn't work because aircraft do not load onto the carriers they are rebased there. You can take away the rebase option from these aircraft but I would not recomend this.
in truth, Firaxis should have some representation of naval aircraft and have a flag of some sort to prevent land based air off of carriers, but I doubt that this will be addressed with a patch.
__________________
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* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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December 20, 2003, 09:16
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#407
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Emperor
Local Time: 08:23
Local Date: November 2, 2010
Join Date: Jan 2002
Posts: 7,017
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Something I would like to see that would help balance the game a lot more:
1. Free tech with Philosophy chosen randomly among all available techs.
2. Free techs from Theory of Evolution chosen randomly from all available techs (and chosen sequentially, so that it's still possible to get Atomic Theory then Electronics).
This would make the game a lot more interesting, by reducing the power of these "no-brainers" (for instance, in every game where you have a shot at Philosophy, there's no reason not to beeline for it).
There's no question that there's a problem with Theory of Evolution, and I contend a similar problem is present in the Ancient era with the new Philosophy.
Dominae
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And her eyes have all the seeming of a demon's that is dreaming...
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December 20, 2003, 09:57
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#408
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King
Local Time: 07:23
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Dom, I really like that idea. That would still make these good, but not, as you said, 'no-brainers'.
It would also be an easy change to implement.
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December 20, 2003, 10:09
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#409
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Deity
Local Time: 14:23
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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Indeed, simple yet cunning
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Come along and take that ride
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December 20, 2003, 12:51
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#410
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King
Local Time: 13:23
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Vienna, Austria
Posts: 1,529
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Great idea!
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"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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December 20, 2003, 12:58
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#411
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Emperor
Local Time: 07:23
Local Date: November 2, 2010
Join Date: Mar 2002
Location: listening too long to one song
Posts: 7,395
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December 20, 2003, 16:39
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#412
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Emperor
Local Time: 08:23
Local Date: November 2, 2010
Join Date: Apr 2002
Location: The warmonger formerly known as rpodos. Gathering Storm!
Posts: 8,907
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Excellent.
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December 20, 2003, 19:29
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#413
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Emperor
Local Time: 08:23
Local Date: November 2, 2010
Join Date: Jan 2002
Posts: 7,017
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To give credit where it's due, Jeem recently proposed this in the AU forum, which gave me the idea to post here. However, I've been campaigning for this change ever since the beta, so maybe I do deserve some credit, too.
Dominae
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And her eyes have all the seeming of a demon's that is dreaming...
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December 20, 2003, 20:16
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#414
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King
Local Time: 07:23
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Well, then. Jeem, that's a great idea.
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December 20, 2003, 21:54
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#415
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Deity
Local Time: 08:23
Local Date: November 2, 2010
Join Date: Feb 2001
Posts: 21,822
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Quote:
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in truth, Firaxis should have some representation of naval aircraft and have a flag of some sort to prevent land based air off of carriers, but I doubt that this will be addressed with a patch.
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It is actually quite simple to do right now - give them a carrying capacity, but also give them the "carry air" and "carry foot" flags. They won't carry anything and they won't load into Carriers.
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
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December 22, 2003, 04:17
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#416
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Warlord
Local Time: 04:23
Local Date: November 2, 2010
Join Date: Aug 2001
Location: Franky's Cellar
Posts: 241
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Let me add my belated "great idea, Dom & Jeem"!
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January 2, 2004, 23:47
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#417
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Prince
Local Time: 00:23
Local Date: November 3, 2010
Join Date: Apr 1999
Location: Christchurch, New Zealand
Posts: 952
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Haven't read through this list so excuse me if any of these have been repeated but...
For random maps, have three extra checkbox options labelled "Polar Ice Caps", "Allow X-Wrapping" and "Allow Y-Wrapping". Since this can be done for drawn/fixed maps, why can't it be done for random ones?
Make the AI know how to build/conquer/work around sea cities when that ability is enabled by the editor which it can be in case you didn't know but there's no point in having this feature if the AI can't handle it.
Also, be able to exchange techs in the "none" era with other civs unless the "Cannot be traded" box is checked - for some reason these techs cannot be traded even when it is not checked. I'd like this feature for a scenario where certain civilizations have unique techs which are prerequisites for resources which other civs can only get by trading but not by research (trading with the Indians for New World resources).
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Last edited by The Rusty Gamer; January 3, 2004 at 00:04.
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January 10, 2004, 05:02
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#418
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Warlord
Local Time: 12:23
Local Date: November 2, 2010
Join Date: May 2001
Location: of Apolyton
Posts: 264
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Quote:
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Originally posted by Dominae
Something I would like to see that would help balance the game a lot more:
1. Free tech with Philosophy chosen randomly among all available techs.
2. Free techs from Theory of Evolution chosen randomly from all available techs (and chosen sequentially, so that it's still possible to get Atomic Theory then Electronics).
This would make the game a lot more interesting, by reducing the power of these "no-brainers" (for instance, in every game where you have a shot at Philosophy, there's no reason not to beeline for it).
There's no question that there's a problem with Theory of Evolution, and I contend a similar problem is present in the Ancient era with the new Philosophy.
Dominae
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What's wrong with being able to choose? It's not like researches can't decide what they want to research in real life.
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January 10, 2004, 07:26
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#419
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Deity
Local Time: 13:23
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Enthusiastic member of Apolyton
Posts: 30,342
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Reality Smeality. Dominae's point is that it is not balanced since the human can always beeline for Philo.
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January 10, 2004, 10:32
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#420
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Prince
Local Time: 00:23
Local Date: November 3, 2010
Join Date: Apr 1999
Location: Christchurch, New Zealand
Posts: 952
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If you want other civs to beeline for Philo can't you do something with the flavours option?
__________________
Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.
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