August 8, 2001, 05:26
|
#1
|
Settler
Local Time: 13:13
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 5
|
Construction order for workers?
Sure, you can automate a worker, but it would be great to make a build order for workers. Just think of a coast where you want to build a bunker line. I always found it hard to make such a work manually.
So, will this feature be available for Civ III ?
Last edited by Aries; August 9, 2001 at 13:50.
|
|
|
|
August 8, 2001, 11:24
|
#2
|
Emperor
Local Time: 07:13
Local Date: October 31, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
|
i know that you can build roads and irragation in a series (click and drag).
not sure about fortresses.
anyway, i am a fan of micromanagement, civ2 style anyway.
__________________
"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
|
|
|
|
August 8, 2001, 11:30
|
#3
|
King
Local Time: 08:13
Local Date: October 31, 2010
Join Date: Nov 2000
Posts: 1,691
|
Quote:
|
Originally posted by UberKruX
i know that you can build roads and irragation in a series (click and drag).
|
Really? I must've missed this one. Link! Link!
|
|
|
|
August 8, 2001, 11:55
|
#4
|
Settler
Local Time: 13:13
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 5
|
But micromanagement is Hell if you have about 30 cities!
Also, don't forget that such an order would be especially practical for multi-playing.
|
|
|
|
August 8, 2001, 12:02
|
#5
|
Warlord
Local Time: 07:13
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Grand Rapids, MI
Posts: 296
|
Quote:
|
Originally posted by Aries
But micromanagement is Hell if you have about 30 cities!
|
Yes, Aries, you are quite right. For the life of me I don't understand why Firaxis insists on keeping the settler/worker unit tile improvement model. How tedious is that? (Visions of 30 settlers wondering around my empire in CivII dance in my head, having to guide each one every couple of turns. )
Oh, well. I'll manage. I guess Firaxis had to cater to some (read, "most") of the Civ Veterans' (read, "Old Farts") demands that everything be exactly the same . . . um, only better!
Oh, please.
Oh, by the way. I've played Civ since the first Civ game was out on the Macintosh. So I have some experience to speak from.
|
|
|
|
August 8, 2001, 12:43
|
#6
|
King
Local Time: 07:13
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Hartford, CT, USA
Posts: 1,501
|
A build queue for workers would do wonders to cut down on micromanagement and still provide the control of the settler/worker system.
|
|
|
|
August 8, 2001, 13:00
|
#7
|
King
Local Time: 08:13
Local Date: October 31, 2010
Join Date: Nov 2000
Posts: 1,691
|
Seriously, though, I prefer Craptivision's PW system. I think it's more realistic and much easier to do. (Less micromanagement)
Also - Mayors could (somewhat) successfully choose improvements for your cities and even connected them (again, somewhat) intelligently with roads.
|
|
|
|
August 8, 2001, 13:03
|
#8
|
King
Local Time: 08:13
Local Date: October 31, 2010
Join Date: Nov 2000
Posts: 1,691
|
Despite my feelings about PW, I don't mind the settler/worker system (go tradition!). If we can queue up commands (ie clicking and dragging for a road), I will learn to love it.
|
|
|
|
August 8, 2001, 14:19
|
#9
|
King
Local Time: 07:13
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Hartford, CT, USA
Posts: 1,501
|
Quote:
|
Originally posted by Sabre2th
(ie clicking and dragging for a road)
|
IIRC a preview or Firaxis quote somewhere actually mentioned this. Can anyone confirm this? It didn't mention worker queues, but did mention click and dragging roads.
|
|
|
|
August 8, 2001, 16:06
|
#10
|
Emperor
Local Time: 14:13
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 8,491
|
I would definitely support work orders, since giving each worker unit new orders every 3 turns is a plague, especially in the later game. too bad we don't get PW
|
|
|
|
August 8, 2001, 17:40
|
#11
|
King
Local Time: 07:13
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Hartford, CT, USA
Posts: 1,501
|
BOOO!! Keep away with your heathen PW support
|
|
|
|
August 8, 2001, 17:51
|
#12
|
Emperor
Local Time: 14:13
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 8,491
|
I've just started to like you after you agreed about SE... well, all bonus is away now
anyway, separated worker units are better than settlers doing everything
in some scenarios, settler units could even fight
|
|
|
|
August 8, 2001, 17:55
|
#13
|
King
Local Time: 05:13
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Arizona
Posts: 1,747
|
I gave my vote to settlers/workers vote over the PW system in the Apolyton polll awhile back. BtW the settelrs/workers side won twice, we won the poll and settlers/workers are in the game and not the PW system.
The order que for a worker would be great. It would do wonders for MP and SP as well. I think this might be one of those last minute changes that Firaxis could make if they haven't included it. What do you think Firaxis?
__________________
However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.
|
|
|
|
August 8, 2001, 19:23
|
#14
|
Emperor
Local Time: 07:13
Local Date: October 31, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
|
[JEFF VOICE]
Sure Techwins... Anything for one of our favorite customers and gameplayers. You da bomb.
[/JEFF VOICE]
__________________
"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
|
|
|
|
August 8, 2001, 20:43
|
#15
|
King
Local Time: 05:13
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Arizona
Posts: 1,747
|
[Sarcastic Voice]Wow Jeff, you are so nice![Sarcastic Voice]
__________________
However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.
|
|
|
|
August 8, 2001, 20:54
|
#16
|
Firaxis Games
Local Time: 07:13
Local Date: October 31, 2010
Join Date: Mar 2000
Location: The Metropolis known as Hunt Valley
Posts: 612
|
Quote:
|
Originally posted by SerapisIV
IIRC a preview or Firaxis quote somewhere actually mentioned this. Can anyone confirm this? It didn't mention worker queues, but did mention click and dragging roads.
|
I think you're confusing the "go to" functionality with road creation... I answered a question on the "go to" functionality in one of the "ask the Civ team" mailbags, and the response was that by click-dragging, you can see the path your unit will take and how many turns it will take to get there.
AFAIK we aren't going to have click-draggable roads and irrigation...
__________________
Dan Magaha
Firaxis Games, Inc.
--------------------------
|
|
|
|
August 8, 2001, 22:25
|
#17
|
King
Local Time: 08:13
Local Date: October 31, 2010
Join Date: Nov 2000
Posts: 1,691
|
Quote:
|
Originally posted by Dan Magaha FIRAXIS
AFAIK we aren't going to have click-draggable roads and irrigation...
|
Well you should!
|
|
|
|
August 9, 2001, 02:16
|
#18
|
King
Local Time: 05:13
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Arizona
Posts: 1,747
|
This is one time where I'm not happy to hear news from Firaxis. This isn't good at all. I don't think Serapis was confused at all because I read the samething as he did before as well. Please add this as an option if it's not already in.
BtW cool avatar Dan.
__________________
However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.
|
|
|
|
August 9, 2001, 11:11
|
#19
|
King
Local Time: 07:13
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Hartford, CT, USA
Posts: 1,501
|
Damn, I guess there isn't going to be any worker queues. Road making shortcuts would be the simplest worker shortcut I can think of, if thats not in, I don't have much hope for worker queues.
Thanks TechWins, at least I wasn't the only one to make this mistake.
|
|
|
|
August 9, 2001, 11:25
|
#20
|
Settler
Local Time: 13:13
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 5
|
Nevertheless, I hope this will be implemented.
|
|
|
|
August 9, 2001, 12:49
|
#21
|
King
Local Time: 08:13
Local Date: October 31, 2010
Join Date: Nov 2000
Posts: 1,691
|
I at least want this for roads. It's just too tedious the old way
|
|
|
|
August 9, 2001, 13:07
|
#22
|
King
Local Time: 07:13
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Hartford, CT, USA
Posts: 1,501
|
It's too tedious and the AI can't be trusted to build the roads where you want them. The AI can't take into account all the reasons for a certain road placement, such as special resources, other civ's borders, connections to other cities, etc.
|
|
|
|
August 9, 2001, 13:10
|
#23
|
King
Local Time: 08:13
Local Date: October 31, 2010
Join Date: Nov 2000
Posts: 1,691
|
I rarely used automated settlers, unless I was on an island and had already developed everything. Click-and-drag roads would be a Godsend
|
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
All times are GMT -4. The time now is 08:13.
|
|