August 31, 2001, 05:20
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#1
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Prince
Local Time: 22:58
Local Date: October 31, 2010
Join Date: May 2001
Location: Asia Pacific
Posts: 611
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What to put in goody huts?
What are your opinions about what should be included in goody huts (if you think they should be in the game)? Should they be randomized? I have not yet seen any on the screenshots, has anyone?
I reckon their should be units, colonies, barbarians, gold & science. For expansionist civs their should be stronger units, cities, no barbarians, gold, science & maps.
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August 31, 2001, 05:24
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#2
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Prince
Local Time: 12:58
Local Date: October 31, 2010
Join Date: Aug 2001
Location: of rambling for the uk
Posts: 308
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i know its too late probly but i fink they shud have the random option of a nother civ coming out them with a settler and defence unit of form a city and nick your unit
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August 31, 2001, 06:49
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#3
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Prince
Local Time: 13:58
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Zoetermeer, The Netherlands
Posts: 306
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Re: What to put in goody huts?
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Originally posted by Alex 14
I reckon their should be units, colonies, barbarians, gold & science. For expansionist civs their should be stronger units, cities, no barbarians, gold, science & maps.
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Well, I don't think there should be colonies coming out of goodie huts. May be a worker, but not a colony.
I reckon it should be about the same as in civ2.
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August 31, 2001, 07:03
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#4
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Prince
Local Time: 13:58
Local Date: October 31, 2010
Join Date: Apr 2001
Location: of nothing
Posts: 361
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I think there shouldn't be any science goody huts, but I like all the others from civ2. I would like to see the same in civ3.
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August 31, 2001, 07:08
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#5
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King
Local Time: 13:58
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Vienna, Austria
Posts: 1,529
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Re: Re: What to put in goody huts?
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Originally posted by campmajor!
I reckon it should be about the same as in civ2.
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I hated to uncover a goody hut amidst desert or close to one of my cities, find an advanced tribe and get a city that I had to disband again. Please give me settlers instead!
__________________
"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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August 31, 2001, 07:15
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#6
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Prince
Local Time: 13:58
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Zoetermeer, The Netherlands
Posts: 306
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Well, IIRC if you disband a 1 size city in civ2, it will become a settler. Problem solved!
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August 31, 2001, 07:19
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#7
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Deity
Local Time: 13:58
Local Date: October 31, 2010
Join Date: Feb 2000
Location: Germans own my soul.
Posts: 14,861
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Quote:
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Originally posted by campmajor!
Well, IIRC if you disband a 1 size city in civ2, it will become a settler. Problem solved!
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Actually I would expect it to become a worker Perhaps a size 1 couldn't disband to a settler and would have to wait until size 2...
__________________
Speaking of Erith:
"It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith
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August 31, 2001, 07:29
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#8
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King
Local Time: 13:58
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Vienna, Austria
Posts: 1,529
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campmajor!, what I hated were not the mouseclicks needed to disband a city again by building a settler, but the several turns that took.
__________________
"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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August 31, 2001, 08:13
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#9
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Prince
Local Time: 07:58
Local Date: October 31, 2010
Join Date: Feb 2001
Location: of the peace and coexistance movement
Posts: 443
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Goody huts are in, and according to Firaxis expansonist civs get better stuff out of them. This tends to suggest that it is random like civ2 . My only worry is what they mean by better.
__________________
"Remember, there's good stuff in American culture, too. It's just that by "good stuff" we mean "attacking the French," and Germany's been doing that for ages now, so, well, where does that leave us?" - Elok
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August 31, 2001, 10:59
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#10
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Technical Director
Local Time: 14:58
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Location: Chalmers, Sweden
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Quote:
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Originally posted by Admiral
Goody huts are in, and according to Firaxis expansonist civs get better stuff out of them. This tends to suggest that it is random like civ2 . My only worry is what they mean by better.
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That is not goody huts, but barbarian villages (the replacement of goody huts). You will no longer get anything for free.
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ACS - Technical Director
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August 31, 2001, 11:26
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#11
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King
Local Time: 06:58
Local Date: October 31, 2010
Join Date: Sep 1999
Location: Terre Haute, IN USA
Posts: 1,285
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I would guess that goody huts probably give similar things that they gave in civ2, cities, techs, units, gold, etc
The difference will be that expansionist civs don't get barbarians or not as often. This would make that ability really worthwhile. While, normal civs sometimes get a free city or tech but also get nasty barbarians, expansionist civs would almost always get the free city, free tech, extra gold etc. This would give expansionist civs a much better head start than other civs. But it is just my guess!
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'There is a greater darkness than the one we fight. It is the darkness of the soul that has lost its way. The war we fight is not against powers and principalities, it is against chaos and despair. Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender. The future is all around us, waiting, in moments of transition, to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain.'"
G'Kar - from Babylon 5 episode "Z'ha'dum"
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August 31, 2001, 11:29
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#12
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Warlord
Local Time: 06:58
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Sounds like the Native American villages in Colonization. It would be neat if they were divided into mini-civ barbarian tribes--we could have Mongols, Turks, Maylays, Celts, Apache, Tupi, Bantu...
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August 31, 2001, 15:00
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#13
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Deity
Local Time: 13:58
Local Date: October 31, 2010
Join Date: Feb 2000
Location: Germans own my soul.
Posts: 14,861
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Well one of the expansionist attributes is 'Get better stuff from barbarian villages'. I have also seen, on one of the E3 videos that you just enter the things like a normal goody hut and the kind of result is similar. I presume barbarian encampments or whatever they are called are a different thing altogether...
But what to put in goody huts...well, goodies
__________________
Speaking of Erith:
"It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith
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