September 11, 2001, 06:57
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#1
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Prince
Local Time: 14:18
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Zoetermeer, The Netherlands
Posts: 306
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Movement points on railroad
Does anyone know if the movement points on railroad in civ3 will be the same as in civ2?
That is, no movement points at all. I liked that a lot!
Not realistic, but it increased the fun!
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September 11, 2001, 07:19
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#2
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Settler
Local Time: 14:18
Local Date: October 31, 2010
Join Date: Jun 2001
Location: France
Posts: 6
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Well I would prefer that railroads use MP. I really think it is unrealistic for railroads to allow instant mouvement. By the way it is only my point of view.....
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September 11, 2001, 07:21
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#3
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King
Local Time: 16:18
Local Date: October 31, 2010
Join Date: Aug 2001
Location: the contradiction is filled with holes...
Posts: 1,398
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IMO the no-movement-cost -type railroad is very annoying, I actually hate it. How on earth the railroad can be faster than aeroplane??? I hope they have a better solution, like a fixed number of movements per turn. It would also be cool, that between the cities the direction could not be changed
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I'm not a complete idiot: some parts are still missing.
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September 11, 2001, 08:12
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#4
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Deity
Local Time: 15:18
Local Date: October 31, 2010
Join Date: Jun 2001
Posts: 11,112
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I liked it also, but it was pretty unrealistic, so the only way to make it good for all people is to make it optional if it should be infinite or not, I don't think this could take that long to put into the game
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September 11, 2001, 08:30
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#5
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King
Local Time: 09:18
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Dumbass
Posts: 1,096
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well, its probably the same, because everyone so far seems to like it, but admit its unrealistic, and sid said that he always chose fun over realism; much as i had hoped. Still, the ctp system was also alright, because there were so many levels of road
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September 11, 2001, 08:44
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#6
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Prince
Local Time: 14:18
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 624
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Did so many people like that 'infinity' aspect? I got used to it, but never actually thought it was 'great' or anything.
1/10th movement would be better in my view -still powerful, and yet more realistic. Anyway, I bet/hope it is adjustable in the rules.txt
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September 11, 2001, 08:44
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#7
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Deity
Local Time: 15:18
Local Date: October 31, 2010
Join Date: Jun 2001
Posts: 11,112
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Quote:
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Originally posted by dainbramaged13
Still, the ctp system was also alright, because there were so many levels of road
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Well, I really loved that part of ctp where there where 3 levels many of those improvemts, but because of the PW system I almost never used the first 2 levels of roads, farms, etc.
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September 11, 2001, 08:48
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#8
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Prince
Local Time: 08:18
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Washington, DC, USA
Posts: 565
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It's unrealistic but handy, especially on very large maps. But I like the idea that there could be an optional "something" in between roads and limitless movement.
But again, if we wre looking at realism, we'd have to wonder about the one-year timeframe to move anywhere. Giventhe choice, I'd probably go with unlimited railroads.
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September 11, 2001, 08:55
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#9
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King
Local Time: 16:18
Local Date: October 31, 2010
Join Date: Aug 2001
Location: the contradiction is filled with holes...
Posts: 1,398
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Quote:
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Originally posted by Grim Legacy
...1/10th movement would be better in my view -still powerful, and yet more realistic. Anyway, I bet/hope it is adjustable in the rules.txt
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I think you mean movement points multiplied by ten. But I think that no railway is significantly faster than other, so it could be between 10 and 15 movement points for all ground units (from slow worker to fast tank), because a train moves relatively same speed regardless the load it carries.
__________________
I'm not a complete idiot: some parts are still missing.
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September 11, 2001, 08:57
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#10
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King
Local Time: 16:18
Local Date: October 31, 2010
Join Date: Aug 2001
Location: the contradiction is filled with holes...
Posts: 1,398
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Quote:
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Originally posted by Earwicker
...But again, if we wre looking at realism, we'd have to wonder about the one-year timeframe to move anywhere. Giventhe choice, I'd probably go with unlimited railroads.
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Yes, and the bombers can stay in flight for two years
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I'm not a complete idiot: some parts are still missing.
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September 11, 2001, 09:00
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#11
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Prince
Local Time: 14:18
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 624
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Quote:
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Originally posted by aaglo
I think you mean movement points multiplied by ten. But I think that no railway is significantly faster than other, so it could be between 10 and 15 movement points for all ground units (from slow worker to fast tank), because a train moves relatively same speed regardless the load it carries.
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Like in Civ2, where each move over road would cost 1/3 movement point. I claim that my way of expressing it is more true to the Civ legacy!
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September 11, 2001, 09:04
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#12
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King
Local Time: 16:18
Local Date: October 31, 2010
Join Date: Aug 2001
Location: the contradiction is filled with holes...
Posts: 1,398
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Quote:
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Originally posted by Grim Legacy
Like in Civ2, where each move over road would cost 1/3 movement point. I claim that my way of expressing it is more true to the Civ legacy!
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Yes, it would be more true to the civ legacy, but it wouldn't be realistic. I mean, a tank would have 50 (?) moves, when infantry would have 10 or 20 (?) moves. Well, whatever it'll be, I'll play it anyway
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I'm not a complete idiot: some parts are still missing.
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September 11, 2001, 09:07
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#13
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Prince
Local Time: 14:18
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 624
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Quote:
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Originally posted by aaglo
Yes, it would be more true to the civ legacy, but it wouldn't be realistic. I mean, a tank would have 50 (?) moves, when infantry would have 10 or 20 (?) moves. Well, whatever it'll be, I'll play it anyway
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That would be 30 steps on railroad for an Armor, yes.
But I didn't intend the 1/10th number to be authorative or anything. Perhaps 1/6 or 1/8 is better.
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September 11, 2001, 14:45
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#14
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Technical Director
Local Time: 15:18
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Chalmers, Sweden
Posts: 9,294
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I hope it will stay as it was. I know it isn't realistic, but it adds fun to the game.
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ACS - Technical Director
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September 11, 2001, 15:14
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#15
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Deity
Local Time: 14:18
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Seouenaca, Cantium
Posts: 12,426
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Quote:
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Originally posted by aaglo
I think you mean movement points multiplied by ten. But I think that no railway is significantly faster than other, so it could be between 10 and 15 movement points for all ground units (from slow worker to fast tank), because a train moves relatively same speed regardless the load it carries.
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I concur, railway movement should be the same for all units.
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"Everybody knows you never go full retard. You went full retard man. Never go full retard"
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September 11, 2001, 16:30
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#16
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Warlord
Local Time: 13:18
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Manchester, England. Im 1/2 Polish and proud of it!
Posts: 144
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I love the No movement cost on RR
Perhaps if you could build a Rail Track small wonder, then movement uses points
It would also make one Pop point unhappy every 5 turns due to delays and crashes
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"I know not with what weapons WWIII will be fought with, but WWIV will be fought with sticks & stones". Albert Einstein
"To Alcohol, the cause of and solution to all life's problems"- Homer Simpson
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September 11, 2001, 16:48
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#17
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Prince
Local Time: 08:18
Local Date: October 31, 2010
Join Date: May 2001
Location: Stratford, NJ
Posts: 374
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Why would anyone build a wonder that does something negative?
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Eine Spritze gegen Schmerzen, bitte.
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September 11, 2001, 16:54
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#18
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Deity
Local Time: 14:18
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Seouenaca, Cantium
Posts: 12,426
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Its an amusing in-joke.
Railtrack is the company created out of the privatisation of British Rail in '96.
The service has gone to pot and the incidences of train crashes has increased several fold
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"Everybody knows you never go full retard. You went full retard man. Never go full retard"
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September 11, 2001, 17:06
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#19
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Prince
Local Time: 08:18
Local Date: October 31, 2010
Join Date: May 2001
Location: Stratford, NJ
Posts: 374
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OK, I see now.
Hey, I'm a friggin' Chieftain! Only took about a thousand posts to get past settler. To celebrate, I'm changing my avatar (not that anyone gives two sh*ts).
So how many posts does it take to increase in rank? Is there a thread somewhere listing them?
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Eine Spritze gegen Schmerzen, bitte.
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September 11, 2001, 17:33
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#20
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King
Local Time: 14:18
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Sweden
Posts: 1,728
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A railroad-related cosmic rule should be added to the Rules.txt file:
A maximal railroad move-radius input-variable of your choice (0 = infinite), regardless of land unit-type.
(If you put in "12", for example: it means that each and every land-unit have a fixed range of 12 tiles, as long as they move on railroaded tiles. Choosing "0" means infinite moves on railroads - as in Civ-2).
Heres the link to that Poll: About added RR-move related cosmic rule.
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September 11, 2001, 17:34
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#21
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Warlord
Local Time: 08:18
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Amherstburg, Ontario
Posts: 240
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Hmm. it took me about a week and a half to get to chieftain. thats odd
Anyway I like the railroads as they are, but when I automate settlers, the railroads confuse the hell out of them. Same problem with SMAC. I hope that they fix this. I don't have enough time to control every fuggin worker i own. also, i guess you won't need to feed the settlers anymore, will you? thats good.
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Retired, and it feels so good!
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September 11, 2001, 18:43
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#22
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King
Local Time: 14:18
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Just one more thing
Posts: 1,733
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Railroads should allow units to travel for free to any city connected to the network. Or maybe just within a certain radius. Move your unit into a city, select a destination city and your unit is transported there instantly. Movement outside cities should remain road-based.
And a central station city improvement should produce trade somehow related to your railway network.
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September 11, 2001, 18:48
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#23
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Warlord
Local Time: 14:18
Local Date: October 31, 2010
Join Date: Jul 2001
Location: home
Posts: 170
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Quote:
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Originally posted by aaglo
Yes, and the bombers can stay in flight for two years
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Pfwew... Imagine the Fuel tanks of the helicopters in that case.
__________________
-------------------------------><------------------------------
History should be known for learning from the past...
Nah... it only shows stupidity of mankind.
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September 11, 2001, 18:52
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#24
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Warlord
Local Time: 14:18
Local Date: October 31, 2010
Join Date: Jul 2001
Location: home
Posts: 170
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Quote:
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Originally posted by Falconius
So how many posts does it take to increase in rank? Is there a thread somewhere listing them?
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Nope, no thread.
Find the Apolyton Faq.
Somewhere in the last section you should find your question.
And ehhh... it's not really a ranking system.
More something like a posting level? Higher "ranks" seem to be a bit more active and thereafter usually roam a bit longer in these forums. See it like an indication.
Though sometimes it seems that the higher it gets, the more difficult it is to get a useful answer from them, just like in civ
__________________
-------------------------------><------------------------------
History should be known for learning from the past...
Nah... it only shows stupidity of mankind.
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September 12, 2001, 06:54
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#25
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Prince
Local Time: 14:18
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Zoetermeer, The Netherlands
Posts: 306
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September 12, 2001, 07:39
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#26
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Warlord
Local Time: 13:18
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Boulder Creek,CA,USA
Posts: 105
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RR
To my way of thinking, I like rational limitations. Working against them is what makes the game interesing because you can learn based on experience.
Having a rational, if not realistic, RR system is very desireable. I support the view that any unit on a train moves at the RR system speed, what ever that happens to be. It would be very desireable to have the ability to IMPROVE your RR system, thus increasing speed and reducing accidents. This gives the player another goal to work for.
RR systems should not function like Star Trek Tansporters, your should discover and build transporters. I really hate that.
An Idea, like in EFP (empire of fading suns) is to have theoretical and applied technology and then quality of implementation.
Fore example, you research transportation, and develope container shipping which speeds loading, improves volume and lowers costs.
Transport of units and resources should involve a cost.
Unit supplies: All units could have a 'fuel' bar or value that degrades while the unit is not in a city, fort or airbase. This represents it's need for resupply, food, fuel or repair. Leave a unit somewhere for too long and it just disintigrates. Not a perfect solution but it makes live interesting. The player should be able to disable this feature and some units could be able to forage or self renew.
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September 12, 2001, 15:09
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#27
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Chieftain
Local Time: 13:18
Local Date: October 31, 2010
Join Date: Jul 2001
Posts: 33
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I like my units can move as far as I wish on the raidroad, but I do hate enemy's units can also move without limit!
Sometimes when their spy steals technology from my city, I even don't know where they are coming from!!!
They didn't pay me yet, how can they use my railroad!!!
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September 12, 2001, 20:26
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#28
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Prince
Local Time: 13:18
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Lisboa, Portugal
Posts: 334
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I've always felt that movement over railroad being unrestricted was totally unrealistic. Even stupid. I think that a 10-15 tiles movement per turn would be the best solution. It would still make railroad an important improvement, and would prevent some ridiculous situations like a tank attacking in South Africa, Portugal and China in the same turn (!).
I am aware that many years go by in a single turn, but then isn't it ridiculous when, for instance, a tank attacks in the above countries in let's say 20 years, while a Stealth Bomber takes 60 years to cross Asia???
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September 13, 2001, 05:20
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#29
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Chieftain
Local Time: 13:18
Local Date: October 31, 2010
Join Date: Jan 2001
Posts: 83
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Did you happen to think then that the air system is faulted and not the railroad one. It doesn't take a year to go by train from Asia to Europe.
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September 13, 2001, 06:44
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#30
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Prince
Local Time: 14:18
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Zoetermeer, The Netherlands
Posts: 306
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PGM,
I agree with RedWhiteArcher that the air-movement system is probably more unrealistic than the railroad system!
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