November 1, 2001, 02:15
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#1
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Emperor
Local Time: 11:42
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
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Privateers have been robbed! nuke subs too
In the game, the Pirates get an ADM of 1.1.4, but the manual states they are supposed to have 2.1.4. I am changing it, because as it stands now, the Privateers are useless at +1 attack.
Also, the civilopedia states that nuke subs are faster, but it then gives them the same movement points as a regular sub. I haven't built muke subs yet, so I am not sure if they do get the move bonus or not.
Going to the editor now...
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November 1, 2001, 02:47
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#2
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Emperor
Local Time: 11:42
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
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Actually, after comparing the manual with the actual game stats, there are a lot of differences-
I mean, a lot!
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November 1, 2001, 02:50
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#3
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Settler
Local Time: 07:42
Local Date: October 31, 2010
Join Date: Oct 2001
Posts: 8
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I agree, Privateers are worthless at their current setting. My fleet of privateers failed to take out a single enemy ship. It was rather sad and led to a brief occupation of my southern shores by some infidels.
__________________
Every experience is a moving force.
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November 1, 2001, 03:38
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#4
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Emperor
Local Time: 17:42
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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What is the defence of Galleon? (I still don't have the game)
if it is 2, than what's the poit of Privaters?
Still, if is is 1, that Privater stats are OK.
I hope FRIAXIS looks these things & Fix them in next PATCH.
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November 1, 2001, 06:26
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#5
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Warlord
Local Time: 17:42
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Finland
Posts: 142
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Yeah, I think the manual sucks big time!
The only bad thing in the game so far.
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November 1, 2001, 06:31
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#6
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Deity
Local Time: 08:42
Local Date: October 31, 2010
Join Date: Feb 2000
Location: Las Vegas
Posts: 17,354
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I have a feeling I'll be changing the movement of sea units
I think movement should be double on huge maps at least. It is taking centuries and probably millenia to circumnavigate the world (I'm using a galleon so I have to stay close to the shores)
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Focus, discipline
Barack Obama- the antichrist
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November 1, 2001, 06:54
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#7
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Emperor
Local Time: 16:42
Local Date: October 31, 2010
Join Date: Mar 2000
Location: London, UK
Posts: 3,732
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Quote:
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Originally posted by Dissident
I have a feeling I'll be changing the movement of sea units
I think movement should be double on huge maps at least. It is taking centuries and probably millenia to circumnavigate the world (I'm using a galleon so I have to stay close to the shores)
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Galleons have to stay close to shores?? I guess the Spanish and Portugese didn't really get to the Americas then, huh?
__________________
To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection. H.Poincare
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November 1, 2001, 08:12
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#8
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Warlord
Local Time: 17:42
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Finland
Posts: 142
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I think he meant galleys.
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November 1, 2001, 08:26
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#9
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Emperor
Local Time: 16:42
Local Date: October 31, 2010
Join Date: Mar 2000
Location: London, UK
Posts: 3,732
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Then it should take millennia to circumnavigate the globe
__________________
To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection. H.Poincare
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November 1, 2001, 08:42
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#10
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Emperor
Local Time: 11:42
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
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Well, I just went and changed the Pirates to ADM 2.1.4
This should work
But I don't know what the deal with subs are in this game. They will be good against Transports, but that's about it.
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November 1, 2001, 08:47
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#11
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Prince
Local Time: 16:42
Local Date: October 31, 2010
Join Date: Jul 1999
Location: of pop
Posts: 735
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Thank (insert-here) for the editor!
__________________
To be one with the Universe is to be very lonely - John Doe - Datalinks
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November 1, 2001, 09:04
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#12
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Chieftain
Local Time: 15:42
Local Date: October 31, 2010
Join Date: Oct 2001
Posts: 33
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ha-ha, just wait till another civ. starts pirating you regularly .Will you swap the stats back? (grin)
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November 1, 2001, 09:42
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#13
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Prince
Local Time: 10:42
Local Date: October 31, 2010
Join Date: Nov 2005
Location: Canada
Posts: 478
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Good point Blue!
I'm going to leave the stats the way they are.
I may mess with the colours a bit though.  I'm not impressed with the French being pink!
__________________
Of the Holy Roman Empire, this was once said:
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November 1, 2001, 09:45
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#14
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Prince
Local Time: 16:42
Local Date: October 31, 2010
Join Date: Jul 1999
Location: of pop
Posts: 735
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__________________
To be one with the Universe is to be very lonely - John Doe - Datalinks
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November 1, 2001, 09:57
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#15
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Emperor
Local Time: 11:42
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
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Quote:
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Originally posted by BlueHooHoo
ha-ha, just wait till another civ. starts pirating you regularly .Will you swap the stats back? (grin)
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Nope- not changing it back. Besides, the manual has these stats for the Privateers. And besides that, a frigate costs 60^ [ADM 2.2.4, with bombard], a galleon costs 60^ [1.2.4, trasnports 3], and the privateer also costs 60^. So what the heck is it doing with 1.1.3?
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November 1, 2001, 10:26
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#16
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Chieftain
Local Time: 15:42
Local Date: October 31, 2010
Join Date: Oct 2001
Posts: 58
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Quote:
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Yeah, I think the manual sucks big time!
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The manual always has the same problem as the first strategy guide; it's based on a two month old build of the game.
After all, you can crank out 500,000 CDs in a weekend, but printing and binding 500,000 manuals; that's a different story. So the manual has to be finished and printed much earlier than the actual game.
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November 1, 2001, 12:13
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#17
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Settler
Local Time: 10:42
Local Date: October 31, 2010
Join Date: Nov 2001
Location: USA
Posts: 3
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I think we should all get a patch to the manuall
Index is way off. I tried to look up movement points on the railroad (in case they changed from CIV2) and index said look on page 115 - page 115 was talking about totaly unrelated thing...
Shame and Shame again!
As for the game.
1) Great AI!!!!! Much better than in other installements
2) A little to moderetly buggy - I was expecting this - waiting for the patch.
3) Why is it some cities grow to size 12 without aquaduct and others can't?
4) Reasearch takes a zilion years!
5) Need better placement of civs on the map. I was paying a huge map and got stuck with 3 civs on the same island just big enough for 5 non overlaping cities.
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November 1, 2001, 12:13
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#18
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Prince
Local Time: 16:42
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 624
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Word to the wise: README.TXT
The Privateer has a special ability, that's why it is so expensive compared to normal units.
I think they chose unit stats carefully, but then again they did change stuff in Civ2 patches (Cruise Missiles for example).
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November 1, 2001, 12:40
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#19
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King
Local Time: 11:42
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
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Quote:
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Originally posted by Ivanho
I think we should all get a patch to the manuall 
Index is way off. I tried to look up movement points on the railroad (in case they changed from CIV2) and index said look on page 115 - page 115 was talking about totaly unrelated thing...
Shame and Shame again!
As for the game.
1) Great AI!!!!! Much better than in other installements
2) A little to moderetly buggy - I was expecting this - waiting for the patch.
3) Why is it some cities grow to size 12 without aquaduct and others can't?
4) Reasearch takes a zilion years!
5) Need better placement of civs on the map. I was paying a huge map and got stuck with 3 civs on the same island just big enough for 5 non overlaping cities.
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1. Agreed.
2. Haven't noticed anything I'd consider a bug in my games. One crash when a city revolted back to me and I clicked "Install Governor", but that's it.
3. Cities next to rivers do not require an aqueduct to grow past size 6, and therefore go all the way to 12 before needing hospitals to progress.
4. YES!
5. Yikes! I haven't experienced any placement problems yet, and I've been playing with 16 civs. Remember, with 16 civs it's going to be crowded.
__________________
"Stuie has the right idea" - Japher
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November 1, 2001, 13:12
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#20
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Settler
Local Time: 10:42
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 17
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Quote:
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Originally posted by Ivanho
1) Great AI!!!!! Much better than in other installements
2) A little to moderetly buggy - I was expecting this - waiting for the patch.
3) Why is it some cities grow to size 12 without aquaduct and others can't?
4) Reasearch takes a zilion years!
5) Need better placement of civs on the map. I was paying a huge map and got stuck with 3 civs on the same island just big enough for 5 non overlaping cities.
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1 - I'm undecided about this so far. They seem quite aggressive when it comes to land, but they're almost random when it comes to trades.
2 - It's tolerable.
3 - As mentioned previously, rivers
4 - It speeds up a LOT later on, but it drags sooooo bad in the beginning. I guess that's realism, but drags a bit TOO much for my liking in the early days.
5 - I'm thinking the Pangaea or Archipelago map styles are going to be the best way to play, Continents seems to skew things too much.
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