August 8, 2000, 00:13
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#1
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King
Local Time: 00:27
Local Date: October 31, 2010
Join Date: Jul 2000
Posts: 1,005
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Automatic Polar Caps
I don't know if this has been brought up before but:
When you start a game on a round premade map Civ2 automatically adds a row of arctic terrain squares in the north and south (even if they're not on the map). IMO this is annoying because on some maps the AI will use them to walk from continent to continent, so I think this should not be in Civ3.
(Or you'd have to use the cheat menu at the beginning of each game to change them to ocean/whatever, but that has its disadvantages too...)
Emperor Oogkloot the Somewhat Acceptable
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August 8, 2000, 08:51
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#2
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King
Local Time: 01:27
Local Date: October 31, 2010
Join Date: Oct 1999
Location: Milano - Italy
Posts: 1,674
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We want a true spherical world, we want a globe to turn around... (singing on a song theme of your choice ).
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Admiral Naismith AKA mcostant
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August 8, 2000, 16:59
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#3
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Chieftain
Local Time: 00:27
Local Date: October 31, 2010
Join Date: Jun 2000
Location: La Jolla, Ca, US
Posts: 93
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At the very least, map types that are ***flat*** should not have that last row of squares at the top/sides...but then again, what's the fun of playing on a flat world? Why should there be only one way for the preditor to get to his prey?
That would be a good idea to see in the option menu of civ3: "Where is this map (in relation to the world)?" This could solve many of the map questions, because you could specify a certain area (such as the equator, the far north, etc). Then you could play on a ***hot*** or ***cold*** maps!
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August 10, 2000, 04:47
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#4
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Prince
Local Time: 18:27
Local Date: October 30, 2010
Join Date: Apr 1999
Location: numsquam
Posts: 683
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It could still be flat and have the units come out on the other side of the map though. e.g. if a unit goes north on the northern polar cap, it should come out on a polar tile 1/2 way accross the map. (although, i admit, this could get quite confusing) also, i agree that there is definately no need to have teh polar caps a peice of land *all* the way around the map - it should have breaks in it every so often
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August 10, 2000, 11:45
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#5
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Local Time: 00:27
Local Date: October 31, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
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While we are on the subject of polar ice caps, should they not randomly *sink* as a disaster every now and then so when a unit is on the ice caps it has a 1 in 10 chance to sink and be destroyed.
*They are only ice remember.
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September 2, 2000, 11:23
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#6
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Local Time: 00:27
Local Date: October 31, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
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*B*U*M*P*
Are there any comments on Polar Ice Caps sinking?
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September 3, 2000, 17:00
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#7
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King
Local Time: 00:27
Local Date: October 31, 2010
Join Date: Jul 2000
Posts: 1,005
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Good you bumped this thread, wouldn't have noticed it otherwise.
Arctic squares represent large regions of arctic terrain, they wouldn't just sink because a unit walked on them, unless I'm getting you wrong and you mean something else.
Maybe they could turn to ocean because of global warming, but IMO not because a unit walks on them.
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September 3, 2000, 19:07
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#8
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Local Time: 00:27
Local Date: October 31, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
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I meant that the ice would disintegrate and break off; not because of the weight but so the game could have an extra disaster.
Also sometimes this has happened, but mostly it is just a small thing such as a crack opening up and an explorer falling in and dying, not a whole unit. But there is the possiblity...
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September 7, 2000, 04:54
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#9
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Prince
Local Time: 02:27
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Hysteria Arctica
Posts: 556
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Having the ice break because an unit walks on it would not be quite believable. As we know, the climate and weather on polar regions is harsh, so let's have the units disappear because of snowstorms or hypothermia.
(and for newbies include a warning like "You're entering a polar region. Due to the extreme conditions in these areas, units can be damaged or destroyed here. Do you wish to continue anyway?)
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September 7, 2000, 17:09
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#10
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King
Local Time: 00:27
Local Date: October 31, 2010
Join Date: Jul 2000
Posts: 1,005
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DarkCloud: maybe it's a good idea, but why not dangers for in the other terrains as well?
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September 7, 2000, 22:19
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#11
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Local Time: 00:27
Local Date: October 31, 2010
Join Date: Jul 2000
Location: Deity of Lists
Posts: 11,873
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Patriquivm's idea is better- Snowstorms.
Other Disasters. Say the randomness for each of these is.
Polar- Snowstorms (50% chance)
Swamps- Malaria (30% chance)
Desert- Dehydration/Heat Exposure (10% chance)
Plains- NONE
Grasslands- Heat Exposure (.5% chance)
Mountains- (Thin Air) Exhaustion (25% chance; unit loses two turns), (25% chance with elephants; unit is destroyed)
Hills- NONE
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September 8, 2000, 22:09
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#12
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King
Local Time: 10:27
Local Date: October 31, 2010
Join Date: May 2000
Location: Melbourne, Australia
Posts: 1,728
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The AI behaviour posed by Dr.Oogkloot would easily be solved by the terrain-damage idea by T.D.K.( ). Darkcloud's idea directly above would be the way to implement the terrain damage idea (but I think having grasslands potentially being able to damage you is getting a bit off track).
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No, in Australia we don't live with kangaroos and koalas in our backyards...
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