August 28, 2000, 19:44
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#31
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Local Time: 20:40
Local Date: October 30, 2010
Join Date: Dec 1969
Location: on the corner of Peachtree and Peachtree
Posts: 30,698
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No, but realistic enough that you feel like you are controlling a Civ through the ages... That is its charm. This aspect of mine doesn't just add a bit of realism, it adds strategy and fun (I hope ).
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August 31, 2000, 11:56
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#32
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Guest
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interesting discussion you brought up here, fellows! go on!
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September 1, 2000, 13:31
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#33
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Prince
Local Time: 19:40
Local Date: October 30, 2010
Join Date: Jun 2000
Location: Massachusetts
Posts: 771
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I don't think that you should have to chose your trait but instead it should be defined by your actions and then you get rewarded and penalized for it. Ex. If you like to build caravans and you never start your wars than you should be rewarded by getting extra money per turn but your army size would be limited. This would be good under Republic because your small corruption rate could be set to nil if you like to trade but your army size would be further limited BUT you would not have a Senate that is as annoying as a Democracy.
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"Adorare Christantine!!!"
Chrisonian Decree #1
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September 1, 2000, 17:03
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#34
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Local Time: 20:40
Local Date: October 30, 2010
Join Date: Dec 1969
Location: on the corner of Peachtree and Peachtree
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But the question is... can the AI acurratly give you a trait based on your prior actions? And how would it do so? Does it count specific troops? And how does it distinguish between giving you a military trait vs. a political trait, etc.
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September 1, 2000, 20:12
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#35
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King
Local Time: 20:40
Local Date: October 30, 2010
Join Date: Aug 2000
Location: The 3rd best place to live in the USA.
Posts: 2,744
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quote:
But the question is... can the AI acurratly give you a trait based on your prior actions? And how would it do so? Does it count specific troops? And how does it distinguish between giving you a military trait vs. a political trait, etc.
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Let's leave that question to the programers(sic)....
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"You may not be interested in war, but war is interested in you"
"Soylant Green is people. PPPeeeoooppllleee!"
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September 1, 2000, 23:12
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#36
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Prince
Local Time: 19:40
Local Date: October 30, 2010
Join Date: Jun 2000
Location: Massachusetts
Posts: 771
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I think I can answer some of that. An AI wouldn't handle it but more of a slightly smarter-than-normal calculator. It would tally up how many trade routes you have, how many cities you have captured by force, how many engagements your army has made, how your diplomacy is doing and how fast you discover tech. It would make the classifications from there. Also the calculator would influence the civs that are like you to seek out your trust if you seek theirs. I really can't say what the values are since I know nothing about programming.
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"Adorare Christantine!!!"
Chrisonian Decree #1
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September 16, 2000, 03:47
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#37
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Local Time: 20:40
Local Date: October 30, 2010
Join Date: Dec 1969
Location: on the corner of Peachtree and Peachtree
Posts: 30,698
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It is kind of difficult, no? You'd have 200 or so calculation slowing the game down, and if you wanted to edit it in a txt file... well, you're screwed .
I still believe picking the traits per era is the way to go... it also puts less stress on those programers (who already have enough when many people say Civ3 is 2 years late ).
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January 12, 2001, 16:06
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#38
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Local Time: 00:40
Local Date: October 31, 2010
Join Date: Feb 2001
Posts: 0
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bump
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January 12, 2001, 16:17
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#39
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Local Time: 20:40
Local Date: October 30, 2010
Join Date: Dec 1969
Location: on the corner of Peachtree and Peachtree
Posts: 30,698
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Hey thanks Builder!
I think with all the discussion on unique civs, we should utalize something like my "trait" idea and give the player the ability to pick differenciations of civs, and not the computer in the beginning of a game!
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January 12, 2001, 16:31
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#40
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King
Local Time: 18:40
Local Date: October 30, 2010
Join Date: Oct 1999
Location: Colorado
Posts: 1,555
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quote:
Originally posted by MidKnight Lament on 08-21-2000 04:34 AM
I'm not going to elaborate too far because I've said it one hundred times before, but I'm against civ specific units/wonders/whatever. Differences should be related to how you've played the game, not based on who you chose at the beginning of it.
Thankyouverymuch.
- MKL
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Perfectly said.
Say NO to enforced limitations.
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January 12, 2001, 18:18
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#41
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Emperor
Local Time: 02:40
Local Date: October 31, 2010
Join Date: Feb 2000
Posts: 7,138
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but Traits aren't forced on us. We choose them as a part of our advancement. I think it's a great idea.
And I also think the limit for the amount of saved up traits should be higher - 3.
We wouldn't want a jugernaught but we could have a rather strong beast. Think about the USA.
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January 12, 2001, 19:07
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#42
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King
Local Time: 18:40
Local Date: October 30, 2010
Join Date: Sep 1999
Location: Terre Haute, IN USA
Posts: 1,285
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How do you guys know that "unique benefits" means enforced limitations?
Let's wait until we get more info on this from firaxis.
Unique benefits don't have to limit the player. For example, if the carthaginians get +1 attack for the War elephant unit, does that force the player to use war elephants? Of course not! it just means that if the player uses war elephants they will be a little stronger than the war elephants from other civs. Another example, if a civ gets -10% cost to research a particular tech, does it force the player to research the tech? NO! It just makes it easier if the player wants to.
I, for one, think that "unique benefits" can be a great idea, IF properly implemented. SMAC had unique factions and it worked great. The factions were more interesting to play and more interesting to interact with. Players developed new strategies for the each faction. And, with the editor, players were able to create their own factions!
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No permanent enemies, no permanent friends.
[This message has been edited by The diplomat (edited January 12, 2001).]
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