May 11, 2002, 12:07
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#1
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Emperor
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FIRAXIS: Whats up with the 1/3 move?
i just noticed this now (for some reason), but when your units are moving on your roads, it doesnt show when a unit has 2/3 or 1/3 of a move left, and even with 1/3 of a move, you can ALWAYS move on to an un-roaded square. in civ2 it was a game of chance if you got to do that last move, where 1/3 moves had 1/3 a chance to do it, 2/3 etc...
i'm just curious as to why this is in civ3, was it a consious choice or just another thing overlooked?
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May 11, 2002, 12:26
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#2
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Deity
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I believe a choice, and I actually prefer it that way.
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May 11, 2002, 12:57
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#3
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Warlord
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it was a choice, and a good one because now you actually know how far your units can move and can plan accordngly. Not knowing whether a unit has 1, 2/3, or 1/3 moves left can be annoying though.
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May 11, 2002, 13:48
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#4
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Deity
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But making a move requiring 1 and 2/3 movement point with a unit with 1 movement point seems strange. I like the civ2 way; it averages out, and so is consistent with the movement points, as well as adding another dimension to strategy.
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May 11, 2002, 13:57
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#5
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Firaxis Games Programmer/Designer
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Moving into a mountain square doesn't require 1 movement. By that philosophy, units with a movement of 1 could never move through mountains or hills...
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May 11, 2002, 14:02
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#6
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Emperor
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no, it worked in civ2, it required that ALL of a units moves be used (unless it had mroe than 3 moves). for example, a chariot moving on a mountain often DIDNT if it only had 1 move left (but now chariots cant move on mountains anyway)
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May 11, 2002, 14:07
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#7
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Deity
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Yes. Now of course any square can be entered with the last 3rd of a movement point, even mountains. This is dumb, and what's more if you're going to make the change why have 2 move units losing the 2nd movement point when entering say forest with the 1st point. It just isn't consistent. The civ2 way was. I don't mind having a new system, but consistency would be nice.
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May 11, 2002, 14:45
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#8
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King
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Quote:
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Originally posted by DrSpike
Yes. Now of course any square can be entered with the last 3rd of a movement point, even mountains. This is dumb, and what's more if you're going to make the change why have 2 move units losing the 2nd movement point when entering say forest with the 1st point. It just isn't consistent. The civ2 way was. I don't mind having a new system, but consistency would be nice.
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agreed.
on the plus side (tho even less consistent) is that fortifying a unit requires 1 full mvt point remaining so that last third of a mvt point can't be used for that (i could be wrong)
the negative is that the graphic shows the person fortifying, even though they aren't getting fortifying bonuses! since it doesn't show the thirds, how does one know?
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May 12, 2002, 00:25
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#9
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Prince
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It was purposeful. I read it in the manual. It was in the part about changes from Civ2.
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May 12, 2002, 00:32
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#10
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Prince
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I looked at the 'What's Gone' section, but I didn't see any mention of movement, besides that dealing with ZOC.
Where in the manual is it mentioned?
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May 12, 2002, 14:54
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#11
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Emperor
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Quote:
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Originally posted by Captain
agreed.
on the plus side (tho even less consistent) is that fortifying a unit requires 1 full mvt point remaining so that last third of a mvt point can't be used for that (i could be wrong)
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Soren also stated that a full turn must pass before a unit gets the fortified defensive bonus.
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May 12, 2002, 17:27
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#12
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Deity
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Thing is it is really hard to tell whether the results of a combat suggest you get the bonus or not. If you fortify at the start of the turn with full movement points left does that qualify for the bonus next turn? And do we know whether this is different to fortifying with the last 3rd of a MP then waiting till the start of the next. These things are important to know. What did Soren say exactly Uberkrux?
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May 12, 2002, 17:31
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#13
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Prince
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I personally think it makes the game more fun. I *hated* not being able to move that extra square in Civ2.
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May 12, 2002, 19:45
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#14
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I like the fact I can plan where to move my units too.
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May 12, 2002, 20:28
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#15
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Firaxis Games Programmer/Designer
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Agreed. I like things the way they are.
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May 12, 2002, 20:40
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#16
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King
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but what about the fortifying thing? is it 1 mvt point used up? or 1 turn needed? or is 1 turn needed only if <1 mvt pt remains?
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May 12, 2002, 21:36
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#17
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Deity
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It would be helpful if the right-click pop up showed units as being fortified (completely) or sentry or asleep or nothing. It does, kind of, but the true status is unclear.
If it takes a full turn before fortified benefits are conferred, that sux. I can't say how many times I've accidentally woken up the top guy in the stack. It would really blow to lose an important city in a close fight due to an interface accident.
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May 12, 2002, 21:45
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#18
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King
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Indeed, fortifying takes a full turn unless you have made no other moves with the unit that turn.
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May 12, 2002, 21:52
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#19
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Deity
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So if you fortify in your starting square, you are fortified before the bad guys get to go? Good.
What about if you move on rails? You haven't expended any movement.
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May 12, 2002, 22:21
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#20
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Warlord
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i would assume it works the same way as unit healing, so if you move along rails only and still have full movement you should get fortified immediately.
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The Civ3 world is one where stealth bombers are unable to sink galleons, Man-O-Wars are a powerful counter to battleships, and knights always come equipped with the AT-S2 Anti-Tank Sword.
The Simwiz2 Combat Mod Version 2.0 is available for download! See the changes here. You can download it from the CivFanatics Thread or the Apolyton Thread.
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May 12, 2002, 23:28
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#21
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King
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Quote:
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Originally posted by cyclotron7
Indeed, fortifying takes a full turn unless you have made no other moves with the unit that turn.
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NO other movement? So if cavalry moves 2 spaces, then fortifies, it won't get the fortify bonus til next turn? (not that you'd really want to fortify cav anyways, just an example)
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May 13, 2002, 13:47
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#22
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King
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Quote:
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Originally posted by Captain
NO other movement? So if cavalry moves 2 spaces, then fortifies, it won't get the fortify bonus til next turn? (not that you'd really want to fortify cav anyways, just an example)
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As I said fortifying takes a full trun unless you have expended any movement points. So, cav that move 2 spaces do not fortify that turn.
I don't know how that works with railroads.
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May 13, 2002, 20:06
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#23
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I don't think moving via railroads has any effect on their movement status. So if you fortify immediately or move 5 tiles via rail, it would be the same to the game.
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May 14, 2002, 01:52
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#24
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Emperor
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Per Soren (April 19), Civ3 General - Small Exploit thread:
Quote:
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If a unit is fortified but doesn't have any movement points left, it has no effect on combat results. (so you wouldn't get a bonus until next turn...)
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JB
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May 14, 2002, 02:11
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#25
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Prince
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Quote:
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Originally posted by SwitchMoO
I looked at the 'What's Gone' section, but I didn't see any mention of movement, besides that dealing with ZOC.
Where in the manual is it mentioned?
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My memory was a little off, it is in Chapter 7: Terrain and Movement page 69 third paragraph.
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—Orson Welles as Harry Lime
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