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Old July 17, 2002, 11:22   #31
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Thanks a bunch for the screenies Mike. They look awesome!

Nice to see the menus for changing city size/culture/ and improvements.

(BTW, you owe me a new t-shirt ... I've drooled all over this one now )
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Old July 17, 2002, 11:27   #32
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Has the commercial trait been strengthened?
Does the AI build more offensive (and less defensive) units?

I don't see these in the readme, but Soren has indicated that they would be in this patch.
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Old July 17, 2002, 11:28   #33
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More missing from the readme (at least I didn't see them listed):

* Editor: Added compression to BIC files. Use View->Options to disable.

* Added ability to set number of autosaves in INI file using "Max Autosaves=#" where # is the number of autosaves to use (the default is 5).
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Old July 17, 2002, 11:29   #34
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* Removed compression from auto saves.

I might use these again...

* Editor: Updated improvements page to allow only 1 center of empire.

What is this supposed to mean? Does it have to do with the FP wonder, or does this only refer to the palace?

* Editor: Added a new flag to terrain types to be able to set whether or not cities can be built on a particular terrain type.

Does this mean that, at some future point, new terrain types will be added? Just a thought...
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Old July 17, 2002, 11:32   #35
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Mike, does this imply that a unit can only have one AI strategy at a time? I see that some can have multiple checks in the editor.
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Old July 17, 2002, 11:33   #36
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Quote:
Originally posted by alexman
Has the commercial trait been strengthened?
Does the AI build more offensive (and less defensive) units?

I don't see these in the readme, but Soren has indicated that they would be in this patch.
I thought they were gonna be in PtW.
You might be able to improve these things in the editor now anyway.
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Old July 17, 2002, 11:33   #37
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Great! Looking good for Friday!

Now all we have to do is document all the undocumented features and (dare I say it) bugs.

I too like the forced renegotiation of deals, saves a little bit of micromanagement. But this comment worries me a little:

* Restricted roads/railroads from being built on terrain that has no road bonus.

Does it mean that it will not be possible to connect resources (and cities?) which are found/placed in the midst of e.g. a major mountain range. This situation occurs frequently, esp. on older worlds.
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Old July 17, 2002, 11:33   #38
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Mike, just a couple of queries..

1. Wasn't the commercial trait supposed to have received a boost?

2. Wasn't culture flipping supposed to have been slightly reworked?

3. How will this patch affect previous, highly detailed mods made with 1.21f?

4. Are there any un-documented changes, like changes to the cost for certain tech advances...?

thanks
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Old July 17, 2002, 11:35   #39
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Mike, one more thing.

I was wondering if you could designate tiles to a country without a city being there. Having a billion cities just to fill up the landscape may be a bit tedious. Probably just something on my wish list, but I had to ask.

Another thing.
Do you know how much the AI has been improved? I am especially anxious to see how Artillery fare in my Civil War scenario.

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Old July 17, 2002, 11:37   #40
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Great idea Trip!

That would be a very important feature for a few scenarios IMHO.
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Old July 17, 2002, 11:40   #41
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Like the renegotiate non treaty deals after 20 turns option

Glad to see that they fixed units attacking own workers bug

We'll see though if razing captured cities after nuclear war causes units to disappear from main map is fixed.

We'll see if ships attacking own ports when trying to enter coastal city is fixed.

Thanks to all at Firaxis for issuing this last patch. Waiting to see if all bugs are fixed when PTW comes out.
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Old July 17, 2002, 11:41   #42
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all great, except:
* Editor: Updated improvements page to allow only 1 center of empire

everything hard-coded isn't good :-(

and why isn't following mentioned:
* removed hard-coded bombing range limit for air units ('till now: 8)

forgotten or not changed?

but all together: THANKS, FIRAXIS !!!
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Old July 17, 2002, 11:41   #43
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Quote:
Originally posted by FrustratedPoet
Great idea Trip!

That would be a very important feature for a few scenarios IMHO.
Check out my East Coast map that I'm going to use for a Civil War scenario. You'll see why I want to do that instead of having to make a billion cities.

If worse comes to worst, I guess I can set 1-size cities culture up to like level 15.
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Old July 17, 2002, 11:42   #44
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Quote:
Originally posted by Proserpine

Does it mean that it will not be possible to connect resources (and cities?) which are found/placed in the midst of e.g. a major mountain range. This situation occurs frequently, esp. on older worlds.
Sounds to me like this will just be an option for those who choose it in the editor. The default now has all terrain with a road bonus, this just allows you to shut it off if you like. Frankly, I don't see this as being very practical, as you pointed out, and probably won't get used at all. It would be much better if they would just separate the roads and railroads, with a selector for both.
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Old July 17, 2002, 11:46   #45
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Quote:
Originally posted by WarpStorm
Mike, does this imply that a unit can only have one AI strategy at a time? I see that some can have multiple checks in the editor.
Yes. For example, the Rifleman has both the offensive and defensive strategies. When the AI builds a rifleman, it will build either an offensive rifleman or a defensive rifleman. Likewise, when you place a rifleman on the map in the editor, you need to tell the AI whether it is an offensive or defensive rifleman (or set it to random and it will choose randomly when you play the scenario).
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Old July 17, 2002, 11:46   #46
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Impressive list and once again I'd like to point out that Firaxis support has been the greatest. Now if they could fast forward time to Friday


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Old July 17, 2002, 11:48   #47
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Would that change how the ai views the relative strength of its military to yours if one or the other is more modern? (id assume so) Or does it just effect what your military advisor tells you "Compred to these guys our military is weak!" type messages.
The AI always based it's view of your military on the relative strengths of the units, not just the number of units. I think that some people assumed otherwise because the advisor was solely based on number of units.
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Old July 17, 2002, 11:50   #48
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Quote:
Originally posted by Mike Breitkreutz FIRAXIS
Two more that we missed in the readme:

* Editor: Enabled Add/Delete buttons for Units.

* Editor: Enabled Add/Delete buttons for Natural Resources.
Oy, that was nice to read! Thanks Mike!
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Old July 17, 2002, 11:51   #49
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To Anyone from Firaxis:

I noticed in the readme that we can set teams. I'm assuming this means in a WWII scenario we can set Japan & Germany as Axis and US, Russia & Britain as Allied team. Will we also be able to set it so that the teams start a scenario at war with one another? Also, as others have pointed out, there's no mention about Flat Maps. Is this something that might be done later, or was it maybe (hopefully ) just omitted from the readme? Thanks, and great job!
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Old July 17, 2002, 11:54   #50
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Quote:
Originally posted by Proserpine
* Restricted roads/railroads from being built on terrain that has no road bonus.

Does it mean that it will not be possible to connect resources (and cities?) which are found/placed in the midst of e.g. a major mountain range. This situation occurs frequently, esp. on older worlds.
Dont mountains get a bonus from roads?
I think this is for water or so you could make it so there is no roads on tundra or somethig like that
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Old July 17, 2002, 11:54   #51
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Awesome Firaxians!!

Any changes to Commercial?

Any changes to use of bombard units?

Auto-bombard?

The whole offensive / defensive thing... any changes that will increase AI use of fastmover offensive units?

You guys are great.
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Old July 17, 2002, 11:59   #52
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Thanks Firaxis, and lol, you missed the most important stuff in the readmes .

Firaxis/anyone, what will I have to do if I want to add a unit? I mean, I'll have to get the graphics for it, and make it FLIC somehow, right? How?

Currently high on my list are Helicopter Gunship and Modern Infantry units.
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Old July 17, 2002, 12:02   #53
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What about Air unit and paratroop range? can we go beyond 8 now?
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Old July 17, 2002, 12:02   #54
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Well, I am thinking hard as to what we should ask for right now, but it is getting hard to find something that isn't there...

I want to test this firsthand, but Firaxis,

DAMN FINE JOB!!!
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Old July 17, 2002, 12:04   #55
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Solver go to the creation forums here and at civfanatics (more units)
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Old July 17, 2002, 12:10   #56
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Would be cool, if there are graphics to be taken .
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Old July 17, 2002, 12:12   #57
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Quote:
Originally posted by Mike Breitkreutz FIRAXIS


Yes. For example, the Rifleman has both the offensive and defensive strategies. When the AI builds a rifleman, it will build either an offensive rifleman or a defensive rifleman. Likewise, when you place a rifleman on the map in the editor, you need to tell the AI whether it is an offensive or defensive rifleman (or set it to random and it will choose randomly when you play the scenario).
How about in a game if a unit would upgrade? Will the strategy carry over?
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Old July 17, 2002, 12:15   #58
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At civfanatics there are more than 100 units, to make your own get FLICster in the files (here) or utilitys (there) sections.
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Old July 17, 2002, 12:20   #59
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Quote:
Originally posted by Ed O'War
I noticed in the readme that we can set teams.
Where? I don't see this.
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Old July 17, 2002, 12:23   #60
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* Editor: Added team color to units, starting locations, text, and territory boundaries. Note that, because of the number of possible combinations of players/civs placed on the map and the number of team colors available, the same team colors can and will be used for different players.
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