July 18, 2002, 09:07
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#181
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Prince
Local Time: 05:29
Local Date: November 1, 2010
Join Date: May 2002
Location: Germany
Posts: 720
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Only as a sidenote I just noticed that there has been over 10000 viewings of this thread which shows how anxiously we all have waited for the patch!
Another 24hrs to go baby.
__________________
Excellence can be attained if you Care more than other think is wise, Risk more than others think is safe, Dream more than others think is practical and Expect more than others think is possible.
Ask a Question and you're a fool for 3 minutes; don't ask a question and you're a fool for the rest of your life! Chinese Proverb
Someone is sitting in the shade today because someone planted a tree a long time ago. Warren Buffet
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July 18, 2002, 09:20
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#182
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King
Local Time: 05:29
Local Date: November 1, 2010
Join Date: Sep 2000
Posts: 1,131
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One thing I noticed that no one asked about was the 'Accelerated Production' option. Is this what it sounds like, some option to speed up production of units/improvements etc. as a fast multiplay option? If so, it's just what I was looking for so
Overall the patch as a whole seems pretty good too. The only major thing missing is an events scripting language now, and of course multiplay
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July 18, 2002, 09:55
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#183
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Settler
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Alexandria VA
Posts: 28
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I'm awake and on my way to work! Firaxians, need me to leave early to stop by and get an answer regarding the diplomacy editor settings?  I also wonder if there's any chance for an early release on the patch like they've done in the past.
On a side note, the whole deal about the road/commerce issue is fairly straightforward - they created this option so that you can effectively make terrain that you nor the AI would build roads on. Also, you could set coastal and sea squares to have commerce value, and be able to then build on them (with the right tech). It's pretty straight forward, and an effective way to make sure the AI doesn't waste time with calculating where to build it's roads.
Back to the main topic! WE NEED TO KNOW ABOUT DIPLOMACY OPTIONS! We love the patch too, look forward to having *months* of fun playing other's scenarios (only months because ptw will be out by year end). Talk to us, guys, please!
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July 18, 2002, 09:56
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#184
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Firaxis Games Programmer/Designer
Local Time: 00:29
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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Quote:
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Originally posted by rflagg
Back to the main topic! WE NEED TO KNOW ABOUT DIPLOMACY OPTIONS! We love the patch too, look forward to having *months* of fun playing other's scenarios (only months because ptw will be out by year end). Talk to us, guys, please!
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Though my list grows by the hour, I'll settle for this.
C'mon Mike, even if they're not included I can get out the shotgun and get Gramps to start working on the CMT.
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July 18, 2002, 10:06
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#185
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King
Local Time: 05:29
Local Date: November 1, 2010
Join Date: Sep 2000
Posts: 1,131
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No no no... you guys have it all wrong, the main topic is this accelerated production thing, we need to know more Firaxis
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July 18, 2002, 10:09
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#186
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Emperor
Local Time: 06:29
Local Date: November 1, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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firaxian HQ talk
Quote:
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Originally posted by rflagg
Back to the main topic! WE NEED TO KNOW ABOUT DIPLOMACY OPTIONS! We love the patch too, look forward to having *months* of fun playing other's scenarios (only months because ptw will be out by year end). Talk to us, guys, please!
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i can picture firaxis HQ:
A: "look at those nervous guys"
B: "they sound like a bunch of teen boys, horny to see britney's *** pop out  "
A: "let's tell them about diplomacy, so they calm down"
B: "no, let 'em fidget around a bit more"
A: "come on, they've waited long enough"
B: "i know, but that makes it even more fun to read their comments"
A: "ah... all right..."
B: "hey, why don't we delay the patch a few more day *biggrin*"
A: "you're a real sadist  "
B: "thank you  "
[...]
... and that's why we won't find our until tomorrow
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July 18, 2002, 10:12
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#187
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King
Local Time: 06:29
Local Date: November 1, 2010
Join Date: May 2001
Location: appendix of Europe
Posts: 1,634
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what time exactly do they post the patch?
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joseph 1944: LaRusso if you can remember past yesterday I never post a responce to one of your statement. I read most of your post with amusement however.
You are so anti-america that having a conversation with you would be poinless. You may or maynot feel you are an enemy of the United States, I don't care either way. However if I still worked for the Goverment I would turn over your e-mail address to my bosses and what ever happen, happens.
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July 18, 2002, 10:13
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#188
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Firaxis Games Programmer/Designer
Local Time: 00:29
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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Or the other version:
*B looks at A nervously
B: "So what are we going to do?"
A: "We can't tell them, they'll pull a JT/Coracle on us"
B: "So what do we do?"
A: "Lump the thing into PtW  "
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July 18, 2002, 11:09
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#189
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Emperor
Local Time: 21:29
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by rflagg
It's pretty straight forward, and an effective way to make sure the AI doesn't waste time with calculating where to build it's roads.
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It's not effective since if you can't build a road, you can't access the Luxury/Strategic resources. Obviously this was an attempt to please those people, like me, who don't like having Railroads everywhere, since you can't build a railroad without a road. But it's not going to work. It would have been much better separating the railroads from roads, and allowing us to select the terrain types for that instead, independantly of roads.
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July 18, 2002, 11:11
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#190
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Prince
Local Time: 07:29
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Mingapulco
Posts: 688
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Where can i download it?
__________________
money sqrt evil;
My literacy level are appalling.
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July 18, 2002, 11:16
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#191
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Prince
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Jan 2001
Location: United Kingdom of Great Britain
Posts: 393
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You can't yet.
It'll be on the front page when it's released though.
Chris
__________________
Quote:"He who has not learned to obey cannot be a great leader."
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July 18, 2002, 11:46
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#192
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Settler
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Alexandria VA
Posts: 28
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Quote:
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Originally posted by Willem
It's not effective since if you can't build a road, you can't access the Luxury/Strategic resources. Obviously this was an attempt to please those people, like me, who don't like having Railroads everywhere, since you can't build a railroad without a road. But it's not going to work. It would have been much better separating the railroads from roads, and allowing us to select the terrain types for that instead, independantly of roads.
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Yes, but I believe that's probably a hardcoded issue. As far as this is concerned, with not reaching strategic resources, Dan already mentioned that already every tile has a commerce bonus, allowing for roads on any tile. But, in a scenario, you could, for example, Start off so that no one can build on Mountainous terrain, and set it up so that once you get say, a dynamite technology, that you'll then be able to build roads there (by having the tech add +1 commerce to all mountain terrain). Personally, I don't see a problem with this.
Besides, it has nothing to do with diplomacy editing! Which we are dying to know...please guys, don't let us waste away! We love you and your programming skills more than you'll ever know!
-Rflagg.
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July 18, 2002, 11:49
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#193
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Firaxis Games Programmer/Designer
Local Time: 00:29
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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Quote:
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Originally posted by rflagg
Besides, it has nothing to do with diplomacy editing! Which we are dying to know...please guys, don't let us waste away! We love you and your programming skills more than you'll ever know!
-Rflagg.
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I'm afraid they aren't going to answer now. I've been pleading for two days now, with Dan, Mike and Soren online and not one of them has said a peep. I suppose we'll just have to be patient.
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July 18, 2002, 11:55
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#194
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Emperor
Local Time: 21:29
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by rflagg
Yes, but I believe that's probably a hardcoded issue. As far as this is concerned, with not reaching strategic resources, Dan already mentioned that already every tile has a commerce bonus, allowing for roads on any tile. But, in a scenario, you could, for example, Start off so that no one can build on Mountainous terrain, and set it up so that once you get say, a dynamite technology, that you'll then be able to build roads there (by having the tech add +1 commerce to all mountain terrain). Personally, I don't see a problem with this.
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Well yes, that would be a good thing, but I doubt it's going to work like that. It's going to be a blanket thing, just like Mines are now, so that you can only require a tech for all roads, not just those built on Mountains. I applaud their attempt to let us try and control railroads, but this approach is pretty much useless IMO.
PS They removed the hard coding for a number of things now, i.e. Luxury icons will be joining the list soon. So it's not like it's impossible to do the same with railroads.
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July 18, 2002, 11:59
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#195
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King
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Jan 2002
Location: of Scotland
Posts: 1,383
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What time on Friday is the patch being released?
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July 18, 2002, 12:05
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#196
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Settler
Local Time: 23:29
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Location: The place with the padded walls...
Posts: 24
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The sad thing is, I think he's right....
I WAN THE PATCH!!! If I don't get the patch soon, I'll do something to myself! I don't know what yet, but I'll do something to myself!!! (Probably just take a walk or something [hey, that sun would be brutal after the amount of time I have spent indoors waiting for this).
Seriously, I can't wait to see it.
__________________
Oh, you mean the red button launches ICBMs? Opps.
Last edited by Kri77777; July 18, 2002 at 12:15.
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July 18, 2002, 12:17
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#197
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Settler
Local Time: 23:29
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Location: The place with the padded walls...
Posts: 24
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Ummmm.... Yeah..... This post is here by accident and it won't let me remove it (can we patch the boards, too?).
__________________
Oh, you mean the red button launches ICBMs? Opps.
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July 18, 2002, 12:54
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#198
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Settler
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Virginia Beach
Posts: 22
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Re: BUG NOT FIXED
I've been playing for two hours a night, every night, since November of 2001 and I've never seen that happen. Maybe I'm lucky...
Very respectfully,
Jerry Sindle
__________________
Very respectfully,
Jerry
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July 18, 2002, 15:05
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#199
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Prince
Local Time: 23:29
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Your Mom's House... Why?
Posts: 481
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About the bug mentioned above... I have seen it.
Here is another suggestion/request:
Can you guys (Firaxis) give us one of those scenarios you used for testing???? Please????
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July 18, 2002, 15:10
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#200
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Settler
Local Time: 23:29
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Location: The place with the padded walls...
Posts: 24
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I have never even herd of it till now, let alone seen it. Guess I will have to try eventually....
__________________
Oh, you mean the red button launches ICBMs? Opps.
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July 18, 2002, 15:22
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#201
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Prince
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Dec 2000
Location: Southeast England , UK
Posts: 592
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Its useful that we'll be able to name units that produce leaders, now we'll know that unit can't produce any more.. its a neat solution.
I hope they willl have that special units only make a GA if they are elite, maybe these could get a special name also.
Great news about the fixed editor features.
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July 18, 2002, 15:51
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#202
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Prince
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Dec 2000
Location: Southeast England , UK
Posts: 592
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One important thing for scenarios is to be able to set the time it takes to build things on different terrains.
An example is road building across deserts, I want to make it even harder to make them some sort of barrier.
I'm not certain if it accureately calcultes build times.. if it just took into account movement rates , so slower terrain took longer that might be a solution.
Just a minor but still important point.
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July 18, 2002, 16:41
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#203
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Settler
Local Time: 20:29
Local Date: October 31, 2010
Join Date: Dec 2001
Posts: 4
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Quote:
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Originally posted by Trip
- Is there an option to set a flat map?
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Place a column of mountain tiles one square in down each side of the map. With no way to get a ship into the sea between the mountains, there's no way to cross round the sides of the map
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July 18, 2002, 16:45
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#204
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Emperor
Local Time: 21:29
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by Admiral PJ
I hope they willl have that special units only make a GA if they are elite, maybe these could get a special name also.
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Maybe I'm misunderstanding what you're saying here, but Elites have always been the only units capable of producing a Leader.
As for naming the unit, they're also going to include the * symbol to let you know if a unit has created a leader, if I've read things properly, so actually naming it would only be a way of adding a personal touch to the game.
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July 18, 2002, 16:47
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#205
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Emperor
Local Time: 21:29
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by Admiral PJ
One important thing for scenarios is to be able to set the time it takes to build things on different terrains.
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This has always been an option, just look at Worker Jobs in the editor rules.
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July 18, 2002, 16:52
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#206
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Firaxis Games Programmer/Designer
Local Time: 00:29
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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Quote:
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Originally posted by Jaffa Tamarin
Place a column of mountain tiles one square in down each side of the map. With no way to get a ship into the sea between the mountains, there's no way to cross round the sides of the map
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I know, but you can still send aircraft over the 'edge' of the map. Also, I want an option, not a mankshift solution.
Besides, I just make flat maps with Gramps' CMT, but it would be easier inside the editor.
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July 18, 2002, 16:56
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#207
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Prince
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Jan 2001
Location: United Kingdom of Great Britain
Posts: 393
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__________________
Quote:"He who has not learned to obey cannot be a great leader."
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July 18, 2002, 17:00
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#208
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Prince
Local Time: 23:29
Local Date: October 31, 2010
Join Date: Apr 2002
Location: Oklahoma, USA
Posts: 557
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WOOOOOOO! Thanks cbraund, I wouldn't have checked till later this night, good thing I was sitting around refreshing this post.
1 minute left, DSL is nice, time to go play it!
__________________
"Every good communist should know political power grows out of the barrel of a gun." - Mao tse-Tung
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July 18, 2002, 17:02
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#209
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Emperor
Local Time: 21:29
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Quote:
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Originally posted by Willem
Maybe I'm misunderstanding what you're saying here, but Elites have always been the only units capable of producing a Leader.
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(Willem, he said "GA" for Golden Age, not "GL" for Great Leader)
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July 18, 2002, 17:07
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#210
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Prince
Local Time: 04:29
Local Date: November 1, 2010
Join Date: Jan 2001
Location: United Kingdom of Great Britain
Posts: 393
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NO!! I can't find any diplomacy options in the editor!
Oh well, it's still cool!
Chris
__________________
Quote:"He who has not learned to obey cannot be a great leader."
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