July 19, 2002, 18:56
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#1
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Local Time: 06:38
Local Date: November 1, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
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1.29 chat : the most interesting info
In this chat, Firaxians talked more freely than before, esp. about PtW. We got some interesting info about PtW and the patch, which weren't written in the readme.txt
My favourites are :
- According to Jeff, unit-trading is "medium-high" on the wishlist. However, it has not yet been decided if it will be implemented for sure.
- The military advisor now assess strentgh the same way the AI does - by relative strengths and weaknesses of individual units.
- Medieval infantry's adm are constantly tweaked, but are 4/2/1 for now.
- missed naval bombardments will show in PtW : water spouts
- Added existing deals to the foreign advisor screens, which saves a lot of unnecessary communicating..
- PtW will feature rally points ala Starcraft
- There are no plans to change expansionist traits
- The corruption modofier of commercial trait affects shields as well as commerce
- FP doubles the # of optimal cities under communism
AI tweaks :
- The AI values techs higher, so there would be less trading
- The AI will go build UN and Spaceship more agressively
- The AI is more willing to build factories and alike
- The AI values optional techs more in 1.29 than in 1.21
And the SUPER DUPER thing :
Quote:
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another change I should mention is that tech cost is now constant across difficulty levels, so Deity so no longer be (quite) the tech race it has been [...]let me rephrase. In 1.21 and earlier, a tech cost the AI 6 and the human 10 under Deity. With 1.29, techs cost the AI 10 and the human ~15 under Deity.
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This will change the tech race drastically : it will stop being too slow at lower levels and too fast at thigher levels. That combined with the lowered willingness of the AI to trade techs, and research now has a meaning at Emperor / Deity ! However, Soren warns us these changes are theoretical. Some game balancing is likely to be done when PtW is released.
__________________
"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
"I never had the need to have a boner." -- Dissident
"I have never cut off my penis when I was upset over a girl." -- Dis
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July 19, 2002, 19:01
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#2
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Emperor
Local Time: 00:38
Local Date: November 1, 2010
Join Date: Apr 2002
Location: The warmonger formerly known as rpodos. Gathering Storm!
Posts: 8,907
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Yeah, it was great. There was a lot of other good intel... can;t wait to see an edited transcript.
__________________
The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.
Duas uncias in puncta mortalis est.
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July 19, 2002, 19:06
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#3
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Firaxis Games Programmer/Designer
Local Time: 00:38
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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A couple other things:
Diplomacy is on the PtW wishlist.
The units AI are either set permanently to offensive or defensive status... they can't switch back and forth.
That's about all the other important things I remember.
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July 19, 2002, 19:28
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#4
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King
Local Time: 04:38
Local Date: November 1, 2010
Join Date: Jan 2002
Location: of Scotland
Posts: 1,383
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Diplomacy on the wishlist? What sort of dimplomacy? More pact agreements? And what about forced diplomacy for scenarios?
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July 19, 2002, 19:36
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#5
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Local Time: 06:38
Local Date: November 1, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
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No forced diplomacy in the patch. It's on the wishlist for PtW (like scenario events)
However, thewishlist seems to be incredibly long, and its priorities change as the deadline approaches. When something is on the ishlist, it means Firaxians acknowledge it's a good idea, but don't know if they have enough time and money to implement it.
__________________
"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
"I never had the need to have a boner." -- Dissident
"I have never cut off my penis when I was upset over a girl." -- Dis
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July 20, 2002, 00:25
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#6
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Warlord
Local Time: 20:38
Local Date: October 31, 2010
Join Date: Jun 2000
Location: Seattle, WA, US
Posts: 114
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Which of these relate to PTW, and which to the patch. Does the forbidden palace have that effect right now or in PTW? AI behaviors, etc.
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July 20, 2002, 00:32
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#7
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Deity
Local Time: 06:38
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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IIrc: AI behavior is included in patch.
Don't know about FP for communism
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Come along and take that ride
And it’s all right, baby, it’s all right #
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July 20, 2002, 00:40
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#8
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Firaxis Games Programmer/Designer
Local Time: 00:38
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Maryland
Posts: 9,567
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They're all for this patch.
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July 20, 2002, 01:03
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#9
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Deity
Local Time: 21:38
Local Date: October 31, 2010
Join Date: Sep 2001
Location: In a bamboo forest hiding from Dale.
Posts: 17,436
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Aren't you?
__________________
Christianity is the belief in a cosmic Jewish zombie who can give us eternal life if we symbolically eat his flesh and blood and telepathically tell him that we accept him as our lord and master so he can remove an evil force present in all humanity because a woman was convinced by a talking snake to eat from an apple tree.
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July 20, 2002, 05:20
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#10
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King
Local Time: 04:38
Local Date: November 1, 2010
Join Date: Jan 2002
Location: of Scotland
Posts: 1,383
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Re: 1.29 chat : the most interesting info
Quote:
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Originally posted by Spiffor
- FP doubles the # of optimal cities under communism
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So Communism becomes even more of a 'super' government. Honestly, I can't see any reason for sticking with democracy, even with the +1 work bonus.
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July 20, 2002, 06:53
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#11
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Prince
Local Time: 22:38
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 812
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Thanks for the info, I can't believe I forgot about the chat cause I was busy playing with the editor :P
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July 20, 2002, 07:56
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#12
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Deity
Local Time: 07:38
Local Date: November 1, 2010
Join Date: Sep 2000
Location: Latvia, Riga
Posts: 18,355
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Craaaap! I got a new Stephen King book yesterday and forgot there's a chat!
__________________
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
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July 20, 2002, 08:24
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#13
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Warlord
Local Time: 14:38
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Sydney
Posts: 266
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Better hope its a good read.
Quote:
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Originally posted by Trip
The units AI are either set permanently to offensive or defensive status... they can't switch back and forth.
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That doesn't sound good, don't want to limit the AI even more. Better not touch those.
__________________
"Show me a man or a woman alone and I'll show you a saint. Give me two and they'll fall in love. Give me three and they'll invent the charming thing we call 'society'. Give me four and they'll build a pyramid. Give me five and they'll make one an outcast. Give me six and they'll reinvent prejudice. Give me seven and in seven years they'll reinvent warfare. Man may have been made in the image of God, but human society was made in the image of His opposite number, and is always trying to get back home." - Glen Bateman, The Stand (Stephen King)
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July 20, 2002, 13:00
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#14
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Firaxis Games Programmer/Designer
Local Time: 00:38
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 NeoStar
That doesn't sound good, don't want to limit the AI even more. Better not touch those.
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Soren said that much of the stuff regarding that was hard-coded, and changing it would take an entire patch... and it will still act the same (after all, you can un-hard-code it, but that doesn't mean it would chnage), so don't plan on that changing. At least that shows why some AI units will be brain-dead, while others will go on suicidal charges.
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July 20, 2002, 16:48
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#15
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Emperor
Local Time: 06:38
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Re: 1.29 chat : the most interesting info
Quote:
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Originally posted by Spiffor
And the SUPER DUPER thing :
This will change the tech race drastically : it will stop being too slow at lower levels and too fast at thigher levels. That combined with the lowered willingness of the AI to trade techs, and research now has a meaning at Emperor / Deity ! However, Soren warns us these changes are theoretical. Some game balancing is likely to be done when PtW is released.
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I think I know the REAL reason for this.
In Civ2 & Civ1 different diffculty levels had different number of turns per game. So turn increments were slower at chief. then on deity.
BUT, Civ3 doesn't have that feature.
Which gived riduculus results, like being unable to make Spaceship on easiest level, while on emperor that happens in 1500AD.
So since it looks like turn increment are hardcoded (there is not such feature in new editor to change), they though that this is best way to fix situation in some way.
And I agree with their decision.
It also fixes the way how AI vaules tech too.
And that's good thing too.
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July 20, 2002, 17:11
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#16
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Deity
Local Time: 22:38
Local Date: October 31, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
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I think the units AI are either set permanently to offensive or defensive status... they can't switch back and forth had to do with the AI upgrading units.
If I am correct, as the AI builds units they are built for a role on a unit by unit basis. So when it builds 10 Riflemen, 8 may be for defensive use and 2 for offensive. When they upgrade in 1.21, the unit can switch from defensive to offensive. That can result in the AI being swamped with 'offensive' foot units and not building fast units.
With 1.29, that role is frozen when the unit is built. Thus we should see more AI cav and tanks.
Someone who knows better may correct me if I have got this wrong.
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July 20, 2002, 17:14
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#17
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Deity
Local Time: 22:38
Local Date: October 31, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
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BTW. If I am correct, this would be a very good reason to not let sword and long bow upgrade to infantry in mods. Again, the AI could end up swamped with slow offensive forces.
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July 20, 2002, 21:52
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#18
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Warlord
Local Time: 14:38
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Sydney
Posts: 266
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Quote:
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Originally posted by notyoueither
BTW. If I am correct, this would be a very good reason to not let sword and long bow upgrade to infantry in mods. Again, the AI could end up swamped with slow offensive forces.
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No! I hate those things remaining on the menu when you have tanks and bombers!
But if what you said is true... has anyone played a full regular game yet? I hope the AI is building more offensive units!
__________________
"Show me a man or a woman alone and I'll show you a saint. Give me two and they'll fall in love. Give me three and they'll invent the charming thing we call 'society'. Give me four and they'll build a pyramid. Give me five and they'll make one an outcast. Give me six and they'll reinvent prejudice. Give me seven and in seven years they'll reinvent warfare. Man may have been made in the image of God, but human society was made in the image of His opposite number, and is always trying to get back home." - Glen Bateman, The Stand (Stephen King)
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July 20, 2002, 23:21
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#19
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Deity
Local Time: 22:38
Local Date: October 31, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
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Of course, if you don't allow them to upgrade to Marines or some such, the AI my end up with a bunch of useless foot sloggers. I thought of that later.
Does anyone know if the AI disbands some older units as it can build newer ones?
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July 21, 2002, 02:02
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#20
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Emperor
Local Time: 21:38
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Let's see, Swords upgrade to Assault Infantry, Assault Infantry upgrade to Tanks.
Longbows upgrade to ..., uh, (well, you get the idea) ....
Now all someone has to do is make up the stats and graphics for the Assualt Infantry, ....
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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July 21, 2002, 03:40
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#21
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Emperor
Local Time: 06:38
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Ehh, but in my MOD attack of rifle is 5 and attack of Infantry is 8.
So they can be used in attack.
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July 21, 2002, 03:44
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#22
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King
Local Time: 23:38
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Wichita
Posts: 1,352
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Sorry I couldn't make this one guys, I had to work. You know if I was there I would have squeezed some spicy tidbits out of them.
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http://monkspider.blogspot.com/
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July 21, 2002, 05:12
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#23
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Prince
Local Time: 23:38
Local Date: October 31, 2010
Join Date: Feb 2002
Posts: 915
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Re: 1.29 chat : the most interesting info
Quote:
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Originally posted by Spiffor
. . .- missed naval bombardments will show in PtW : water spouts
. . . - There are no plans to change expansionist traits
. . .- The AI is more willing to build factories and alike
. . .-This will change the tech race drastically. . .
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Oh, goody. Graphic waterspouts.
Settler Diarrhea - the crazy flood of AI settlers flooding our territory and encroaching our borders - will continue.
Oh, the AI now will have to build factories to get factory-level production instead of CHEATING and getting that production WITHOUT the factories? Great. Now let's end all the other AI cheats, too.
Tech race? How about ending the AI cheating there, also.
And Firaxis remains determined to force that idiotic Culture Flipping on us, but do nothing about allowing privateers and subs to attack trade routes; or even do something as simple as allow us to sort city names alphabetically, or give bombers a range greater than '8'
Nor will they give us back a Cheat Mode as was in Civ 2, or whatever to allow us to switch sides, control accelerated startups, and do other things to minimize tedium and have FUN.
How about doing something about the AI that gangs up on the human with little tricks such as sacrificing one smaller civ to attack the human and basically committ suicide to help the other AI civs catch up? Reputation is another fraud; I am tired of being blamed forever for stuff I never did.
Firaxis' obstinate obsession with Culture Flipping has become a truly bizarre fixation. The concept is bad enough, but it is implemented in ways that are stupid and profoundly irritating.
You guys have a ways to go before you get my thirty bucks for PTW.
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July 21, 2002, 05:57
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#24
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Prince
Local Time: 04:38
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Athens of the North (Edinburgh)
Posts: 377
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Re: 1.29 chat : the most interesting info
Quote:
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Originally posted by Spiffor
My favourites are :
- The military advisor now assess strentgh the same way the AI does - by relative strengths and weaknesses of individual units.
- Medieval infantry's adm are constantly tweaked, but are 4/2/1 for now.
- missed naval bombardments will show in PtW : water spouts
- Added existing deals to the foreign advisor screens, which saves a lot of unnecessary communicating..
- PtW will feature rally points ala Starcraft
- There are no plans to change expansionist traits
- The corruption modofier of commercial trait affects shields as well as commerce
- FP doubles the # of optimal cities under communism
AI tweaks :
- The AI values techs higher, so there would be less trading
- The AI will go build UN and Spaceship more agressively
- The AI is more willing to build factories and alike
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Spiffor,
Are these all in 1.29f or are some of these planned implementations for PTW?
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July 21, 2002, 06:07
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#25
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King
Local Time: 05:38
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Vienna, Austria
Posts: 1,529
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Re: 1.29 chat : the most interesting info
Quote:
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Originally posted by Spiffor
- FP doubles the # of optimal cities under communism
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Is this really already included in the patch? In the new editor, there's no government flag for 'FP doubles the no. of optimal cities'. On second thought, this could be a side effect of 'communal' corruption (and thus, only for communism in the standard game version).
This should make communism far more worthwile, at least for war-mongers.
__________________
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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July 21, 2002, 07:11
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#26
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Emperor
Local Time: 06:38
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Re: Re: 1.29 chat : the most interesting info
Quote:
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Originally posted by Coracle
Tech race? How about ending the AI cheating there, also.
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Hey, that cheaping is over.
What your read the thread?
No sides cheats anymore in tech researsh.
Now, I don't know about tech trade itself, but AI itself would need same amount of research points to get desired tech on ALL diffculties levels.
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July 21, 2002, 07:15
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#27
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Civ4 Scenario Designer
Local Time: 05:38
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Airhose, Denmark
Posts: 145
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Does anyone have a full log of the chat?
I would really like to read it all, if possible.
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July 21, 2002, 07:24
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#28
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Emperor
Local Time: 06:38
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Me too.
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July 21, 2002, 09:41
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#29
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King
Local Time: 06:38
Local Date: November 1, 2010
Join Date: May 2001
Location: appendix of Europe
Posts: 1,634
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tech race
what are ai to ai trade rates now? do i still have to tweak with the files if i want to prevent them trading like crazy when playing with 12 civs on standard map?
__________________
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 21, 2002, 10:01
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#30
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Emperor
Local Time: 06:38
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Re: tech race
Quote:
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Originally posted by LaRusso
what are ai to ai trade rates now? do i still have to tweak with the files if i want to prevent them trading like crazy when playing with 12 civs on standard map?
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Tech trade rate is same as before, but AI now has no bonus on research on higher diffcult levels (nor panlaity on lower level), and thus makes tech more valuable for trade, which DIMINISHES number of AIvsAI tech. trades.
So, tech trading will be more bareable then before.
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