August 8, 2002, 07:14
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#1
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Prince
Local Time: 06:02
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Athens of the North (Edinburgh)
Posts: 377
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The Build Often Categories in the Editor?
Sorry if for some, this seems irrelevant... however for the modders amongst us it is very important to find out what each category in this list actually refers to in the game?
So far from sifting through the strategy forum i have come up with only this little snippet of info:
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Originally posted by Soren Johnson Firaxis
Trade = harbors/marketplaces/airports
Wealth = marketplaces/banks/workers, not just "Wealth"
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Maybe only Soren or Mike can actually answer this, but if anyone has any info from testing could they share it here...?
For example, where do barracks and walls fit into the build often categories? Offensive units? Defensive units? I'm assuming Production stands for anything that produces shields?
What does Explore cover...? Just scouts and explorers? I have never seen any of these built.
Growth... does that mean granaries, aqueducts and hospitals? OR does that also cover settlers and workers, as i notice that Settlers and Workers are never flagged for any of the civs?
Building the Spaceship parts...does that fit anywhere into these categories?
How many of these should be highlighted, does flagging too many cause confusion in the AI?
And finally... the Uber question... what categories when flagged would create the toughest AI to fight?
So many questions, so few answers..
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August 8, 2002, 10:20
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#2
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Warlord
Local Time: 23:02
Local Date: October 31, 2010
Join Date: May 2002
Location: Utah, USA
Posts: 282
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Check in the editor and see what units/inprovements are flaged as what.
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August 8, 2002, 10:32
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#3
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Deity
Local Time: 02:02
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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Is that info shown in the editor? We discussed this stuff in one of the AU threads in the strat forum, but no one was sure which building fell into what category (although Soren did chime in with some answers). An official list would be nice.
Then again, I remain unconvinced that the build orders do all that much. Starting location and civ traits have much more pronounced effects.
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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August 8, 2002, 11:01
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#4
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Prince
Local Time: 02:02
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Philadelphia, PA
Posts: 978
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I wish some kind of user guide would be published (book or on the web) on how to use all the features of the editor. So much is guesswork now.
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August 8, 2002, 12:00
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#5
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Prince
Local Time: 01:02
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Waterloo, Ontario
Posts: 687
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Well, so much for the Civ3Edit help:
Quote:
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Determines which types of city production the AI should always try to build in the selected civilization's cities. Be aware that altering these settings can dramatically affect the way that computer-controlled players behave in the game.
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It would be nice if they gave out as much internal information like they did for SMAC....ie, formulas and such, like you could find in the datalinks.
__________________
I AM.CHRISTIAN
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August 8, 2002, 14:03
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#6
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Prince
Local Time: 01:02
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Micco, FL
Posts: 811
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If you want to see how the options play out, play the game. Contact your capitol city’s governor, go into the production section, set all options in the right hand column to “All Cities”, check the box for default new cities and set your production goals. As your turns advance you can see what the AI wants to make during the build phase of every turn. The options for AI civs in the editor is identical to your capitol governor being set as I described with the only difference being it won’t second guess itself.
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August 8, 2002, 14:19
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#7
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Deity
Local Time: 02:02
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Kneel before Grog!
Posts: 17,978
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Yeah, the problem is my governor is an idiot. That's why we want to mess with the "build often" orders.
-Arrian
__________________
grog want tank...Grog Want Tank... GROG WANT TANK!
The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.
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August 8, 2002, 14:32
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#8
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Prince
Local Time: 02:02
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Philadelphia, PA
Posts: 978
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Quote:
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Originally posted by Arrian
Yeah, the problem is my governor is an idiot. That's why we want to mess with the "build often" orders.
-Arrian
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Not only that, but we want to be able to guide the AI civs building habits. Especially for scenarios. You know, not have the Germans building settlers in the middle of World War II.
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August 8, 2002, 18:41
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#9
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Prince
Local Time: 01:02
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Micco, FL
Posts: 811
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Quote:
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Originally posted by Arrian
Yeah, the problem is my governor is an idiot.
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That idiot (personally I think he is smart enough to be a moron) is the same idiot that controls the AI cities. Once you see how your idiot works you will see how the AI's idiot works. If you tell it never build a settler, it will never build one. If you tell it to build often it will crank them out. Long live the idiot!
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August 8, 2002, 19:51
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#10
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Prince
Local Time: 06:02
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Athens of the North (Edinburgh)
Posts: 377
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I don't understand why they just can't tell us what each of the categories represents in building terms? It would only take 5 min and save everybody countless hours trying to figure these out themselves...
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August 9, 2002, 10:45
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#11
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Prince
Local Time: 02:02
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Philadelphia, PA
Posts: 978
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I bet it will all be explained in the PTW manual. And that may be why they're not telling.
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August 9, 2002, 10:50
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#12
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Prince
Local Time: 06:02
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Athens of the North (Edinburgh)
Posts: 377
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Quote:
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Originally posted by dunk
I bet it will all be explained in the PTW manual. And that may be why they're not telling.
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if this turned out to be the case then it would be very bad style indeed as this is a civ3 feature and therefore should be explained with civ3 and not PTW.
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August 13, 2002, 08:48
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#13
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Prince
Local Time: 06:02
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Athens of the North (Edinburgh)
Posts: 377
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Soren, any chance you could help us all out here by sparing 5 min of your time to clarify?
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August 13, 2002, 10:27
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#14
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Warlord
Local Time: 23:02
Local Date: October 31, 2010
Join Date: May 2002
Location: Utah, USA
Posts: 282
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I have found most if not all in the editor it is spred out all over though.
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