September 21, 2002, 06:17
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#1
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Emperor
Local Time: 10:21
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Some things I found out in recent chat
Medivial Infantry is 4/2/1, cost 40, needs Iron
Guerrila is 6/6/1, cost 90, needs nothing
Galic Swordsmen is 3/2/2, cost 50, needs Iron (replaces Sworsmen)
Bezerk is 6/2/1, cost 60, Amphibious, needs Iron (can be changed before release)
Numbian Mercenacy replaces Spearmen and is 2/2/1, cost 30 (a little bit costly for Spearmen UU, also can be changed before release)
Last edited by player1; September 21, 2002 at 16:18.
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September 21, 2002, 06:45
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#2
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Prince
Local Time: 09:21
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Copenhagen, Denmark
Posts: 835
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Thx for the info player1. The new UU's sounds great.
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September 21, 2002, 08:12
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#3
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King
Local Time: 03:21
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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The Numidian Merc seems too high priced to me.
The Berserk will kick serious ass throughout the middle ages and into the industrial ages.
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September 21, 2002, 08:57
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#4
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Emperor
Local Time: 08:21
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Join Date: Mar 2002
Location: All Glory To The Hypnotoad!
Posts: 4,223
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Great info Player1, thanks.  It is very much appreciated by those of us who went to the pub instead of going to the chat last night.
I agree with WarpStorm. The Berzerk is going to kick some MAJOR ass, especially on island maps where it's Amphibious ability and high attack will make for excellent "smash-and-grab" raids.
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September 21, 2002, 11:13
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#5
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King
Local Time: 03:21
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On any map, it'll kick. All coastal cities will be subject to attack. And we know nobody builds navies to stop it from happening. (Well, they might if they know hte VIkings are in the game).
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September 21, 2002, 12:00
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#6
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King
Local Time: 02:21
Local Date: November 1, 2010
Join Date: Oct 2001
Location: A bleak and barren rock
Posts: 2,743
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Heh heh...I think I know what civ I'm playing first!!
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September 21, 2002, 12:54
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#7
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Prince
Local Time: 10:21
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Join Date: Jul 2002
Location: somewhere deep in the forgotten woods of germany
Posts: 312
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Quote:
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Originally posted by History Guy
Heh heh...I think I know what civ I'm playing first!!
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Yeah... and I know which ass I will kick first!
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September 21, 2002, 15:59
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#8
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Warlord
Local Time: 08:21
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Venezuela
Posts: 200
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No, it's wrong, Beserker is 6.2.1
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September 21, 2002, 16:08
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#9
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King
Local Time: 03:21
Local Date: November 1, 2010
Join Date: Nov 2001
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double post
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September 21, 2002, 16:09
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#10
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King
Local Time: 03:21
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XOR's right, it is 6/2/1/amphib, still ass-kicking though
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September 21, 2002, 16:22
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#11
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Emperor
Local Time: 10:21
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Quote:
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Originally posted by WarpStorm
double post
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Ops...
Fixed!
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September 21, 2002, 16:27
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#12
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Warlord
Local Time: 08:21
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Venezuela
Posts: 200
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Things that wont happen in PTW:
- Changes to polution/ Global warming
- Changes to railroad movement or production bonuses.
- Cities producing leaders. (What was in one of the screenshots must have been an edited rules scenario).
- Ground units with invisibility hidden nationality.
- Maps larger than 362x362 (this size will probably not be available in the initial release, but it's the maximum indexable size)
- Gengis Khan being in the list of Chinese GL names.
- New Govt types.
- New different Civ traits.
- Unit trading.
- Attack helicopters, eiffel tower (they are in the box just cause they look pretty).
- Dynamic joining of games (if a player is not present to load a game to continue with it, all his units vanish and all his cities turn into ruins).
Things that will:
- More range to air units.
- An actual espionage screen instead of a series of dialog boxes.
- Stock exchange, commercial harbor, the Internet.
- Radar towers, watch towers, rural airbases.
- Scenarios will be playable online. If you create a scenario the game will automatically redistribute it (the bic file only) to players who join your game, but it wont distribute other types of file, if you want to use other types of files you will have to distribute them by other means (website, IRC, for example) but you can still use them.
- Different types of MP gameplay. Including both simultaneous turns and normal turn rotation as it is in SP. There will be many ways of setting up gameplay and winner rules.
- Starting from an andvanced tech level (medieval, industrial, etc) instead of ancient will be possible only trough scenarios, but it will be possible. (so Germans and Americans might still be usefull... k, Germans only)
- NEW MOD METHOD: This allows you to make a separate directory for your mods instead of having to change the existing Civ3 files. This way you can have both normal and MOD gameplay.
Things that MIGHT or not happen:
- Ruins giving defense.
What else?
Last edited by XOR; September 21, 2002 at 16:37.
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September 21, 2002, 16:36
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#13
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Emperor
Local Time: 10:21
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Quote:
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Originally posted by XOR
- Unit trading.
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Although there is still possibility of having it as a MP-only (human vs human) option.
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September 21, 2002, 16:41
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#14
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Warlord
Local Time: 08:21
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Venezuela
Posts: 200
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Quote:
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Originally posted by player1
Although there is still possibility of having it as a MP-only (human vs human) option.
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Let me correct, no military unit trading, just workers like it is now. In the initial release they said (so far) there will be no unit trading. It may come later with a new version patch (I thinkg it will come, but I'm personally not very enthusiastic about it).
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September 21, 2002, 17:01
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#15
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King
Local Time: 03:21
Local Date: November 1, 2010
Join Date: Nov 2001
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XOR, that was a fairly good summary of the chat. A lot of things will be in.
BTW, as Speedy said, most Firaxians and beta testers prefer Expansionistic civs for MP and America is expansionistic (their UU still blows, though).
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September 21, 2002, 17:09
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#16
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Settler
Local Time: 08:21
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Alexandria VA
Posts: 28
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unit trading
Correct me if I'm wrong, but unit trading will already be available to Multiplayer (at least units you can capture ) - you simply chat with the person you want to trade with, arrange a trade - lets say 50 gold for an art. - you just give 50 gold to them for free, and in return they let you declare war, capture that unit, then make peace after. Yeah, it sucks to do it that way, but it's extremely possible.
I just don't know why the %)((#$)@(%**@#_! they didn't put in diplomacy settings. Oh, right, it's on the "Wishlist". That says to me "Wish for it all you want, it'll only exist on a list though". It'll never happen, just as unit trading won't. Anything that's been on the wishlist hasn't been pulled through, it's just a PR term for "No - cool idea, but we didn't do it."
-Rflagg.
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September 21, 2002, 17:10
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#17
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Warlord
Local Time: 08:21
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Venezuela
Posts: 200
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Medieval infantry costing 40 means no more use for longbowmen (unless you have no Iron).
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September 21, 2002, 17:19
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#18
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King
Local Time: 03:21
Local Date: November 1, 2010
Join Date: Nov 2001
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Unless you have no Iron is the key, XOR.
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September 21, 2002, 17:39
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#19
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King
Local Time: 03:21
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rflagg, the wish list is just that, the things Firaxis wish they had the time and money to get in. They will try to implement these when there is time and money to do so. Like Mike said, and I quote:
Quote:
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(20/09|17:01) Mike, when you say wishlist you mean that these may be post-PTW release, right?
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(20/09|17:02) WarpStorm> It's *technically* possible that items still on the wishlist will be implemented in PTW but more likely that they would surface in a patch or future expansion
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(20/09|17:02) though we are still implementing things on the wishlist now
(20/09|17:02) Cool!
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September 21, 2002, 18:43
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#20
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King
Local Time: 09:21
Local Date: November 1, 2010
Join Date: Oct 1999
Location: Milano - Italy
Posts: 1,674
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Player1, XOR and Warpstorm, my thanks for your effort
Some news seem promising: a good enhancement over the original game (and you know I'm not a player who judge Civ III without some critics  ).
My best hope is for that
Quote:
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Including both simultaneous turns and normal turn rotation as it is in SP.
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I really think can become one of the most relevant change in Civ III gameplay
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September 22, 2002, 09:43
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#21
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King
Local Time: 03:21
Local Date: November 1, 2010
Join Date: Nov 2001
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Posts: 2,321
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Simultaneous turns will do two things for gamplay, speed it up and add an extra element of strategy. How would it add an extra element of strategy? Timing will now be a factor.
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September 22, 2002, 10:38
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#22
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Prince
Local Time: 08:21
Local Date: November 1, 2010
Join Date: Jan 2001
Posts: 314
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Will there be a FW like scenario editor in civ3? I mean an official editor where you can easily and fast place cities, units, title improvements, sizes of cities and where you can easily change the graphics of the game(or putting them in bmp format so you can change them with paint)?
That is actually the thing I care most about I loved the FW made scenarios in civ2.
edit: and will PTW contain scenarios?
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September 22, 2002, 10:54
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#23
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Local Time: 10:21
Local Date: November 1, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
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You can change every graphics in Civ3 already, even if tools to edit them aren't shipped with the game (you have to open the graphic file with a separate grphics editor)
As they didn't speaak about it, I doubt the'll implement a FW-like scenario editor. I hope there will be some small improvements to the editor's interface, but I'm sure there won't be drastic changes.
And thanks guys for the summary
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September 22, 2002, 11:32
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#24
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King
Local Time: 03:21
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
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Doesn't the current editor do the things that you are asking for, kolpo?
The two big gripes people have now are a lack of support for setting diplomatic stances in the editor and support for triggered events in the editor. I personally feel these should eventually be provided. My gut feel is that the diplomatic stances shouldn't be real hard, triggered events OTOH...
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September 23, 2002, 07:29
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#25
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Prince
Local Time: 08:21
Local Date: November 1, 2010
Join Date: Jan 2001
Posts: 314
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Quote:
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Originally posted by WarpStorm
Doesn't the current editor do the things that you are asking for, kolpo?
The two big gripes people have now are a lack of support for setting diplomatic stances in the editor and support for triggered events in the editor. I personally feel these should eventually be provided. My gut feel is that the diplomatic stances shouldn't be real hard, triggered events OTOH...
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Oh just found out he does that now, was some patches ago i checked it. But how can I chnage grapics of units?
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September 23, 2002, 07:51
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#26
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King
Local Time: 03:21
Local Date: November 1, 2010
Join Date: Nov 2001
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Posts: 2,321
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You will need to download Flicster and get yourself a paint program.
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September 23, 2002, 09:30
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#27
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King
Local Time: 09:21
Local Date: November 1, 2010
Join Date: Dec 1969
Location: Scio Me Nihil Scire
Posts: 2,532
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No pre-set diplomacy or events. *sniff, sniff*
So other than MP, and some minor changes, what's the point in getting PTW?
One question on the simulationous turns. As I heard, every unit and city will have it's own timer (if you move a unit, the timer will reset and you won't be able to move it again until the timer runs out again). If this is so, won't it drastically reduce the speed of the game? So many units and cities who's timers need contant updating, and that over the internet? I hope it works, but if it's coded as badly as the rest of Civ3 (speed-wise) I remain skeptical.
Anyway, I won't buy it until pre-set diplomacy and events are included.
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September 23, 2002, 11:21
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#28
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King
Local Time: 03:21
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Quote:
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Originally posted by Saint Marcus
Anyway, I won't buy it until pre-set diplomacy and events are included.
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That is of course your right. Really, the main point of this expansion is the multiplayer stuff and the new tribes. If you aren't interested in those things, this may not be for you.
There are many enhancements that have been mentioned, new techs, buildings, game play modes, airfields, scenario management tools, merging of wonder traits, flat maps, radar towers, time limits and victory locations, to name a few, but the main thrust of this expansion is the multiplayer capability.
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September 23, 2002, 11:24
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#29
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King
Local Time: 03:21
Local Date: November 1, 2010
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There are two types of simultaneous turns in PTW, simultaneous and turnless. Simultaneous is still turn-based but you can move every unit in the order you want simultaneously with everyone else. Turnless gets rid of the turns totally. Each unit and city is on a separate timer.
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September 23, 2002, 12:11
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#30
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Warlord
Local Time: 08:21
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Venezuela
Posts: 200
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I forgot to say, PtW will include over 40 maps and scenarios. (I dont know how many are maps and how many are scenarios)
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