December 26, 2002, 12:53
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#1
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Warlord
Local Time: 13:16
Local Date: November 1, 2010
Join Date: Sep 2002
Posts: 122
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In civ4
I know this has been asked 10000000000s of times and thios will probaly be deleted, but oh well...
What do you want in civ4?
1.More difficult to develep nuclear bombs, it should be a harder tech to obtaion, and civs who alreeadly have can put sactions on you, You there should be treatly of non-selling it.
2.Trade cites! but if you cheatby retaking it then the world distrusts you.
3.BETTTER EDITOR
4.Not nessarily more civs but better more detailed ones...
5.More Allinces, pacts,deals,triple allinces, union of many civs...
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December 26, 2002, 13:59
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#2
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Settler
Local Time: 13:16
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Svaneti.
Posts: 15
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Well, wouldn't it be better if they included those things in a patch for Civ3?
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December 26, 2002, 17:10
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#3
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King
Local Time: 13:16
Local Date: November 1, 2010
Join Date: Jan 2002
Location: of Scotland
Posts: 1,383
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what on earth makes you think those things should even be in a patch? patches are supposed to fix bugs in what is already there, not introduce new features or additional gameplay
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December 26, 2002, 17:20
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#4
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Settler
Local Time: 13:16
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Svaneti.
Posts: 15
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Supposed maybe, but most of the patches for games today actually improves the game and etc.
By the way: Why shouldn't they improve the game with patches?
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December 26, 2002, 20:12
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#5
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Emperor
Local Time: 06:16
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by anzor
By the way: Why shouldn't they improve the game with patches?
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Because they won't make any money that way! Like it or not, game companies exist in order to make money. No profits, no games. It would be great if they could just produce something for the hell of it, but unfortunately life doesn't work that way.
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December 26, 2002, 20:57
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#6
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King
Local Time: 08:16
Local Date: November 1, 2010
Join Date: Feb 2000
Location: Illinois
Posts: 1,513
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Re: In civ4
Quote:
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You there should be treatly of non-selling it.
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what?
__________________
While there might be a physics engine that applies to the jugs, I doubt that an entire engine was written specifically for the funbags. - Cyclotron - debating the pressing issue of boobies in games.
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December 26, 2002, 21:55
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#7
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Warlord
Local Time: 13:16
Local Date: November 1, 2010
Join Date: Sep 2002
Posts: 122
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there should be a treaty between nuclear nations saying they will not sell the tech for nukes
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December 26, 2002, 22:40
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#8
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Emperor
Local Time: 06:16
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by mazzz
there should be a treaty between nuclear nations saying they will not sell the tech for nukes
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In PTW, you can now make the Manhattan wonder a small wonder, so everyone has to build their own.
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December 27, 2002, 01:09
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#9
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Prince
Local Time: 13:16
Local Date: November 1, 2010
Join Date: May 1999
Location: Sydney, Australia
Posts: 350
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Quote:
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Originally posted by zulu9812
what on earth makes you think those things should even be in a patch? patches are supposed to fix bugs in what is already there, not introduce new features or additional gameplay
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Yes. New features and additional gameplay means "expansion pack" which they could sell for $$$$ rather than give away as a patch. (Umh, I would look favourably at a Civ3 expansion pack if/when they bring one out).
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December 27, 2002, 01:26
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#10
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PolyCast Thread Necromancer
Local Time: 13:16
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Join Date: Jul 2002
Location: We are all Asher now.
Posts: 1,437
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Yep. [Troll] Infogrames is a great example of how far gaming companies have fallen. Releasing things that really should have been in the first game as an expansion pack, and not even completing it out of the box....Thats lame. Especially for the 'quality' of PtW. [/Troll]
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December 27, 2002, 07:37
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#11
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Chieftain
Local Time: 13:16
Local Date: November 1, 2010
Join Date: Dec 2002
Posts: 42
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I would like to see them handle the passage of time differently. Less time should pass between turns. I seem to race through the ancient periods too quickly. I want to spend more time playing around with horses and less with Modern Armor. The ancient units should have more upgrades. Catapult type weapons for example had a long evolution and got better over the course of 2000 years, before gunpowder.
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December 27, 2002, 08:08
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#12
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Prince
Local Time: 09:16
Local Date: November 1, 2010
Join Date: Aug 2001
Posts: 335
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Quote:
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Originally posted by Willem
In PTW, you can now make the Manhattan wonder a small wonder, so everyone has to build their own.
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?? - I thought this didn't work -- despite creating it as a small wonder, the first one completed makes nukes available to one and all?
-Oz
__________________
... And on the pedestal these words appear: "My name is Ozymandias, king of kings: Look on my works, ye Mighty, and despair!" Nothing beside remains. Round the decay of that colossal wreck, boundless and bare, the lone and level sands stretch far away ...
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December 27, 2002, 11:13
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#13
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Warlord
Local Time: 08:16
Local Date: November 1, 2010
Join Date: Nov 2001
Location: NJ, USA
Posts: 141
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Quote:
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Originally posted by arslankhan
I would like to see them handle the passage of time differently. Less time should pass between turns. I seem to race through the ancient periods too quickly. I want to spend more time playing around with horses and less with Modern Armor.
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In the editor, you can change the amount of time that passes on turns in different ages. You can also increase the minimum time to reach a new technology, which would stretch out the ancient/mideval ages. Also, you could move the ability to trade communications with other civs to another tech besides writing, which would slow down the AI tech trading.
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December 27, 2002, 12:30
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#14
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King
Local Time: 13:16
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Go sneer at that cow creamer!
Posts: 1,305
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The only idea I really agree with is more treaties. What more do you need in the editor? Nukes can be made harder to get by increasing build times, reasources needed, tech time, etc. The DYP mod will strech out the game. Also... what should be done for making the civs more detailed? This is actually why I love CIVIII... if you want something, you don't have to wait for an expansion. You can do it yourself.
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December 27, 2002, 12:32
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#15
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Settler
Local Time: 13:16
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Join Date: Dec 2002
Location: Svaneti.
Posts: 15
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Creating good scenarios is a problem...
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December 27, 2002, 12:32
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#16
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King
Local Time: 08:16
Local Date: November 1, 2010
Join Date: Nov 2001
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Quote:
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Originally posted by Ozymandias
?? - I thought this didn't work -- despite creating it as a small wonder, the first one completed makes nukes available to one and all?
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It's been fixed.
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December 27, 2002, 12:37
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#17
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King
Local Time: 08:16
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 anzor
Creating good scenarios is a problem...
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Yeah, it takes skill, imagination, and determination.
There are 2 things that would be needed in the editor to make some specialized scenarios. A diplomacy editing capability and an ability to set trigger events.
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December 27, 2002, 12:38
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#18
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Chieftain
Local Time: 13:16
Local Date: November 1, 2010
Join Date: Dec 2002
Posts: 42
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Quote:
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Originally posted by Argos65987
In the editor, you can change the amount of time that passes on turns in different ages. You can also increase the minimum time to reach a new technology, which would stretch out the ancient/mideval ages. Also, you could move the ability to trade communications with other civs to another tech besides writing, which would slow down the AI tech trading.
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Ok Im looking at General Settings tab in the editor but I feel like Im looking at the cockpit of an F-16. Where exactly would I change the passage of time, etc.?
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December 27, 2002, 12:40
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#19
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King
Local Time: 08:16
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 arslankhan
Ok Im looking at General Settings tab in the editor but I feel like Im looking at the cockpit of an F-16. Where exactly would I change the passage of time, etc.?
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It's not on that tab. It's on the scenario properties tab.
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December 27, 2002, 12:40
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#20
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King
Local Time: 13:16
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Join Date: Jul 2002
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Posts: 1,305
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Oops, yeah... I totally forgot about those.
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December 27, 2002, 12:44
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#21
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King
Local Time: 08:16
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Join Date: Nov 2001
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But those are only needed for a shorter term game that models a particular war. For the more general game where you allow countries to decide their own destiny, they aren't usually needed (although they'd be nice to have, just in case).
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December 27, 2002, 14:58
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#22
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Prince
Local Time: 09:16
Local Date: November 1, 2010
Join Date: Aug 2001
Posts: 335
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Yeah, you've probably heard this from me before ...
Two (combined) unit / tile items:
1. Put Rivers back INSIDE tiles! -- Their initial implementation ("natural roads") in Civ I & II might have been imperfect, but rivers have been critical routes for warcraft and transport since ancient times. Examples: the Vikings raiding Paris by sailing up the Seine; nearly every battle along the Mississippi in the ACW; the relief of Khartoum; "river rats" in Vietnam.
2. This requires (oh, please!!) adding the ability to limit a unit's movement to ONE type of land terrain / overlay.
More very good reasons for doing this:
1. Aside from allowing riverines, for RRs this would allow armored trains (absolutely critical for modding wars in Eurasia from the Russo-Polish war through WW2), and "Big Bertha" style (and other siege) guns. Also, IIRC, the 1980s saw all sorts of US & Soviet plans to keep ICBMs shuttling hither and yon on RR cars -- thereby making them essentially impossible to target at the time.
2. Also little known was the USN use of HOVERCRAFT in the swamps of the Mekong delta during the Vietnam war -- rude surprise for the VC who thought themselves in effectively impenetrable terrain.
3. Simple realism -- (a) most large river cities invariably occupy both banks of a river and (b) the extent of floodplains is grossly overstated by having them adjacent to river tile-sides.
Pre-bridge-building, the penalty for moving into a cityless river tile would be as extreme as the system allows -- immediate end of movement.
For combat, rather than a defensive advantage for being attacked across a river, an offensive PENALTY for attacking FROM a river.
... Why did they ever change to tile-sides in the first place???
Fervently & All That,
Oz
__________________
... And on the pedestal these words appear: "My name is Ozymandias, king of kings: Look on my works, ye Mighty, and despair!" Nothing beside remains. Round the decay of that colossal wreck, boundless and bare, the lone and level sands stretch far away ...
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December 27, 2002, 19:47
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#23
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Warlord
Local Time: 08:16
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Mobile AL
Posts: 191
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I would like to see some things in Civ 4, brought back from Civ 2, including:
1) the farmland-supermarket system of Civ 2. Why go to the trouble of making a game with terrific graphics, if you have build railroads on every tile to increase food/shields?
2) the ability to irrigate hills, as per Civ 2. Terraced hills would look pretty cool
3) the ability of battleships to attack more than once. Or can this be modded in Civ3?
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December 27, 2002, 19:59
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#24
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Deity
Local Time: 09:16
Local Date: November 1, 2010
Join Date: Feb 2001
Posts: 21,822
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EVENTS
MORE EVENTS
EVEN MORE EVENTS
'nuff said
__________________
[Obama] is either a troll or has no ****ing clue how government works - GePap
Later amendments to the Constitution don't supersede earlier amendments - GePap
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December 28, 2002, 08:34
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#25
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Settler
Local Time: 14:16
Local Date: November 1, 2010
Join Date: Dec 2002
Posts: 4
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in civ4 i would like the diplomacy like the one in Alpha Centurai, ALOT more options there..
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December 28, 2002, 10:29
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#26
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Chieftain
Local Time: 13:16
Local Date: November 1, 2010
Join Date: Dec 2002
Posts: 42
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Quote:
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Originally posted by WarpStorm
It's not on that tab. It's on the scenario properties tab.
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Thanks, got it now!
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December 28, 2002, 14:08
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#27
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Prince
Local Time: 08:16
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 404
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After the pounding PTW has received from the majority of reviewers I think the next Civ is going to have to have major additions to bring it back to the dizzying heights from which it fell. I expect that multiplayer will be much improved by patches over time and that minor improvements such as “bombard stack to red” will probably be a gimmie.
Therefore, I would spend my hard earned cash on the following. Expansion type 1. Additional tribes, units, ages, wonders, and tech (more of what you know and love is always welcome just as it was for me in PTW.) Expansion type 2; the addition and integration of a gaming engine to allow me to enter a city, a tile etc. and control my units in a first person shooter style as “Mech Warriors” for instance. Expansion type 3; the addition and integration of a gaming engine to allow me to control my battles in an “Age of Empires” like real time format. Expansion type 4; an engine to allow me to conduct my Great Leaders to safety in a “No One Lives Forever 2” like way. If someone doesn’t want to have these feature then just don’t buy the expansions.
I have no doubt that these types of integrations would be difficult to include and might interfere with game flow, etc. but I sure would like the option!
Cheers
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