February 12, 2003, 18:51
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#91
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Deity
Local Time: 09:34
Local Date: November 1, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
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Naw. She uses that to hide her chocolates.
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(")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.
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February 12, 2003, 18:54
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#92
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Emperor
Local Time: 11:34
Local Date: November 1, 2010
Join Date: Feb 2000
Location: Rechtsfahrgebot
Posts: 4,315
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i knew i shouldn't have listened to those dumb anti-civ3 rumor-mongers
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You cheeky sod :p - Provost Harrison, Puegot Porsche Interface Specialist.
Don't take that attitude with me, bucksnort. :p - Slowwhand, Texas Style List Keeper.
This obviously proves that Coldwizard = sivistynyt - kassiopeia, Wise Finn.
CW: Sometimes you're even bigger weirdo than kass... - Jeki, Wiser Finn.
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February 12, 2003, 20:20
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#93
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Emperor
Local Time: 08:34
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Re: criticism gone?
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Originally posted by sabrewolf
i joined poly in june 2002 and the first thing i noticed was the permanent criticism of civ3 and firaxis.
since then there has been some patches for the vanilla game (1.21f, 1.29f) and an XP (1.01f, 1.04f, 1.14f).
and now i hardly hear any criticism any more. why's that?
1. the game i nearly perfect by now (except maybe MP) so there's no reason to grumble
2. coracle, jimmytrick, etc. have been exiled out of this section
3. people are just tired of ranting
as for me, i'm fairly pleased with the game 1.29 and PTW1.14 are stable and are still fun to play. and the MP problems don't matter to me, because i havn't got time for MP and i'm too much a builder 
i'm still missing real scenario support (diplomacy editor, scripting), removing of some hardcoded stuff (tech cost, flexibility for traits, workers tasks, etc) and some other smaller things.
how do you guys explain the nearly missing criticism?
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I'd say the major issues have been addressed, aside from the multiplayer. Even Coracle can shut off the culture flipping if he wants now.
I'm getting curious about the next patch, it's taking them a long time. I have a feeling it's going to be a good one, with a number of improvements. I'm still hoping for a stack bombard as well as the auto.
You do have control over tech costs now BTW.
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February 12, 2003, 20:23
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#94
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Emperor
Local Time: 08:34
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 Mikel
I have fun with the game, but it still feels like it could have been better.
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I can say that of every single computer game I've enjoyed.
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February 12, 2003, 20:33
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#95
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King
Local Time: 16:34
Local Date: November 1, 2010
Join Date: Oct 1999
Location: Milano - Italy
Posts: 1,674
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Quote:
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Originally posted by Mikel
I believe there is much less criticism because it did not serve any purpose to those who have now left. Many of you in this forum have raised issues and have seen a response from Firaxis, so the forum serves your purpose. The others who were here did not join Apolyton to criticise Civ III, but because they were huge fans of the Civ series. They raised criticism because they felt the series had more potential than was realised by this game, but that was not addressed and so there was no purpose in their time spent here.
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Well said  IMO
I must admit that SMAC with Vel strategic help was better, to a point.
I feel we lost some really good part of the forum when people like Yin26 and Velocirix (Hi to both!) stop to post here.
Quote:
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I have fun with the game, but it still feels like it could have been better.
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I *had some* fun. Now I've stopped to play Civ III. I haven't uninstalled it, because I still have enough space on my partitioned HD
BTW, this post is a good bait. I stopped here first time after a long silence. I just give a look here and there on files section to see if WarpStorm is working on a new "irrigated field" graphics I suggested him
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"We are reducing all the complexity of billions of people over 6000 years into a Civ box. Let me say: That's not only a PkZip effort....it's a real 'picture to Jpeg heavy loss in translation' kind of thing."
- Admiral Naismith
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February 12, 2003, 20:38
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#96
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King
Local Time: 10:34
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Look at my sig Adm.Naismith. It's not quite what you wanted, but not bad. I may touch it up a little.
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February 12, 2003, 20:44
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#97
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Emperor
Local Time: 17:34
Local Date: November 1, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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Re: Re: criticism gone?
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Originally posted by Willem
You do have control over tech costs now BTW.
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nope, sorry. limited to 1000 units.
for one of my scenarios i wanted something unresearchable (to provide unique abilities, not just UU). a tech cost of 1000 in the modern era isn't enough.
unfortunatly we can't turn off tech trading either. i'd love to have it combined with a tech (writing --> trade communications & build embassies; map making --> trade maps; why not techXYT --> trade techs?)
__________________
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
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February 13, 2003, 13:07
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#98
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Emperor
Local Time: 17:34
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Re: Re: Re: criticism gone?
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Originally posted by sabrewolf
nope, sorry. limited to 1000 units.
for one of my scenarios i wanted something unresearchable (to provide unique abilities, not just UU). a tech cost of 1000 in the modern era isn't enough.
unfortunatly we can't turn off tech trading either. i'd love to have it combined with a tech (writing --> trade communications & build embassies; map making --> trade maps; why not techXYT --> trade techs?)
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hi ,
unique techs is whats needed , ....
have a nice day
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February 13, 2003, 15:09
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#99
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Emperor
Local Time: 17:34
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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Actualy techs which ahve no age applied to them can't be traded nor researched by others.
But, in PtW they can be prereq. for some other normal tech.
(so you could make techs only researchable by them)
P.S.
Of course I didn't tested this, but that at least how I heard it worked.
Can somebody verify this?
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February 13, 2003, 15:17
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#100
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Emperor
Local Time: 17:34
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by player1
Actualy techs which ahve no age applied to them can't be traded nor researched by others.
But, in PtW they can be prereq. for some other normal tech.
(so you could make techs only researchable by them)
P.S.
Of course I didn't tested this, but that at least how I heard it worked.
Can somebody verify this?
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hi ,
nono , what is needed is a tech that can only be researched by this or that civ , like with the units list , there you can click and give a unit to only a couple countries , that is what we need
have a nice day
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February 13, 2003, 17:31
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#101
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Emperor
Local Time: 17:34
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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But normal tech which has some "none age" tech as prereq. could only be researched by civ which has "no age" tech from start of the game.
Right?
And since only such civ could research it, then it would probably mean that tech could not be traded to other civs since they would never gain its prereq.
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February 14, 2003, 21:03
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#102
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Emperor
Local Time: 11:34
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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... and look where this thread ended up!
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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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February 14, 2003, 21:35
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#103
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Emperor
Local Time: 08:34
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Quote:
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Originally posted by panag
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nono , what is needed is a tech that can only be researched by this or that civ , like with the units list , there you can click and give a unit to only a couple countries , that is what we need
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... and Improvements/Wonders that can have their effects limited to particular civs & governments, that is what we need.
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February 15, 2003, 07:25
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#104
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Emperor
Local Time: 17:34
Local Date: November 1, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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seen from a developer's perspective, the problem with unique techs would be, how to display them. the all 24 civs should have their own tree, you'd have a slight space problem. also, the arrows wouldn't be pointing correctly.
and there are a lot of problems which could appear (e.g. prerequisity tech cannot be researched by you).
however, improvements and wonders shouldn't be a great deal. maybe even (custom) worker actions and resources...
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- Artificial Intelligence usually beats real stupidity
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February 15, 2003, 16:35
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#105
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Prince
Local Time: 16:34
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Copenhagen, Denmark
Posts: 835
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Quote:
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Originally posted by MrBaggins
Maybe ,also the fact that the modability required to make real scenarios a la Civ2 is gone... never to return, since Firaxis is utterly opposed to scripting languages... etc.
The large civ2 scenario making/playing contingent have given up on civ3, perhaps?
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Yeah I think you are right, after some time people gave up making scenarios...
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The new iPod nano: nano
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February 15, 2003, 22:45
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#106
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King
Local Time: 10:34
Local Date: November 1, 2010
Join Date: Sep 1999
Posts: 1,657
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Civ3 is just a poor excuse for a civ game.
There, does that make you all feel better.
jt
ps. I decided to stop the criticism mainly because of the PTW disaster. To release a multiplayer version of a game that sucked in the first place, and for that release not to work at all, gee, I finally felt sorry for Firaxis.
After all they are all just good people caught up in the current vicious game industry greed cycle.
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February 16, 2003, 02:09
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#107
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Emperor
Local Time: 11:34
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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Hey jt.
Have you tried SP PTW 1.14?
You'd like it, I think.
And yes, MP has been sort of a clusterf-uck. And we haven't heard so much from Firaxis about that...
__________________
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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February 16, 2003, 08:19
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#108
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King
Local Time: 10:34
Local Date: November 1, 2010
Join Date: Sep 1999
Posts: 1,657
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Theseus,
As a matter of fact I broke my declaration that I would never buy another Infrogrames/Firaxis product (including PTW). I actually bought and installed PTW yesterday. You see I have joined the CGN team in the new PBEM Diplomacy Game and am looking forward to kicking both Poly and Firaxis arses.
Which will certainly come to pass if the folks at CGN are wise enough to listen to my advice.
Cheers,
jt
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February 16, 2003, 09:26
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#109
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Emperor
Local Time: 17:34
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by Jaybe
... and Improvements/Wonders that can have their effects limited to particular civs & governments, that is what we need.
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hi ,
seconded !
like a special dockyard that the americans give the benefit of building ships faster , or give the greeks special resistance fighters , ....
have a nice day
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February 16, 2003, 10:55
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#110
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Settler
Local Time: 15:34
Local Date: November 1, 2010
Join Date: Feb 2003
Posts: 13
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Quote:
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Originally posted by jimmytrick
Theseus,
As a matter of fact I broke my declaration that I would never buy another Infrogrames/Firaxis product (including PTW). I actually bought and installed PTW yesterday. You see I have joined the CGN team in the new PBEM Diplomacy Game and am looking forward to kicking both Poly and Firaxis arses.
Which will certainly come to pass if the folks at CGN are wise enough to listen to my advice.
Cheers,
jt
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I never make resolutions like that because I know I will break them  . Instead what I do is if I don't like a company I won't buy any games from them until the price drops to half-price for any of their games. I figure I can suffer waiting for a game just to shaft them out of me paying 40-60$ when the game first comes out. It's been working so far and it's easier on the pocketbook.
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February 16, 2003, 11:40
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#111
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King
Local Time: 10:34
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Actually, SirTweek, the one you are shafting most likely is the retailer not the company.
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February 16, 2003, 16:52
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#112
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Warlord
Local Time: 09:34
Local Date: November 1, 2010
Join Date: Nov 2001
Location: America
Posts: 136
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For the most part I like the game, very well done. The complaints that I have are unit balancing issues. For instance air power is not strong enough and modern naval units seem weak compared to earlier ones... But like I said a good game. I guess criticism is never gone...
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February 16, 2003, 18:25
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#113
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Emperor
Local Time: 11:34
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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Unconquered, try the AU Mod.
__________________
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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February 16, 2003, 19:20
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#114
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King
Local Time: 10:34
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Yeah, the AU mod is good. I took many parts of it in the mod I play.
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February 17, 2003, 06:21
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#115
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Emperor
Local Time: 17:34
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
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PS MOD is better.
More "stabile".
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February 17, 2003, 07:58
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#116
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Emperor
Local Time: 17:34
Local Date: November 1, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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what's this AU mod and what's up with it?
i saw some spoiler threads about it in the strategy forum but didn't really get, what it's about...
__________________
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
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February 17, 2003, 08:46
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#117
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King
Local Time: 10:34
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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I've also lifted stuff from your mod, player1, and the BTM mod (although parts of that were my idea anyway so is it 'lifting'?).
Sabrewolf, the AU mod (like the PS and BTM mods) is a mod that tries to keep the general feel and spirit of Civ3 intact, but has numerous tweaks to balance the game better and improve AI performance.
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February 17, 2003, 11:17
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#118
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Warlord
Local Time: 09:34
Local Date: November 1, 2010
Join Date: Nov 2001
Location: America
Posts: 136
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Where do I get the AU Mod?
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February 17, 2003, 11:57
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#119
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Emperor
Local Time: 17:34
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by Unconquered
Where do I get the AU Mod?
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hi ,
check the download center here on apolyton
have a nice day
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February 17, 2003, 13:02
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#120
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Emperor
Local Time: 11:34
Local Date: November 1, 2010
Join Date: Jan 2002
Posts: 7,017
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Quote:
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Originally posted by Unconquered
Where do I get the AU Mod?
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I've linked to it here.
Enjoy.
Dominae
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