March 18, 2003, 19:33
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#181
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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 WarpStorm
Sure, Sid'll answer if you know his phone number.
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 Just a browse here and there and I get this joke! 
Oh, the old days of fun!
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March 18, 2003, 22:41
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#182
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Deity
Local Time: 08:34
Local Date: November 1, 2010
Join Date: Feb 2000
Location: Las Vegas
Posts: 17,354
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here's a question
why did they get rid of zones of control like they had before?
__________________
Focus, discipline
Barack Obama- the antichrist
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March 19, 2003, 06:41
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#183
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Emperor
Local Time: 16:34
Local Date: November 1, 2010
Join Date: Jun 2001
Posts: 7,665
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I think so the AI could make more accurate unit movement decisions and more lethal attacks, or some such thing.
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March 19, 2003, 06:48
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#184
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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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dissident: the old ZOC made a lot more sence in cases where you had a defence line. now you've got to fill every single field, before you could just have every 2nd tile occupied.
otoh the old ZOC was completely stupid, because movement wasn't possible, even if you were passing a settler, worker, scout or whatever.
imho, they should keep the ZOC-flag but have the effects of civ2-ZOC. so you can run past a bunch of settlers and warriors, but not past modern units (and also long range units like longbowmen, which have the ZOC-flag activated in my mod)
__________________
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
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March 19, 2003, 18:47
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#185
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King
Local Time: 07:34
Local Date: November 1, 2010
Join Date: May 2002
Location: near the magic kingdom
Posts: 1,001
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If they made fortresses have a civ II like ZOC, then I'm sure people would be more likely to build them. As it is now, the main reason for building those fortresses is gone - defense per unit and not a stack destruction.
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badams
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March 19, 2003, 19:59
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#186
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Deity
Local Time: 09:34
Local Date: November 1, 2010
Join Date: Jan 2003
Location: of naughty
Posts: 10,579
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yeah, pretty usless...
there should have been a compromise, maybe having ZOC with two close units for example.
__________________
A true ally stabs you in the front.
Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
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March 23, 2003, 06:35
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#187
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King
Local Time: 15:34
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Helsinki
Posts: 2,247
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Two important things:
(1) 1.29f patch for the original version
(2) A way to disable culture flipping in Expansion pack.
95% of criticism died.
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March 23, 2003, 11:35
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#188
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Settler
Local Time: 10:34
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Southgate, MI, USA
Posts: 19
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What is culture flipping?
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March 23, 2003, 12:52
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#189
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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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ask coracle
no, now seriously: it's when a city decides to flip to another governement because the other culture is greater than the culture of the former nation. it's a great way for growing without war.
but warmongers hate it because it forces them to have a lot of units guarding the city or rush-build temples.
__________________
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
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March 23, 2003, 12:56
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#190
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King
Local Time: 15:34
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Helsinki
Posts: 2,247
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Quote:
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no, now seriously: it's when a city decides to flip to another governement because the other culture is greater than the culture of the former nation. it's a great way for growing without war.
but warmongers hate it because it forces them to have a lot of units guarding the city or rush-build temples.
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50 infantry on a 3-sized city, city flips, all units lost  That sucked.
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March 23, 2003, 12:57
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#191
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Settler
Local Time: 10:34
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Southgate, MI, USA
Posts: 19
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Ahh, that's what that's called.
I tend to play very defensive and cultural. I've all but conquered other countries this way
And I tend to have small and rather pathetic armies.
Oh well.
Duuk
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If you must do harm to a man, harm him in such a way as to prevent him ever being able to seek revenge upon you. -- Niccolo Machiavelli
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March 23, 2003, 13:28
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#192
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King
Local Time: 15:34
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Helsinki
Posts: 2,247
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Quote:
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And I tend to have small and rather pathetic armies.
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This is my endgame tactic, too
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March 23, 2003, 14:35
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#193
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Deity
Local Time: 09:34
Local Date: November 1, 2010
Join Date: Jan 2003
Location: of naughty
Posts: 10,579
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__________________
A true ally stabs you in the front.
Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)
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March 23, 2003, 15:22
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#194
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King
Local Time: 07:34
Local Date: November 1, 2010
Join Date: May 2002
Location: near the magic kingdom
Posts: 1,001
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Quote:
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Originally posted by Tuomerehu
50 infantry on a 3-sized city, city flips, all units lost That sucked.
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I believe with the latest patch, that city would never flip. Units can stop flipping.
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badams
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March 23, 2003, 15:41
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#195
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King
Local Time: 15:34
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Helsinki
Posts: 2,247
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Quote:
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what the hell were 50 infantry doing in ONE city???
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Quote:
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I believe with the latest patch, that city would never flip. Units can stop flipping.
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With 1.29f original it still was a major nuisance. It's possible that you'd need defense on the top level.
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