August 6, 2003, 09:44
|
#1
|
Chieftain
Local Time: 07:59
Local Date: November 2, 2010
Join Date: Feb 2003
Location: Lyon
Posts: 31
|
Revealing the map during modern times
Hi there,
Do you know if there's a way to reveal a part of the map (or the whole map) , by cancelling the fog of war for example ?
I mean, it's quite strange we cannot even see the map of our allies (or even enemies) during the modern age... As soon as you discover the Satellites tech, wouldn't it be logic to reveal the whole map, assuming you have spy satellites ? I miss CtP with its Globesat and spyplanes 
So, is there a way, in the editor for example, to do it ?
Thanks
__________________
"An eye for eye only ends up making the whole world blind" - Gandhi
|
|
|
|
August 6, 2003, 09:52
|
#2
|
Deity
Local Time: 23:59
Local Date: November 1, 2010
Join Date: Dec 2000
Location: Baron of Sealand residing in SF, CA
Posts: 12,344
|
Actually, this ability will be incorporated in the release of Civ3 Conquests - discovering Satellites will cancel out the fog of war.
__________________
____________________________
"One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
"If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
____________________________
|
|
|
|
August 6, 2003, 10:02
|
#3
|
Chieftain
Local Time: 07:59
Local Date: November 2, 2010
Join Date: Feb 2003
Location: Lyon
Posts: 31
|
So, basically I'll have to buy the XP to get that... sounds like Microsoft stategy
Thanks
__________________
"An eye for eye only ends up making the whole world blind" - Gandhi
|
|
|
|
August 6, 2003, 10:38
|
#4
|
Chieftain
Local Time: 07:59
Local Date: November 2, 2010
Join Date: Jun 2002
Posts: 87
|
Hmmm, watching every single unit move on the map... Hmmm... Maybe I'll just buy this paint and watch that dry instead...
|
|
|
|
August 6, 2003, 12:25
|
#5
|
Prince
Local Time: 06:59
Local Date: November 2, 2010
Join Date: Dec 2000
Posts: 525
|
I only remember reading that Satellites in C3C will make the whole map explored, not permanently visible. Of course, it would be much better if the whole map was permanently visible!
|
|
|
|
August 6, 2003, 12:47
|
#6
|
Prince
Local Time: 23:59
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Sunny Southern California
Posts: 900
|
Quote:
|
Hmmm, watching every single unit move on the map... Hmmm... Maybe I'll just buy this paint and watch that dry instead...
|
There is a wonder in CTP2 which allows you to see everything happening on the map. Turns out what the AI does the most is move in circles going nowhere. Quite literally.
__________________
"Guess what? I got a fever! And the only prescription is ... more cow bell!"
|
|
|
|
August 6, 2003, 13:51
|
#7
|
Emperor
Local Time: 08:59
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
hi ,
well they should have a small military wonder that lets you see all the movements in lets say a 9 X 9 area , this should increase on the map size , for a 362 X 362 it should be something like 18 X 18 or so , .....
ones every so many turns you should be able to let your spy center to take a look at that square and you should see everything that happens for two turns , .....
have a nice day
|
|
|
|
August 6, 2003, 21:26
|
#8
|
King
Local Time: 01:59
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
|
Steal map
|
|
|
|
August 7, 2003, 01:09
|
#9
|
Warlord
Local Time: 00:59
Local Date: November 2, 2010
Join Date: Jan 2002
Location: st louis
Posts: 281
|
not just in cpt2 does the ai go in circles... in civ3have you seen the ai move units on its own territory? it does the same with fast units on roads. just atch the knights go round and round and round... NEVER build an outpost on a mountain near ai territory!
|
|
|
|
August 7, 2003, 03:08
|
#10
|
Emperor
Local Time: 08:59
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by zorbop
not just in cpt2 does the ai go in circles... in civ3have you seen the ai move units on its own territory? it does the same with fast units on roads. just atch the knights go round and round and round... NEVER build an outpost on a mountain near ai territory!
|
hi ,
well this is supposed to be fixed now , .....
but it would be nice to see the AI build an outpost or airfield ones in a while , .....
have a nice day
|
|
|
|
August 7, 2003, 09:35
|
#11
|
Prince
Local Time: 06:59
Local Date: November 2, 2010
Join Date: Dec 2000
Posts: 525
|
In Civilization II, I think the whole map became revealed when one person research space flight, or something. Anyway, it would say: 'Astronauts bring back pictures of earth from space'. It's been awhile but I don't remember any particular problems with looping in civ 2
|
|
|
|
August 7, 2003, 12:58
|
#12
|
Emperor
Local Time: 01:59
Local Date: November 2, 2010
Join Date: Feb 2002
Location: Back in BAMA full time.
Posts: 4,502
|
Uncovering the map with 'satellites' was useless in civ2 and if thats all it does, it will be useless in conquests too.
As panag suggested there could be a small wonder with satellites that allows for look down intel on a 3x3 piece of land. If you made satellites a unit then they could be moved (and destroyed by the use of nuclear weapons) Maybe they'll have time to include these ideas. Panag dont you have a direct line to them
|
|
|
|
August 7, 2003, 13:20
|
#13
|
Emperor
Local Time: 08:59
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by SpencerH
Uncovering the map with 'satellites' was useless in civ2 and if thats all it does, it will be useless in conquests too.
As panag suggested there could be a small wonder with satellites that allows for look down intel on a 3x3 piece of land. If you made satellites a unit then they could be moved (and destroyed by the use of nuclear weapons) Maybe they'll have time to include these ideas. Panag dont you have a direct line to them
|
hi ,
well a long , long time ago the idea came up in a long chat with firaxis , panag , Mike , Gramphos and two or three others where there , the idea was based on C&C tibsun , firestorm , ....
how the building - improvement is going to work still remains a bit of a mystery , ...... even the beta tester are not fully sure what the final is going to be , ......
have a nice day
P.S. ; the direct line is one crate of beer for some info or ideas , ......
|
|
|
|
August 7, 2003, 13:42
|
#14
|
Deity
Local Time: 09:59
Local Date: November 2, 2010
Join Date: Sep 2000
Location: Latvia, Riga
Posts: 18,355
|
It's a big pain in the butt when you have to watch 350 AI units move. As if Civ 3 turns aren't slow enough already.
__________________
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
|
|
|
|
August 7, 2003, 13:55
|
#15
|
Emperor
Local Time: 08:59
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by Solver
It's a big pain in the butt when you have to watch 350 AI units move. As if Civ 3 turns aren't slow enough already.
|
hi ,
well when working with that square ( gps - sat ) you could just not use it till you want to , or just use it at sea or your own land , .....
 , why not think a bit further with this , they should include two types of " views " , one lets say 6X6 area that shows all the units ( high detail ) and since radar can see true a city , so should gps - sat do , and one 12X12 area pic that lets say shows all the wheel or track units ( low detail ) , no foot soldiers , .....
Firaxis , .....
have a great day
P.S. faster turns ? , get more ram , ......
|
|
|
|
August 8, 2003, 06:40
|
#16
|
Prince
Local Time: 06:59
Local Date: November 2, 2010
Join Date: Dec 2000
Posts: 525
|
Here's an even better idea - make the whole map permanently visible (i.e. updated every turn, no fog of war) but include an option to turn off enemy unit animations! So that you just see enemy units stationary when it's your turn, but not them moving when it's not your turn. Revolutionary I tell you (even if I say so myself) - REVOLUTIONARY!!!
|
|
|
|
August 8, 2003, 08:03
|
#17
|
King
Local Time: 08:59
Local Date: November 2, 2010
Join Date: May 2002
Location: Sweden
Posts: 1,333
|
Quote:
|
Originally posted by David Murray
Here's an even better idea - make the whole map permanently visible (i.e. updated every turn, no fog of war) but include an option to turn off enemy unit animations! So that you just see enemy units stationary when it's your turn, but not them moving when it's not your turn. Revolutionary I tell you (even if I say so myself) - REVOLUTIONARY!!!
|
Aaahhh, the smell of sarcasm.
|
|
|
|
August 8, 2003, 14:29
|
#18
|
Deity
Local Time: 09:59
Local Date: November 2, 2010
Join Date: Sep 2000
Location: Latvia, Riga
Posts: 18,355
|
Panag, no way.
And as for the speed of turns, late-game turns on Huge maps with 16 civs aren't too fast even with uber computers. On slower comps you can't play till the Middle Ages, on middle-of-the-road comps, it's screwed as Industrial begins.
__________________
Solver, WePlayCiv Co-Administrator
Contact: solver-at-weplayciv-dot-com
I can kill you whenever I please... but not today. - The Cigarette Smoking Man
|
|
|
|
August 9, 2003, 11:58
|
#19
|
Warlord
Local Time: 06:59
Local Date: November 2, 2010
Join Date: Jan 2002
Location: of Ombey
Posts: 184
|
pld dave tbh
u can just get one of the many cheaty programs available and show yourself the map
for educational purposes only of course
|
|
|
|
August 9, 2003, 17:37
|
#20
|
Emperor
Local Time: 23:59
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
|
Quote:
|
Originally posted by zorbop
not just in cpt2 does the ai go in circles... in civ3have you seen the ai move units on its own territory? it does the same with fast units on roads. just atch the knights go round and round and round... NEVER build an outpost on a mountain near ai territory!
|
That can be shut off now though, with patch 1.27f. You add a command line in the game's INI file, I forget what now, and the AI will no longer patroll. I like that, it will make the turns much shorter now.
|
|
|
|
August 9, 2003, 18:14
|
#21
|
Deity
Local Time: 02:59
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
|
That does sound good.
|
|
|
|
August 10, 2003, 06:43
|
#22
|
Emperor
Local Time: 08:59
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by Solver
Panag, no way.
And as for the speed of turns, late-game turns on Huge maps with 16 civs aren't too fast even with uber computers. On slower comps you can't play till the Middle Ages, on middle-of-the-road comps, it's screwed as Industrial begins.
|
hi ,
what " no way " , no way that you are going to buy me that beer , .......;  , oh well , ......
---------------------------------------------------------------
if you would only know Solver , .....
and get a faster comp
have a nice day
|
|
|
|
August 10, 2003, 09:37
|
#23
|
Emperor
Local Time: 01:59
Local Date: November 2, 2010
Join Date: Feb 2002
Location: Back in BAMA full time.
Posts: 4,502
|
That patrolling was how the AI always found the 'hidden' land units we added to our mods. They just bumped into them.
|
|
|
|
August 10, 2003, 11:10
|
#24
|
Emperor
Local Time: 08:59
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by SpencerH
That patrolling was how the AI always found the 'hidden' land units we added to our mods. They just bumped into them.
|
hi ,
would this then mean that the AI cant see all troops unless he has seen them , ........
btw , " waypoints " and set lines of patrol for the human player the way like C&C would be great , .......
have a nice day
|
|
|
|
August 10, 2003, 18:36
|
#25
|
Emperor
Local Time: 01:59
Local Date: November 2, 2010
Join Date: Feb 2002
Location: Back in BAMA full time.
Posts: 4,502
|
Yeah I guess it does. I added a land submarine 'assasin' unit at one point with the idea that it could skulk around and pick off workers or injured units. Instead, what happened was that the units were OK as long as they were in non-developed land, but the instant they moved onto a road they were attacked. Our surmise at the time was that the AI was finding them through their constant unit movement.
|
|
|
|
August 10, 2003, 19:03
|
#26
|
Emperor
Local Time: 23:59
Local Date: November 1, 2010
Join Date: Feb 2001
Location: hippieland, CA
Posts: 3,781
|
Roads are dangerous, aren't they?
Speaking of AI patrols, the human player ought to get patrols also. For one thing, any square that has an RR in it ought to have vision.
__________________
Visit First Cultural Industries
There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild
Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd
|
|
|
|
August 10, 2003, 19:10
|
#27
|
Prince
Local Time: 07:59
Local Date: November 2, 2010
Join Date: Feb 2002
Location: Copenhagen, Denmark
Posts: 835
|
Removing the fog of war with satts sounds strange. I don't want to see every unit in the world move around. But you can turn see enemy units off i guess, but then there wouldn't be much good about not having the fog of war.
__________________
Try my Lord of the Rings MAP out: Lands of Middle Earth v2 NEWS: Now It's a flat map, optimized for Conquests
The new iPod nano: nano
|
|
|
|
August 11, 2003, 06:54
|
#28
|
Chieftain
Local Time: 07:59
Local Date: November 2, 2010
Join Date: Feb 2003
Location: Lyon
Posts: 31
|
Quote:
|
Originally posted by Hagbart
Removing the fog of war with satts sounds strange. I don't want to see every unit in the world move around. But you can turn see enemy units off i guess, but then there wouldn't be much good about not having the fog of war.
|
Well, why not having the possibility to buy satellites then. Not really an unit, but something which allows to see a part of the map...a 16*16 square for example.
__________________
"An eye for eye only ends up making the whole world blind" - Gandhi
|
|
|
|
August 11, 2003, 07:43
|
#29
|
Chieftain
Local Time: 07:59
Local Date: November 2, 2010
Join Date: Jun 2002
Posts: 87
|
And so we get back to the first posts in this thread...
|
|
|
|
August 11, 2003, 12:37
|
#30
|
Emperor
Local Time: 08:59
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by Hagbart
Removing the fog of war with satts sounds strange. I don't want to see every unit in the world move around. But you can turn see enemy units off i guess, but then there wouldn't be much good about not having the fog of war.
|
hi ,
FOW should stay , even with sats , for a number of things , ofetn the sat aint in the right orbit , pollution , weather , etc , .....
as far as RR and removing the fog of war , no , unless a unit has been there , ......
we dont want to make it to easy , ......
have a nice day
|
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
All times are GMT -4. The time now is 02:59.
|
|