October 22, 2003, 19:19
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#151
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BreakAway Games
Local Time: 07:49
Local Date: November 2, 2010
Join Date: Feb 2003
Posts: 38
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Quote:
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Originally posted by Louis XXIV
Is this true for Statue of Zeus as well?
The others were obviously screenshots from the Mesopotamian Scenario, but this one appears to be the main game.
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You are correct, the Statue of Zeus screenshot was taken from the main game.
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October 22, 2003, 19:26
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#152
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King
Local Time: 07:49
Local Date: November 2, 2010
Join Date: May 2001
Location: Adelaide, South Australia, Australia
Posts: 1,451
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Merepatra, whilst you are here and, as a fellow Aussie , could you possibly tell me what the current status is in regards to editor flags for buildings! In particular, will it now be possible to give Small Wonders ANY of the flags that are currently available for Great Wonders? After PtW, all flags but 'Double Happiness' and 'Counts as X in Every City' had been made available for Small Wonders-but, for the sake of a Mod I want to do, I'm hoping that these flags have been made available too! If you don't personally have the answer to the question, could you please pass it on to someone at Firaxis? Any help you can give me on this matter would be very, VERY much appreciated !!!
Yours,
The_Aussie_Lurker.
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October 24, 2003, 15:23
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#153
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Local Time: 09:49
Local Date: November 2, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
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Updated with the new info available on Gamespot (last Civ profiles)
There are fewer holes now
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"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
"I never had the need to have a boner." -- Dissident
"I have never cut off my penis when I was upset over a girl." -- Dis
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October 25, 2003, 06:56
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#154
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Warlord
Local Time: 07:49
Local Date: November 2, 2010
Join Date: Jun 2001
Location: Aberystwyth
Posts: 232
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The designer diary for the Fall of Rome Scenario implies that the 'enslavement' option allows a choice of unit produced depending on the unit doing the enslavement
eg a military unit attacks and wins a battle, enslaves and produces another military unit for the attacking side - some interesting possibilities
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"An Outside Context Problem was the sort of thing most civilisations encountered just once, and which they tended to encounter rather in the same way a sentence encountered a full stop" - Excession
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October 25, 2003, 08:06
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#155
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Local Time: 09:49
Local Date: November 2, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
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Quote:
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Originally posted by Myrddin
The designer diary for the Fall of Rome Scenario implies that the 'enslavement' option allows a choice of unit produced depending on the unit doing the enslavement
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A designer diary for the Fall of Rome scenario? Where?
__________________
"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
"I never had the need to have a boner." -- Dissident
"I have never cut off my penis when I was upset over a girl." -- Dis
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October 25, 2003, 08:18
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#156
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Prince
Local Time: 02:49
Local Date: November 2, 2010
Join Date: Sep 2002
Posts: 733
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I have a question about marshes. Can these be changed to another terrain type, like jungle to grassland? If not this is a uneless terrian. Then again, if fish is a bonus resource here, making it into grassland would seem a bit silly.
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Citizen of the Apolyton team in the ISDG
Currently known as Senor Rubris in the PTW DG team
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October 25, 2003, 11:03
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#157
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Emperor
Local Time: 02:49
Local Date: November 2, 2010
Join Date: Sep 2002
Location: Maryland Heights, MO
Posts: 6,188
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Actually, I hoping that marshes can't be converted into other types; it would seem to be pointless to have another version of the jungle.
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1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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October 25, 2003, 11:15
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#158
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King
Local Time: 02:49
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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If you get a marsh start, you'll wish you had a jungle start.
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October 25, 2003, 13:18
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#159
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Local Time: 09:49
Local Date: November 2, 2010
Join Date: Nov 2001
Location: jihadding against Danish Feta
Posts: 6,182
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Updated again with the info on the Fall of Rome scenario. Added links to the designer diaries.
__________________
"I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
"I never had the need to have a boner." -- Dissident
"I have never cut off my penis when I was upset over a girl." -- Dis
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October 27, 2003, 04:11
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#160
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Emperor
Local Time: 09:49
Local Date: November 2, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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oh my oh my, i just saw the stats for the last 3 civs.
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Mayans:
Traits : Agr and Ind
UU: Javelin Thrower 2/2/1 cost 30
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these seem to be gods! it's an expensive bowman (imho not a very useful unit because neither special offense not special defense), but with enslavement ability! which means early free workers if you dare to rush.
the traits are probably one of the most powerful combinations (i don't know how good industrial pays out now). i can imagine that this is a killer AI if the computer uses the javelin thrower enough!
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Portuguese:
Traits : Exp and Sea
UU: Carrack 2/2/4 cost 40
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as someone stated earlier: getting ocean travel with astronomy (so 2-6 techs earlier which means 10-30 turns earlier) means domination to communications. good trading and beeing fortunate that the other continent is rich but behind in techs can be great! also the portuguese have a great advantage when picking out the best islands and unpopulated islands for conquest.
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Sumerians:
Traits : Agr and Sci
UU: Enkidu Warrior 1/2/1 cost 10
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now this is basicly a very cheap spearman. great for sending off with your settlers (no need to research bronze working) and great with raging barbarians. traits: one of the strongest and one of the weakest, or differently said: one of the best ancient traits (other one expansionist) and one of the best industrial/modern traits (other one commercial).
__________________
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
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October 29, 2003, 12:26
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#161
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Emperor
Local Time: 09:49
Local Date: November 2, 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 Louis XXIV
Is this true for Statue of Zeus as well?
The others were obviously screenshots from the Mesopotamian Scenario, but this one appears to be the main game.
EDIT: I believe Knights Templar builds a Crusader (5.3.1) every so often.
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hi ,
check the link below i sig for the screenshots
have a nice day
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October 29, 2003, 22:37
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#162
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Emperor
Local Time: 02:49
Local Date: November 2, 2010
Join Date: Sep 2002
Location: Maryland Heights, MO
Posts: 6,188
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Hum, I'm thinking that just surviving as the Netherlands in the WW II scenerio will be even tougher than winning as the American Indians in the Age of Discovery.
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1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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October 30, 2003, 08:13
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#163
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Emperor
Local Time: 09:49
Local Date: November 2, 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 joncnunn
Hum, I'm thinking that just surviving as the Netherlands in the WW II scenerio will be even tougher than winning as the American Indians in the Age of Discovery.
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hi ,
, well since the dutch where spread out over the whole world , that seems unlikely , ..... okay agreed they had not a lot of " power " but still , as a player one could maybe concentrate on survival , a couple actions here and there , ....
but in a game one does never now , if one can pull a victory with the neutral's in the CIV II WW II scen , well then seems almost anything possible , ......
have a nice day
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October 30, 2003, 14:57
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#164
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Official Civilization IV Strategy Guide Co-Author
Local Time: 02:49
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Not just another pretty face.
Posts: 1,516
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Quote:
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Originally posted by joncnunn
Hum, I'm thinking that just surviving as the Netherlands in the WW II scenerio will be even tougher than winning as the American Indians in the Age of Discovery.
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Actually, the Native Americans have a pretty good shot in AoD, depending on a few factors...
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October 31, 2003, 17:41
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#165
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Emperor
Local Time: 02:49
Local Date: November 2, 2010
Join Date: Sep 2002
Location: Maryland Heights, MO
Posts: 6,188
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Panag, I mean having any cities on the WW-II Pacific map at the end of that game if playing the Dutch; not their off-map possesions.
Quote:
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Originally posted by panag
hi ,
, well since the dutch where spread out over the whole world , that seems unlikely , ..... okay agreed they had not a lot of " power " but still , as a player one could maybe concentrate on survival , a couple actions here and there , ....
but in a game one does never now , if one can pull a victory with the neutral's in the CIV II WW II scen , well then seems almost anything possible , ......
have a nice day
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__________________
1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now. :mad:
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November 1, 2003, 13:46
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#166
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Emperor
Local Time: 09:49
Local Date: November 2, 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 joncnunn
Panag, I mean having any cities on the WW-II Pacific map at the end of that game if playing the Dutch; not their off-map possesions.
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hi ,
oh , dont worry , you shall still have some , .... but in what shape they are going to be is an other Q , ......
have a nice day
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November 6, 2003, 20:00
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#167
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Deity
Local Time: 19:49
Local Date: November 2, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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For those of us stuck without C3C for a while yet, can someone please update this a bit? Even adding the readme would be fantastic.
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November 6, 2003, 23:33
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#168
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Prince
Local Time: 19:49
Local Date: November 2, 2010
Join Date: Apr 1999
Location: Christchurch, New Zealand
Posts: 952
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And tell us everything that's new in the editor - even some screenshots would be nice.
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November 7, 2003, 04:01
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#169
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Emperor
Local Time: 09:49
Local Date: November 2, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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is it true that you can now define the exact victory rules.
eg. max. number of turns, needed victory points, percentage of population & world size for domination?
if so... arty:
and a question about enslavement: can you only enslave other civ-units or will barbarians work too? if latter: looks like the maya will have to be played with raging barbarians
__________________
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
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November 7, 2003, 04:33
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#170
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BreakAway Games
Local Time: 07:49
Local Date: November 2, 2010
Join Date: Feb 2003
Posts: 38
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Quote:
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Originally posted by sabrewolf
is it true that you can now define the exact victory rules.
eg. max. number of turns, needed victory points, percentage of population & world size for domination?
if so... arty:
and a question about enslavement: can you only enslave other civ-units or will barbarians work too? if latter: looks like the maya will have to be played with raging barbarians
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Looks like you can
Under Game Limits in the Player Setup screen you can now change the number of turns, the number of cities that need to be eliminated for an Elimination win, the Culture point goals for both 1 City and Civ wide Cultural wins, the Domination win terrain and population goals, the number of Victory Points required for a VP win, and the number of Victory Points that you get for a long list of things.
And yes barbs can be enslaved too
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November 7, 2003, 04:54
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#171
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Prince
Local Time: 01:49
Local Date: November 2, 2010
Join Date: Aug 2003
Location: St. Louis, USA
Posts: 303
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I've never played with raging barbs before (or anything close to it) but now there's a benefit to dealing with those pesky people.
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November 7, 2003, 05:57
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#172
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Emperor
Local Time: 09:49
Local Date: November 2, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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merepatra!
thanks for the great news... now i wonder if the other rumours i heard are true too!
my all time biggest wish of civ3 was to get rid of the hardcoded stuff. a few things (eg. bomber range) were solved with the early patches. but customizing these finishing limits is paradise for scenario creators.
a further question about these limits:
can these be different for various civs? eg. in a real world mod the americans need 20% of the area to win, but russians need 30% and a smaller european nation 15% (because of the beginning differences)?
of for mods without maps: can you say that the tiny world culture aim is 25'000 whilst on huge it's 150'000?
anyway.... GREAT WORK!!! the more i hear the more itchy i'm getting
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- Atheism is a nonprophet organization.
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November 7, 2003, 10:47
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#173
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King
Local Time: 03:49
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
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Quote:
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Originally posted by sabrewolf a further question about these limits:
can these be different for various civs? eg. in a real world mod the americans need 20% of the area to win, but russians need 30% and a smaller european nation 15% (because of the beginning differences)?
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The area/population settings are global in the editor, not Civ specific.
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of for mods without maps: can you say that the tiny world culture aim is 25'000 whilst on huge it's 150'000?
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This would be possible by creating different scenarios for different size maps. You wouldn't be able to do this in a single scenario file.
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November 7, 2003, 13:04
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#174
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Emperor
Local Time: 09:49
Local Date: November 2, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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gracias!
__________________
- Artificial Intelligence usually beats real stupidity
- Atheism is a nonprophet organization.
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November 7, 2003, 15:13
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#175
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Emperor
Local Time: 09:49
Local Date: November 2, 2010
Join Date: Apr 2002
Location: Sagunto, Valencia, Spain
Posts: 5,715
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Quote:
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Originally posted by sabrewolf
gracias!
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Que bonito es ver a la gente hablar español...
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El futuro pertenece a quienes creen en la belleza de sus sueños.
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November 7, 2003, 17:51
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#176
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Emperor
Local Time: 09:49
Local Date: November 2, 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 The Rusty Gamer
And tell us everything that's new in the editor - even some screenshots would be nice.
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hi ,
those are now posted in the screenshots thread , link below in sig , enjoy
have a nice day
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November 8, 2003, 20:53
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#177
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Settler
Local Time: 07:49
Local Date: November 2, 2010
Join Date: Sep 2002
Location: Spain
Posts: 5
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Good work
tks for the info.
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November 9, 2003, 01:36
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#178
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King
Local Time: 02:49
Local Date: November 2, 2010
Join Date: May 2002
Posts: 1,088
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Is it possible to now edit the power of nukes with the editor?
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November 9, 2003, 19:18
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#179
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Warlord
Local Time: 02:49
Local Date: November 2, 2010
Join Date: May 2003
Location: beautiful coastal city of... Que te Importa
Posts: 255
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Nice screeshots Panag!
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Originally posted by Alfonso
Que bonito es ver a la gente hablar español...
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Es la pura verdad!
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Read the Story of La Grande Nation , Sieg oder Tod and others, in the Stories Forum
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March 17, 2004, 20:16
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#180
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Warlord
Local Time: 07:49
Local Date: November 2, 2010
Join Date: Feb 2004
Posts: 122
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What bonus' do the seafaring and agricultural types yield?
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