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Post by SirPartyMan on Aug 9, 2006 10:09:40 GMT -5
Dear Friends:
Here is a thread for your suggestions for CCC35.
Would each clan that participated in CCC33 post here their representative for the CCC Advisory Council. We will meet in 3 or 4 days to discuss details of next CCC.
Best, SPM
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Post by Bantams on Aug 9, 2006 10:18:36 GMT -5
what happened to CCC34 did i miss one
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Post by Canucksoldier on Aug 9, 2006 10:59:03 GMT -5
what happened to CCC34 did i miss one 34 was a C3C CCC run this past weekend. CS
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Post by krill on Aug 9, 2006 14:55:36 GMT -5
Put Future on a different map this time...Inland Sea or TBG Left versus Right, not hub for something like the 4th time on a row.
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Post by GERMANIA on Aug 10, 2006 6:03:54 GMT -5
I think we should start counting by 1 in CCC so that we this would be our 7th CCC in CIV! It is kind silly to count those from a totally different game since here are different player and clans
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nicoya1
Warrior
Tourney Director
C4PTD
Posts: 253
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Post by nicoya1 on Aug 10, 2006 21:25:17 GMT -5
The spreading out of games. Instead ever hour ever 3 hours an event starts. Keep this pace up all weekend. Be even for everyone in all timezones.
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Juni
Worker
Posts: 137
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Post by Juni on Aug 11, 2006 9:31:36 GMT -5
I agree with the idea of changing map in future. I don't think TBG L/R would be a good idea since it may be even more defensive than Hub. But inland sea is ok, Ring can be fun too, or putting back the Wheel we first used in this event.
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Post by Ellestar on Aug 12, 2006 13:32:31 GMT -5
Definately not L/R TBG in Future, on that map we get 3 starting combat units per player and transports in a small puddle. Start of the game will be completely retarded. Land isn't equal there as well. The only possible attack is a transport drop (and transports may reach any coastal city with a double move). IMHO it's hard to find more stupid setting.
IMHO Inland Sea will be nice, i played Future on it once. Also, non-cylindrical Pangea (World Wrap: Flat) may be good as well.
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Post by swissy on Aug 13, 2006 18:36:10 GMT -5
Please, no Warlords unless they patch the graphics lag. Anything more than a handfull of units makes the game unplayable for me. As it is I cannot play teamers on maps that tend to have high unit density on a few areas, ei. Inland Sea. Other players have experienced this graphics lag, and have lost cities to it.
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Post by venceslas on Aug 14, 2006 1:27:23 GMT -5
Are you sure that your processor or your connexion is not a little bit weak?
I'm not sure that your problem will be resolved by a patch.
The core from warlord is the same that civ4.
chris.
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Post by swissy on Aug 14, 2006 6:48:03 GMT -5
Are you sure that your processor or your connexion is not a little bit weak? I'm not sure that your problem will be resolved by a patch. The core from warlord is the same that civ4. chris. Your partially right. The core is the same, but they seemed to have left out some graphics optimizations that the introduvted into reg civ4 in one of the patches. I can play 6 v 6 teamers in reg civ4, I can't in warlords.
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Post by Ellestar on Sept 25, 2006 1:50:49 GMT -5
IMHO it's the right time to discuss CCC 37. I think we need to rotate settings so to make it less repetitive.
IMHO it will be nice to return Modern teamers back (but please no Fractal, it's horribly imbalanced).
Maybe Future without a space victory this time?
OCC in a different era this time? I think Renaissance and Future OCC are common as well.
Tilted Axis is a very bad map for teamers, it's common that one player is surrounded by enemies (and starts are very close).
IMHO Island/Continents maps with water combat are better with "No city Raizing" checked and 2-city elimination. Water scouting is not effective before aircrafts are available so it's just too easy to attack (or rush with a starting units).
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Post by Bantams on Sept 25, 2006 4:56:33 GMT -5
Will the Patch arrive before or after CCC37? if before might be a good Idea to postpone CCC37 till weve had some chance to learn the new treaks
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Post by whitebull on Sept 25, 2006 6:18:21 GMT -5
IMHO it's the right time to discuss CCC 37. IMHO Island/Continents maps with water combat are better with "No city Raizing" checked and 2-city elimination. Water scouting is not effective before aircrafts are available so it's just too easy to attack (or rush with a starting units). IMHO (as u say )It's just to hard then. Nobody will play war before the end, rush will become quite impossible (keep a city far from his own land, weird). Most of the time, i am against "no city raizing" checked if 2 city elim.
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Post by Ellestar on Sept 25, 2006 8:22:46 GMT -5
IMHO (as u say )It's just to hard then. Nobody will play war before the end, rush will become quite impossible (keep a city far from his own land, weird). Most of the time, i am against "no city raizing" checked if 2 city elim. Actually, rushes are successful anyway if you do it the right way. 2 out of 3 games ended very fast in a last Modern CCC i played with these settings. One of the two Industrial games in a last COT ended with a successful rush as well (2 city elim, both cities taken at the same time - it wasn't "no city raizing" but it should have been successful with "no city raizing" as well). To the end? No, i never saw a game to the end with these settings. At the very least, it ends relatively soon with nukes (only one tech in Modern and no techs in Future). That is, if you fail with drops. Later eras on seas are different from Renaissance or earlier eras. It's much easier to attack on sea maps.
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Post by whitebull on Sept 26, 2006 8:39:39 GMT -5
IMHO (as u say )It's just to hard then. Nobody will play war before the end, rush will become quite impossible (keep a city far from his own land, weird). Most of the time, i am against "no city raizing" checked if 2 city elim. Actually, rushes are successful anyway if you do it the right way. 2 out of 3 games ended very fast in a last Modern CCC i played with these settings. One of the two Industrial games in a last COT ended with a successful rush as well (2 city elim, both cities taken at the same time - it wasn't "no city raizing" but it should have been successful with "no city raizing" as well). To the end? No, i never saw a game to the end with these settings. At the very least, it ends relatively soon with nukes (only one tech in Modern and no techs in Future). That is, if you fail with drops. Later eras on seas are different from Renaissance or earlier eras. It's much easier to attack on sea maps. Maybe u're right, i have a lack of knoledge on last era teamers But i still don't understand what is the point of checking "no city razing" when 2 city elim (sorry if i am quite long to understand ;D )
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Post by holocanthe on Sept 26, 2006 13:19:10 GMT -5
Tilted Axis is a very bad map for teamers, it's common that one player is surrounded by enemies (and starts are very close). Yes, this map is horrible
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