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Post by icecube on Apr 4, 2007 20:34:30 GMT -5
hi beyond the sword lol this is not right they jump over ancient to industrial time and they didnt fix ancient times. what i read here looks a s just some new mod that other ppl making. 1 thing they say its from our fans ? wich fans that play single player games? they dont care about multiplayer games because ai is never gonna be as human intelligence there must be 100 ways to trick human brain, to make game interesting. i dont care about new civs new leaders buildings wonders they will add some happynes month or two and then go back on beginig again.they will add new scenarios lol again you know we have scenarios but nobody playing them online and most of the players that play online didnt even try to play them offline. what they need to fix to make game more interesting is the combat system better maps (land) we need army formations and to split armies to create 2 or 3 armies to make cities some easy to defend some hard to defend. cities as Troy that was well defended with archers constantinople that was souround by water and entrance well guarded and many other cities. some cities in china had walls with gates before you reach city as battle for hu lao gate. archers from hill should get 25 % attacking bonus against units on grassland . not only defense bonus but attacking bonus too. differrent terrains for combat bonus. how many time did you see that somebody build fortress online? we just dont get any bonus from that building to build it . need to fix that or get it out from game. also its all about capturing cities to win the game it should be more harder to do that make traps baricades around cities make battlefields. catapults thats the worst problem here army should be limited with 4 catapults in formation even in reall life armies didnt build 30 000 catapults and go they couldnt afford it . here is the problem that some ppl build 30 catapults and they win against 30 axespearsword stack you cant attack you cant defend . catapults dont win the war or artillery but foot soldiers. the land is yours where your foot soldiers hold it . ancient armies couldnt afford some units that are hard to make, working with metal wood stone marble was primitive they work with hands not with machines less production but more expensive. for catapults or trebuchets you need engineers to produce them, for knights need armor etc just limit some units as catapults and knights. thats just basic idea about problems we have in ancient wars. if you get so many leaders you should fix traits too and some uu as phalanx immortal etc. maybe give 3 traits per leaderif there is no new traits. 1 more thing about capturing land why we need to capture city to capture land ? can we make capturing 3 or 4 squares if you send army and put your flag on that land it will be interesting that too to fight for land. and for the end just to remamber golden age of civ . first civ that i got was civ 2 and i play the game but learn a lot about game and about history about some world wonders cultures armies i learn that all in civilopedia. civ 4 is kind a simple wish to learn more and explore more with better civiliopedia . ancient vs modern i pick ancient its cause of speed(speed that units move ) and archers looks more cool then riflemans
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Post by xiaojuzi on Apr 4, 2007 22:55:49 GMT -5
good stuff!u hit the nail on the head.
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Post by tamijo on Apr 5, 2007 8:35:46 GMT -5
not a bad post, catas shoul be limited somehow. could be that everytime y build 1 siege unit, cost 10% more than the one before ect., so you would build 5-7 then they become too expencive.
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Post by deviousdevil on Apr 5, 2007 8:50:13 GMT -5
Simple way to limit catapults is that you can only have 1 catapult for every 3 units other other types so making it an auxillary weapon to the main force.
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grilla
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Post by grilla on Apr 5, 2007 18:51:34 GMT -5
Simple way to limit catapults is that you can only have 1 catapult for every 3 units other other types so making it an auxillary weapon to the main force. so you just build a nutsload of warriors, then u can still build a ton of catas DD.
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Post by Tony on Apr 5, 2007 19:04:38 GMT -5
LOL loads of warriors? Would love to see a stack of catapults and warriors where you have a ratio of 3 warriors to 1 catapult lmao.
Catapults are strong but they are not nukes where you would build 3 warriors just to build 1 catapult.
Anyway ... if you limit 1 catapult to 3 units, you are seriously helping the defenfer, because the defender would hardly ever lose any units while the attacker would keep getting his stack collateral damaged and finshed of with axes every time. Also how do you get round the problem of gifting units? limit it to a team? that would be crazy!
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grilla
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Post by grilla on Apr 5, 2007 21:52:17 GMT -5
LOL LOL. promote the warriors dude, warriors are cheap to build, so you can build the cats sooner. then promote the warriors. 21 promoted axemen and seven cats is a fairly powerful stack. But, i agree, its not the solution.
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Post by sausageface on Apr 5, 2007 23:09:10 GMT -5
LOL LOL. promote the warriors dude, warriors are cheap to build, so you can build the cats sooner. then promote the warriors. 21 promoted axemen and seven cats is a fairly powerful stack. I think u will find, in practice it would prob be better just to build the axeman instead of upgrading the warriors. 1000 gold is a lot. I did figure out how to help with the catapult problem... just play always peace. or... do not even play the game at all!! this would significantly reduce the power of the catapult.
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Post by Necrominousss on Apr 6, 2007 3:13:26 GMT -5
Ever heard of maintenance cost, supply cost, and upgrade cost?
The reason I know catapults are too strong is because I choose to make catapults over Axeman even when I'm aggressive civ. More expensive and one less upgrade and still choose to make catapults over the other 5 strength unit called axeman.
Would a 30 stack of catas attacking destroy a 30 stack of elephants if none had upgrade? How do you think it would fare vs a 30 stack of knights?
On the other hand the one thing about catas that I like is that even if someone doesn't have the resources, they still have a chance with catapults in the game.
I like the idea of catas having no attack strength and merely getting a free round of attack to win or loose depending of odds calculation like civ3 and they needed protection or they would be stolen. Then Catas are a double edge sword, a very complex unit to manage.
With civ 4 its just Make... Cat.tas...... A.nni.hi.late ev.er.thing in its path. Getting the production to make lots of catas takes some skill but not much thought need to be given after that.
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Post by Tony on Apr 6, 2007 21:29:52 GMT -5
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Post by smatt834 on Apr 10, 2007 16:24:06 GMT -5
so make a giant army of catapults. they can be countered with a HORSE ARCHERS. OMG catapults have a counter!! WOW its a revelation.
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Post by deviousdevil on Apr 22, 2007 8:14:00 GMT -5
so make a giant army of catapults. they can be countered with a HORSE ARCHERS. OMG catapults have a counter!! WOW its a revelation. Problems include the fact that HA get owned by spearmen and elephants which makes attacking catapults tough, HA require a tech that is not often pursued and they are expensive too. However, you're right that not enough of us build up HA to counter catapult led attacking stacks. Just a enough catas to weaken the escorts and throw in the HA. Personnally I liked the way artillery was done in Alpha Centaurai where they could just damage units, but if the stack you were attacking had an artillery unit in it, they'd have an artillery duel and one of the artilleries would die. Success in that duel was influenced by promos and elevation. Man that was teh best game evah.
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Post by toratoratora on Apr 30, 2007 10:11:05 GMT -5
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Post by lordelgis on May 4, 2007 8:36:34 GMT -5
I already figured out the catapults counter. Hint it is a unit that costs the same and is very overlooked in MP. This unit in conjunction with a few cats of your own will stop a cat stack in its tracks. However they do need to nerf cats somehow maybe make them more expensive to build. Classical and medieval armies never consisted of 80% catapults. If they did they would have gotten owned. Oh yeah and smatt Horse archers are more expensive than cats and require a tech that is not desirable in MP games. Plus as Tony said they get owned if the cat stack is escorted by spears or elephants.
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Post by smatt834 on May 5, 2007 2:40:11 GMT -5
only if you are a moron who doesn't know how to crack his escorts. giant catapult stack only works on slows or a totally outnumbered veteran. come on if you can't deal with a big stack of exposed cats its you with the problem not the unit.
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Post by toratoratora on May 5, 2007 3:09:58 GMT -5
Preview : Civilization IV: Beyond the Sword Firaxis adds tons of new stuff to an already excellent game. by Greg Atkinson -------------------------------------------------------------------------------- In 2005, Firaxis and 2K Games unleashed Civilization IV and conquered the empire building genre, garnering positive reviews and many awards. Now the team wants to do it again, with a second expansion titled Beyond the Sword. The title Beyond the Sword fits quite nicely, as the expansion focuses almost exclusively on post medieval time periods, beginning with the advent of gunpowder. There will be new units, buildings and technologies for every civilization to acquire. These units explore, settle, defend and attack territories and other units. In Civilization IV, cities produce resources. One of these, Research, goes towards an overarching idea or process that could improve many different aspects of a civilization. These technologies (Chemistry, for example) might improve life for the average citizen, making them more productive. These can also improve the war front, making existing and new soldiers more effective, thanks to something like Ironworking. Whatever the technology, each improves something about the efficiency and survivability of the civilization.??While the new units, buildings and technologies promise some great additions, they will only affect the Renaissance era forward. This definitely goes in the "good things" category, as the later portions of the technology tree and units have often been considered the game's weakest feature, as the winning conditions can usually be met before that length of time. This, too, will change. Firaxis has decided to change these winning conditions, making Space Victory harder to achieve (likely through expansion of the required technologies) and by making Diplomatic Victory a different process altogether. Beyond just adding to the existing systems and their functions within Civilization IV, Beyond the Sword offers whole new systems to the game play. Two major changes make the game more strategic: Corporations and Major Events. Corporations, much like their real-world counterparts, exist multi-nationally, and when provided the correct resources will offer many economic advantages. Major Events, however, will make the game both more realistic, and as a common side effect, more difficult. Events might include natural disasters, causing major damage to a civilization's towns and infrastructure, or an event might be a drastic call for help from allies or even cities with the civilization. These events should cause both a large upset to the pacing of the game, which occasionally gets slow in the middle portions, and a large increase in difficulty due to timing and planning upsets. Also coming soon to Civilization IV will be the ability to start right in the middle of the action. Players will be able to jump ahead to the discovery of electricity, or enter the game in the Age of Enlightenment. Though most of the new content focuses on the later stages of the game, several additions will affect it as a whole. Ten civilizations such as the Netherlands, the Portuguese, Native Americans and Babylon are new to the series. Each comes with new leaders, who may effect what areas of a civilization gets bonuses and thrives, or increase bonus effects of existing technologies or buildings. There will be sixteen new leaders, but not all of them will be for the new civilizations: Abraham Lincoln for players of the American civilization. Hammurabi for the Babylonians and Sitting Bull for Native Americans have also been announced. Civilization IV: Beyond the Sword offers heaps of content, from new civilizations and leaders to units and technologies. With the addition of corporations, the expansion of espionage, random events like natural disasters and even some new scenarios to challenge those exhausted by the traditional game format, Beyond the Sword saturates players new and old. Firaxis promises the best expansion it's ever made, and from the looks of things, it might deliver this July. Related Links GameDaily's Guide to Civilization IV: Beyond the Sword Civilization IV: Beyond the Sword Official Site A little more news but not much
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Post by Ellestar on May 6, 2007 15:22:53 GMT -5
· Enhanced AI: The AI has received many enhancements, making it tougher to beat on the higher difficulty levels. The ways in which the AI will attempt to achieve victory have also been expanded. I wonder, they just merged a BetterAI mod in their expansion or what? That's exactly the features of a BetterAI. I bet their new AI sucks anyway, one of the good AIs is the one in Galactic Civilizations (despite that GalCiv budget is 5% of Civ 4 budget at best). It runs in a different thread all the time, during a player's turn too. Well, Civ 4 is like all big brands in that regard, why bother writing a good AI if it sells anyway?
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Post by Canucksoldier on May 7, 2007 16:49:04 GMT -5
· Enhanced AI: The AI has received many enhancements, making it tougher to beat on the higher difficulty levels. The ways in which the AI will attempt to achieve victory have also been expanded. I wonder, they just merged a BetterAI mod in their expansion or what? That's exactly the features of a BetterAI. I bet their new AI sucks anyway, one of the good AIs is the one in Galactic Civilizations (despite that GalCiv budget is 5% of Civ 4 budget at best). It runs in a different thread all the time, during a player's turn too. Well, Civ 4 is like all big brands in that regard, why bother writing a good AI if it sells anyway? Dale from CFC is a beta tester and modder for Firaxis, I'll leve the rest to your imagination. CS
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Post by Tony on May 7, 2007 18:43:59 GMT -5
I was on play.com this morning about to pre-order my copy of BTS, then i went on amazon.com and noticed there is a 20 day difference between the US release date the UK one.
Now i dont mind paying for software, but if paying means waiting an extra 20 days... no thanx. However i can get it ASAP, that’s how i will obtain it.
Don’t understand such crazy stuff, and then complaining about piracy being a form of theft. Whats the alternative, wait an extra month? pffffft.
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Post by Canucksoldier on May 7, 2007 21:48:51 GMT -5
At this point in time I wouldn't take any release date seriously until you see Firaxis/Take2 release official dates. Retail companies are notorious for making up dates to increase pre-sales.
CS
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