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Post by Atomation on Jul 20, 2007 22:48:02 GMT -5
This is spectacular and I feel it has added enough depth to the game to actually make it worth the pricetag alone. This is ironically more true for ancient era advanced starts than it is for late era advanced starts, but both benefit greatly in my eyes. Kudos to the development staff for this addition, I just hope none of the other additions I haven't seen in action ruin what great thing has been added.
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Post by Atomation on Jul 21, 2007 2:39:30 GMT -5
I already found a major bug with this that makes it completely unplayable....
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Post by mrgametheory on Jul 21, 2007 13:09:54 GMT -5
As much as it pains me to say this, MLL is right and Advanced start games are no longer playable with this bug.....
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Post by Canucksoldier on Jul 21, 2007 13:12:09 GMT -5
It's been reported, thanks.
CS
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Post by tamijo on Jul 23, 2007 2:54:14 GMT -5
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Post by gimmebush on Jul 23, 2007 12:22:52 GMT -5
This isn't that bad of a bug. There are 2 ways to avoid this:
1) Don't play with MrGameTheory 2) If you see your opponents' score fluctuate from say 50-190 and get progressively higher, then you know they're cheating.
I wouldn't blame this on the testers or the makers -- necessarily. The not a very nice person who spends 15 minutes selling settlers to tech metalcasting is the problem.
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Post by MMV on Jul 23, 2007 13:17:05 GMT -5
selling back units in the C4 series may be new (and to emptygee) but it's not new to previous editions of civ
[glow=red,2,300]WAIT a minute!!!![/glow]
didn't he do the same sell-thing to his fellow members of the ..a.. clan???
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Arvcran
Worker
Tourney Director
Remember the purpose of CIV / BtS is enjoyment, entertainment, and hobby!
Posts: 181
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Post by Arvcran on Jul 29, 2007 11:27:58 GMT -5
I am hearing mixed information on this issue re there being a bug is this confirmed? I did not see a way to sell back something or a cancel button - did I miss something?
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Post by Canucksoldier on Aug 3, 2007 18:11:24 GMT -5
I already found a major bug with this that makes it completely unplayable.... MLL can you explain how this bug works, I've been unable to reproduce it. CS
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Post by Atomation on Aug 3, 2007 21:53:31 GMT -5
I did explain it in the other thread...you add a population to a city then remove it with right click button. You will net 3 gold per add/remove.
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Post by Tony on Aug 3, 2007 22:22:39 GMT -5
oh great bug, it was in a game last week and with 300 pionts i manged to get like 6 cites and about 20 workers. By turn 20 I had the same score as the other team put together Then the next day GT tried this on me, i left the game and let him fool boosh and gimme for a couple of turns. Then 5 minutes later they are in the lobby asking how he got clossus on turn 5 - classical start too LOOOOL Funny bug i must admit.
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Post by Canucksoldier on Jan 9, 2008 2:23:08 GMT -5
This was fixed in 3.13, is anyone trying this now? Or did it get such a bad rep with that bug? It has the potential to be very fun and strategic not to mention speed up the early ancient game.
CS
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Post by tamijo on Jan 9, 2008 6:10:26 GMT -5
I have seen 1 ladder player (cant remember the name) Hosting 1v1 with advanced start, played it once, dont like it much, but it works as intended.
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Post by atlas on Jan 9, 2008 20:34:22 GMT -5
i don't know, i think is worth experimenting with at least. if people want to experiment with it (for reports or not just pm me)
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Post by tamijo on Jan 11, 2008 5:06:44 GMT -5
Would be cool with just enough points, to get a free worker in Anc, anyway. Such a waist of time to wait for that first worker.
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Post by Canucksoldier on Jan 11, 2008 23:59:43 GMT -5
Would be cool with just enough points, to get a free worker in Anc, anyway. Such a waist of time to wait for that first worker. Well the game allows the host to customize the starting points, so a host certainly could limit the starting points to what is needed for a worker, or other small cost improvements. CS
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Post by atlas on Jan 12, 2008 12:55:20 GMT -5
Well the game allows the host to customize the starting points, so a host certainly could limit the starting points to what is needed for a worker, or other small cost improvements. CS I have been experimenting with this I think the key to making it fun/viable is to have just enough points to make buy tech impossible. If buying tech IS possible then you force the other player/team to do that- taking the strategy out of it.
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Post by zzZhenon on Jan 12, 2008 22:54:05 GMT -5
yeah a "No Unit" option would be cool, but i guess you could just put that in the game rules when u host.
I can foresee some re*tard thinking he's clever building 1 city in AS and the rest swordsmen and then roading with remaining points.
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Post by Canucksoldier on Jan 13, 2008 1:09:11 GMT -5
I think a fair host rule would be 1 military unit per city and no buying techs, that way you still keep some strategic options without forcing everyone to do the same thing to survive.
CS
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marr
Worker
Posts: 169
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Post by marr on Jan 14, 2008 0:58:32 GMT -5
I think this post could be two threads but I am not sure. I am not even sure how to write this as I would very much like to reach the devs on this and hope I am not to late in this input on an upcoming patch (if its not to late)
Advanced start is an awesome addition and has been gaining serious popularity. Current settings are pretty simple; 402 gold points, wheel map being the fairest, no units other then workers settlers or scouts being the only rule and of course the game is a teamer.
Tech is so key in this! I have never found a more complex anc game then this and the tech tree now has tons of options other then your classic anc start. Tech is absolute key and those who are of the old school teamer where units rule, I have seen 100 units 60 turns into an anc game get slaughtered by some pretty easy defence. Reason being, pikes kick ass when your trying to launch chariots.
I have never seen in any other anc game 70 turns into a 120 game with banking having been researched, guilds and engineering as well as music. So much fun! Agan I can't emphasize tech is key balancing your civ is everything.
Having said that, Adv start in any later era other then classy defeats the purpose as when you play a ren era, your buildings are built for you IE graneries, lighthouses, etc. It makes no sense!
Now to the problem of adv start and there is only one. If I can reach the devs on this (Hoping you can talk to them CS) There is one current problem with adv start and mp in general. Turn Timer.
*New Thread*
Turn Timer
I have noticed playing a regular ancient teamer non advanced start that the turn timer increment increase is considerably less then an adv start game. From this I can only conclude that the turn timer increment is based upon tech era?! I have played around with different map sizes and I do not notice much of a difference or affect. I am not 100% posisitve on this but again, playing a reg anc teamer, I have not seen the turn timer be up to 1:30 secs as it is with 50 turns remainging (70 turns into a advanced start teamer anc era) standard map.
It is also a similar problem when playing mp ironman, future era, modern era or ren era. The turn timer is waaaaay to long!! The increments are way to much! (Main complaint of Multiplayers which is why we do not see any modern era games)
At most in one turn at any time you have to move at most, 6 workers, even if you have 15 as the other workers are working somehting; pick the units in your citys; pick your tech, (all your offensive / defensive units moves are ten to one auto'ed becaue you have them going to one or two citys anyways to support whatever front there is. This does not take 2 minutes or even 1 minute to do! This turn timer is such a game killer in later eras and in advanced start anc that while people will play it as it is so much fun, the game concedes tuirn 50 because the turns are to long and tech (ten to one) decided the outcome.
*What I purpose to the developers.*
I am not sure where to post this but if we could have more host options IE turn timer increments (every thirty turns +10 seconds) this would make more advanced eras much more playable. The problem being, you need at the start of any modern, indu, ren, future era, the 45 seconds to start the game to get your workers working, your units buillt/ slaved, etc, but ten turns into the game, it draaaaags so much becuase you did all you needed to do. Then the turn timer increases! and it only gets so longer.
If the host could set something to regulate this, I think that alot of later era games would be so much smoother.
Btw, I have no idea why or how the turn timer is regulated but when playing adv start, this is the game killer. I don't like 1:30 secs 70 turns into an Multi player game when most of my land is worked and I am just waiting for my cities to make units. This means I have to sit through 1:10 secs of down time each turn to wait to make more units.
Please, someone, somehow, adjust this and make a setting for it!
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