redphoenix
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Post by redphoenix on Jul 24, 2007 14:18:25 GMT -5
Yes but dosent prevent the super-scout-spy, as long as y keep him in neutral arear I agree its very stupid you can't hunt down spies that are not in cities. Really need a way for that.
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redphoenix
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Post by redphoenix on Aug 3, 2007 8:43:37 GMT -5
Artillery and cannons are a lot weaker than the other units of their age. Thus, the key is to kill them in the open before they can attack your city or stack. Catapults are the same strength as a lot of units of that age, thus making it a lot more difficult to kill them in the open. That was why they were overpowered. Now.. well they are just completely different. not really, hasnt changed that much.
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redphoenix
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Post by redphoenix on Jul 22, 2007 8:59:24 GMT -5
Cata's seem pretty much perfect right now imo. Will take some more playing to see. I like that swordsman really has emerged as a unit of use. The only problem I really see is that it's very difficult to get very far in enemy territory, perhaps even more difficult than before, just because having a stack of almost all catapults before was defense against collateral while now you need a very diverse stack. A diverse stack will be collateraled and destroyed far too easily.... That is what I ment its too good on def. Simply collateral damage it does is too good, cata should be more expensive, by a lot. Or reduce effect of collateral on regular units in open ground.
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redphoenix
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Post by redphoenix on Jul 21, 2007 15:06:48 GMT -5
imo cata is still too good, they should make it weaker on def too.
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redphoenix
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Post by redphoenix on Oct 9, 2007 6:09:57 GMT -5
Civilopedia crashes: 1. Accessing Feitoria from the Market civilopedia entry 2. Accessing Courthouse from the Ziggurat civilopedia entry Flanking issue: Moved in with 40 knights, 20 cats, couple pikes, couple maces, 4 trebs...... Enemy hit my stack with like 40 knights. Most of my stack survived, but Flank attacks killed 100% of my siege units. Are flank attacks supposed to kill? They should be like catapults and be non lethal when dealing collateral damage. How can I take a 100% city with no siege? What am I supposed to bring along 20 pikes just to protect my siege from knights? Ridiculous. Here's yet more proof that catapults were overnerfed. Stop the madness Firaxis. PS = CS can you make sure firaxis gets this, my account is gone for some reason. Yes that seems to be the way to do it, bring 20 pikes, yes I don't think catas are overnerfed, they're pretty good. I think. Overall. Only way to make them better would be to reverse back to similar catas as civ3, I think, make collateral less effecive or change it out to bombardng. How does flanking exactly work? I understand the basics, but maybe not enough advanced to understand how to use it and defend vs it. Catas were in the past an utterly stupid and game ruining unit, now they are A LOT more fun than before. Please pass this comment to firaxis too CS
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redphoenix
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Post by redphoenix on Sept 11, 2007 12:09:47 GMT -5
i thought the military acadamy can be built early on but only seem to be activated later on game when u get relevant tech. it seems to be unhighlighted as if it were not in use. some testing would have to be done ' it does add the extra prod.
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redphoenix
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Post by redphoenix on Sept 11, 2007 0:57:15 GMT -5
I'd like to see this fixed, yeah. Military academy that early is too strong. Plus cuz of that we'll see very few generals in battle.
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redphoenix
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Post by redphoenix on Aug 27, 2007 6:59:34 GMT -5
BUG: It's pissing me off that Portugul UB is correct in SP (Freitoria replaces market) but in MP Freitoria replaces Customs House instead. tell em to fix it! Maybe its intentional? That opens other interesting areas to debate... could there be other differences made solely for MP game?
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redphoenix
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Post by redphoenix on Aug 8, 2007 15:12:42 GMT -5
I can see it being a gamebraker in OCC too incase that makes some people care more [/quote] Havent seen that used in OCC so far But it will most likely start when people find out. And short after it will be banned. ;D [/quote] Imagine playing OCC without any civics all end game... imagine it... think very hard... think... see it in front of your eyes.... AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!
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redphoenix
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Post by redphoenix on Aug 8, 2007 6:52:19 GMT -5
Getting back on the subject of Christo Redentor... anyone really realize how insanely overpowered this wonder is? and how game braking... You can revolt to paganism etc all the primitive civics, then use spies to revolt your opponent to these civics too. Then just revolt back to reg ones. As well as you can use all serfdom, slavery, caste system all in the same turn. As well as you can use nationhood and a gnp/mfg civic in same turn. As well as minor usages with the religous civics. Coupled with this that you are after this a spiritual civ without delay before you can change again, without being a spiritual civ. This alone makes the wonder worth building. But the above things really make it completely overpowered. Why do they have to add this kinda crap to the game? I think overall BTS is really balanced compared to Warlords, though. But I don't like that you can constantly with christo, keep an opponent witout having any civics. While keeping all your own civics. Yes it needs a fix, will most likely decide the Ironman games if not fixed ! Hard to come up with a good solution on the fix, but something needs to be done. Maby give it effects like i SPI civ. making it very interesting still as long as y not spiritual allready. I can see it being a gamebraker in OCC too incase that makes some people care more
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redphoenix
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Post by redphoenix on Aug 7, 2007 7:43:33 GMT -5
anyone not gonna discuss christo redentor I agree that it is quit powerful, but I usually wait for many complaints before I ban something from the CCC for example. CS You don't hear so many of them because it's an industrial/modern era wonder. People don't play those eras much or get that far so often in epic games. You don't really need extra complaints about this to understand how bad it is to use the change civic thing with this, which is the most unbalanced feature this wonder has.
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redphoenix
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Post by redphoenix on Aug 6, 2007 22:52:00 GMT -5
anyone not gonna discuss christo redentor
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redphoenix
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Post by redphoenix on Aug 6, 2007 6:28:47 GMT -5
Getting back on the subject of Christo Redentor... anyone really realize how insanely overpowered this wonder is? and how game braking... You can revolt to paganism etc all the primitive civics, then use spies to revolt your opponent to these civics too. Then just revolt back to reg ones. As well as you can use all serfdom, slavery, caste system all in the same turn. As well as you can use nationhood and a gnp/mfg civic in same turn. As well as minor usages with the religous civics. Coupled with this that you are after this a spiritual civ without delay before you can change again, without being a spiritual civ. This alone makes the wonder worth building. But the above things really make it completely overpowered. Why do they have to add this kinda crap to the game? I think overall BTS is really balanced compared to Warlords, though. But I don't like that you can constantly with christo, keep an opponent witout having any civics. While keeping all your own civics.
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redphoenix
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Post by redphoenix on Jul 25, 2007 13:23:14 GMT -5
Yesterday at 2:18pm, redphoenix wrote:
I agree its very stupid you can't hunt down spies that are not in cities. Really need a way for that.
Yes but they have to remain stationary in a city for atleast one turn to perform a mission, which also increases the chance of them getting caught...but yes it would be nice to have a way of detecting spy's in the open.
CS
The city part and missions work fine. The game ruining part is they can remain outside cities without being able to be detected and killed. This way you can basically have a scout in any location you desire without it ever being killed or removed.
This is what in some ways ruins the game.
Rest about BTS is top quality, except for the PING change. But this issue is very serious and multiplayer game braking. You should not be able to have complete freedom of scouting enemy actions.
Sure scouting ok, but there should be a way to detect and kill these scouts. Even if it was difficult. Make spys able to have a chance to detect enemy spies? Make anti spy unit? Some variable you can allocate gnp to have a chance to detect spies in your territory.
Also it should be possible and very necessary to be able to track them in open territory outside your own borders.
Permanent unremovable and complete scouting is really bad. I can see this being a reason(just by it self) why a lot of people won't play BTS.
This is really sad, as a lot of the new things are really good.
put it here also if it gets more developers attention.
If you need explanation why this kind of scouting is unbalancing and game braking, let me know...
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redphoenix
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Post by redphoenix on Jul 23, 2007 5:35:53 GMT -5
1) Turning off Automated Citizens no longer works. Even when off it changes your citizen works as soon as you improve a new tile (even just a cottage screws you) and sometimes seemingly randomly. Most infuriating thing in BTS as now I am back to microing cities constantly 2) Great Generals give option of Academy even when you don't have Military Science, however if you select it your GG simply disappears and is lost. 3) Mayan UU sucks balls. 4) Turning off animations doesnt seem to turn em off. Performance is crappy enough in BTS. Fix it! Maya roks even without a UU. And the UU is pretty good btw. You don't always start with copper at your cap you know... this makes sure you can never be chariot rushed. Plus if neither has resource you can rush with these too. PLus you can attack before hooking resource. And you can build longe rwarriors for military police.
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redphoenix
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Post by redphoenix on Jul 23, 2007 5:34:36 GMT -5
In OCC y suddently cant do every national wonder, y are restricted (2) may be a choice off will. But it spoils OCC so i hope its a BUG and will be fixed. Yay you have to finally make decisions in occ too
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redphoenix
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Post by redphoenix on Jul 13, 2007 4:21:35 GMT -5
1) In my opinion, while there is a lot of neat stuff in BTS that a normal expansion includes (new maps, new units, new buildings, new wonders, new civs, etc.), there is a lot of pretty lame stuff (poorly balanced, espionage changes, catapults nerfed to oblivion, basic game concept changes) that make the expansion pretty much unplayable. Here's to hoping a quick patch solves some of these issues for us ... This is only your opinion, most like the changes.
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redphoenix
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Post by redphoenix on Jul 10, 2007 14:39:07 GMT -5
totally agree with tony anc teamers (95% played on tbg) will be completly ruined by those non ressource units. totally insane are Native Americans: Leader: Sitting Bull - Philosophical, ProtectiveStarting Techs: Fishing, Agriculture Unique Unit: Dog Soldier (Axeman), has -1 strength but an additional +50% vs. melee units. Also requires no resources to build. Unique Building: Totem Pole (Monument), all new archery units get +3 experience.WTF?!?? seriously what is that civ about? in fact when you start next to that civ you are already dead or choked that hard that you will die soon. You can build a ressourceless axe after 5-6 turns even if you have planted on horse you will most likely not have a chariot ready. And why a protective civ gets +3 exp from an ub (henge rofl) on archers is beyond me, pro archers are already really good. Those proarcher with + 5 exp (with barracks) are just insane free drill city defense and 2 more promos. Whats that smoke on my forrest hill?? aah native american dogsoldiers and double hill archers sitting there smoking the peace pipe. gg Poly, are you sure that a -1 STR axeman will take a fortified archer in a city out? From what I see here, all this civ does is obsolete Churchill as the best Civ No it won't, but it'll kill everything outside the city(unless enemy has chariots, but close up you won't have time to get them). And when the triple promoted archers follow it's carnage time. For the early rush this guy(dogsoldier) isn't any better than a skirm though. So rather even to mali. dogsoldier has 8 combat vs melee units(regular axe is actually 7.5 as it is, so not that much weaker.), same as praetorian. But is killed a lot easier by other units. the totempole seems like a top unique building though, those triple promo archers rock I don't think this guy ruins games though anymore than mali does.
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redphoenix
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Post by redphoenix on Jul 10, 2007 14:37:46 GMT -5
Well, mali can still counter this guy though. On flat terrain a skirmisher beats still these archers, plus will beat these axemen too. Also these axes arent supreme vs archers since they are -1 strenght... but well... yeah... you can couple them with these idiot archers too heh. Shouldn't give one civ 2 super ancient units. Having only one of these is enough. This axeman is like a resourcefree preatorian vs melee units, basically. But yes, it isn't as strong vs other units. Main point here is that it's resource free I guess
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redphoenix
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Post by redphoenix on Jul 9, 2007 12:24:28 GMT -5
Unique Unit: Carrack (Caravel), has an additional cargo space, can carry military units, and can explore rival territory ROFL, I finally read EmptyGee's post! The portu carrack is no stronger or weaker than it was on C3 I guess he's just mad cuz' his chariots can't kill it DOH! propblem is, it is the only unit before astronomy that can carry units across sea, in civ3 didnt have thsi problem, carrack was just stronger than other boats, but we had other unit carrying vessels too. that is what unbalances it.
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