redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on May 21, 2007 4:02:48 GMT -5
Well I think adding back old removed Civ3 units make the game more versatile. That being a very good thing. It was simplified too much in some aspects, especially in later game.
Catapults/Cannon need serious fixing, I hear catapult atleast is going to have some fix for it? dunno what. But hopefully it will be good. Later game bombardment is a bit strong too I think. But I guess people havent really paid attention to it as much as earlier eras, since not so many care to play it since it sucks in most aspects.
Anyhow fixing cata is the most important thing, cannon be nice to be fixed too though. Maybe lowering effect of collateral in general... Atleast removing ability of catapult to be a melee unit.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on May 24, 2007 12:03:04 GMT -5
hey, are you the archduke who played europa universalis? He was from austria too
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on May 11, 2007 2:52:28 GMT -5
I'll play for team germany if none other is available I'm the only finn on civ4 ladder... on civ3 finland actually won this thing.. oh too bad.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on May 17, 2007 1:28:41 GMT -5
I think we should take Baltic countries and the dutch with us etc if they like. And belgium The little country alliance. Northern european union
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on May 11, 2007 2:53:21 GMT -5
Possible, we'll see Finland here btw.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Mar 27, 2006 4:16:08 GMT -5
I'd like to address a future concern for the game, I think in an alliance setting stackjng civics are banned, so if players in game form an alliance then what do we do with these civics? It should be that only one member of the alliance is allowed to have the civic on I think. Or should it be allowed to stack? I think ladder rules forbid the stacking Also next time no island crap game or make it a cton then
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Mar 26, 2006 7:59:11 GMT -5
What are you doing tommy not being on earlier? Anyway Canuck... if we agree to a time together you should be able to assume that if people don't let us know otherwise they will show up, only one person said he might not been able to... so how do you conclude subbing half the players? Anyway for today, let's try to get it going 2-3pm EST, that's 8-9pm CET I think, so tommy be here a bit earlier! I'm not 100% sure I'll be there by 2pm but i'll try, worst case I'll be there around 3:00pm I think, but most likely a lot sooner. Edited in, let's try to shot for 2:30pm maybe?
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Mar 25, 2006 15:26:16 GMT -5
Well this doesn't look like there's enough people around for today, and I think some are involved with the C3C CCC as well, only 4 people have posted here. I'd be up for Sunday, or even a couple hours during a evening, this wekk, although that would be late for the euro's. Let me know, if not we can get this on the raod for next weekend. CS Well it sux if we don't play sorta, I want to get rid of this timeslot for my other things to do ... can't we just play today? :I Not everyone posts here, tony is right now in lobby for example. Only tommy said he couldn't make it on time, why are we just cancelling it? You know well that your time on weekday is impossible to manage. I arranged my day to be here to play now none is here, sort of sucks. If we don't cancel the game like 2 days in advance, we should play it... those who don't get a sub or report 3 times... Otherwise plan to reschedule in advance so people don't come here for nothing and schedule their day so I coulda been doing other things.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Mar 25, 2006 4:22:37 GMT -5
I don't think I can start that late. I'd like to be finishing by then I have some plans for the late evening after. Maybe we could start much earlier? I can play all day after 3pm CET, but I'd like to be finished before 1am CET. After that I got plans, can't play after 1am CET anymore. Also I'm available to play on sunday as it is now.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Mar 18, 2006 17:34:01 GMT -5
Be nice to continue it now, but o well Maybe continue when you get back canuck? ' If not, next week or when?
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Sept 12, 2007 13:53:33 GMT -5
Actually overflow prod passes on to the next unit still I think, not to gold. Or then I've been badly mistaken on the workings of the game. Atleast in my games it doesn't translate to gold, but to further prod. This has certain advantages that can be used as well. For example you can slave a warrior over and over to gain a lot of prod to make some more expensive thing that you can't slave. no you cant, just check it. The overflow cannot be more that your current production. So slaving/chopping warrior will result in no more than 10 hammers overflow and you'll get cash from the others. I tried it out a lot in ladder games. You can slave a warrior, then build whatever, then slave again, build whatever. Didnt mean you could slave 10 warriors in a row to cumulate prod. But this way you slave cheap things to get extra prod to expensive things. In my view sort of an exploit, but very useful, as MGT sleeper has said. But clearly, he's not the onlyone who knew about this.. as I did too
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Sept 5, 2007 13:40:22 GMT -5
Actually overflow prod passes on to the next unit still I think, not to gold. Or then I've been badly mistaken on the workings of the game.
Atleast in my games it doesn't translate to gold, but to further prod. This has certain advantages that can be used as well.
For example you can slave a warrior over and over to gain a lot of prod to make some more expensive thing that you can't slave.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Sept 1, 2007 17:07:20 GMT -5
only way to chop gold is to chop wonders and have someone else build them. No, you can chop and slave gold. Overflow is still going to your cash. So if you have 9/10 warrior and slave it and chop something you literaturelly chop&slave gold. doesnt seem to work like that for me. chops pass to next prod, but if you build gold, you store the chops. how do you translate the chops into gold?
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Aug 31, 2007 23:45:48 GMT -5
Does chopping/slaving work on research/wealth? I tend to think so. If so that might be a good way to boost either/both. Thank you. No but it used to in vanilla. If you build something and have overflow hammers then choose to build wealth, culture, or research it puts the overflow in "stasis" and they go toward whatever you build next. It can actually be a pretty cool way to save chops and slave overflow for later use i.e. like after researching a tech that gives you a new building. only way to chop gold is to chop wonders and have someone else build them.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Aug 26, 2007 7:30:55 GMT -5
Does chopping/slaving work on research/wealth? I tend to think so. If so that might be a good way to boost either/both. Thank you. no
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Jul 4, 2007 0:39:51 GMT -5
I thought all wonders were team too, but then again I'd like to know this too if it isn't so Nice to see you around btw platfuss, come play some civ4 with us
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on May 30, 2007 7:19:59 GMT -5
For the granaries it is always a good thing to build them especially when EXP. Just be sure to work tiles with less food (and specialists) and manage the growth so that you don't run too fast into unhappiness problems. For the hill part you want to occupy hills when you have a bunch streaming out of your border that connects to your city. If your rival declares on you he can walk on the hill chain with a 25% bonus to defense all the way to your city. Your goal is to make it costy for him to walk that path and force him into the plain beside the hills, your killing fields. 2 things that you could do instead of just changing city prod out of food when you get into unhappy problems(game does that automatic btw at some point). #1 start building settlers/workers from that city #2 get monarchy, mass warriors or such in, slave like madnuts still
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on May 30, 2007 7:17:26 GMT -5
"Your worker should in 90% of games not work military res 1. but food resource. Without having strong eco (and u need food to have a strong eco) u cant build military units anyway. So for a guide which can only cover a "normal" game it s best to say work your food resource 1." I believe thats exactly what's written in the guide. Should be common knowledge that you don't need a second copper right away if you already have one, so i did not think it was worth mentioning. He ment that in most cases you should work you food before working your first copper/horse/iron etc., not second one.
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Aug 26, 2007 7:42:30 GMT -5
IMO the single biggest problem with cats is their inability to bombard units. Second and near equal is they are too strong and immune to collateral damage. Cats where large heavy objects that had to be towed, and not designed or used to attack anything, only to bombard. If the terrain they where on was wet/soft, or rocky/hilly they where virtually immobile and thus sitting ducks. I guess the dev team wants us to think that cats where pushed headlong, crashing into the front lines of opposing forces, knocking them down like bowling pins, and crushing them under the weight of their massive wheels. WTF? That is STUPID! That almost made me want to quit playing. Thank god for Dales Combat Mod, which I have not yet used for bts. Cats like all ranged/bombard units should have more range on a hill. I.E. +1 range. There is a reason that throughout the history of warfare that the high ground was always sought out and fought hard for, it's called gravity. Firaxis is either stupid/lazy and/or cheap. They give us the bare minimum and let the modders amongst us do the the rest of the work for them. I would like to host a game soon, or play on someone else, for those of us who would like to play with the very much improved ranged combat system in Dale's Combat Mod. so where do you find this mod?
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redphoenix
Warrior
CCCAC Representative
Posts: 253
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Post by redphoenix on Mar 18, 2006 17:55:38 GMT -5
Stop enemy from getting to forests rather than to hills, #1 you can chop forest early for units etc. #2 they are a lot easier to kill if they stay on hills. (except for archers and other hill defenders) Exception is if you need the hill for the mine to get production. Anyway nice helpful tips to many I'm sure, when are you coming to play the game though? Haven't seen you aroud.
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