Hey now, at the gates got an update a few months ago... I think?
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# ? Aug 22, 2017 06:12 |
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# ? Jun 2, 2024 04:27 |
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Haha, I just looked and I'm an At The Gates backer, but I didn't even realize the game was playable. Bummer.
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# ? Aug 23, 2017 01:16 |
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Gyshall posted:Haha, I just looked and I'm an At The Gates backer, but I didn't even realize the game was playable. Bummer.
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# ? Aug 23, 2017 05:32 |
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When do we think an actual expansion is on the cards? Surely that's the place that they'll update the AI. It's like they can't decide if they want everyone to be a jerk or to like you - now they just spam you continuously with friendship requests then denounce you next turn and throw another friendship your way a few turns later.
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# ? Aug 23, 2017 07:18 |
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Peas and Rice posted:Jesus christ how long does it take to get a loving Mac patch out Yeah, I miss the Goon Summer game. Can't find any info on when the patch might drop either. Tofu Injection fucked around with this message at 22:40 on Aug 24, 2017 |
# ? Aug 24, 2017 22:20 |
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You don't want the patch, it added a shitload of bugs.
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# ? Aug 24, 2017 23:29 |
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Yeah I know I have the stupid thing. I also have a MP game that was just getting interesting be stalled for a month now because other people dont have the stupid thing.
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# ? Aug 25, 2017 01:40 |
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To the goons I'm playing with at the moment, I'm in the Harvey Zone here in Houston so its pretty likely I'll lose power at some point over the weekend. If it goes longer than a day my wife and I will be heading to Dallas to stay with friends until we get power restored so I'll be able to play from there, but there might be a 24-36 hour period that I'm out of pocket.
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# ? Aug 25, 2017 03:04 |
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Taear posted:It's like they can't decide if they want everyone to be a jerk or to like you - now they just spam you continuously with friendship requests then denounce you next turn and throw another friendship your way a few turns later. I just was about to post this same thing, asking if it was just me, or the AI was infinitely more bipolar than in Civ5. Turn 1: You loving suck, you piece of poo poo. You and your people will wither and rot. Turn 2: Whatup bro, let's be BFF's! Here, want tons of poo poo for 30 turns? All I want in return is a horse or something. Man oh man, you and your people are just the bees knees! Turn 3: Bro, we're loving going to war with you. Why? No reason. Also it's 450 BC and let me tell you how Nukes are the future.
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# ? Aug 25, 2017 03:28 |
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Bloody Hedgehog posted:Also it's 450 BC and let me tell you how Nukes are the future. Well he's not wrong...
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# ? Aug 25, 2017 03:54 |
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Tofu Injection posted:Yeah I know I have the stupid thing. I also have a MP game that was just getting interesting be stalled for a month now because other people dont have the stupid thing. I want that one to continue too. I'm curious if I can survive my first neighbor being Montezuma when I'm Saladin and don't have exceptional lands or anything.
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# ? Aug 25, 2017 04:18 |
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I miss big Railroad chains. I miss Colonies from Civ 3, because having a nice resource that's 1 loving tile outside your civ is frustrating. I miss competent AI, and better diplomacy. So why am I still getting the urge to play Civ 6 so much when I want all the features from the previous games?
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# ? Aug 25, 2017 19:14 |
ComposerGuy posted:To the goons I'm playing with at the moment, I'm in the Harvey Zone here in Houston so its pretty likely I'll lose power at some point over the weekend. If it goes longer than a day my wife and I will be heading to Dallas to stay with friends until we get power restored so I'll be able to play from there, but there might be a 24-36 hour period that I'm out of pocket. Stay safe. Maybe you should have built some more city walls and aquaducts? I dunno what helps with poo poo like this?
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# ? Aug 25, 2017 19:22 |
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silvergoose posted:Stay safe. Maybe you should have built some more city walls and aquaducts? I dunno what helps with poo poo like this? Walls used to stop floods in Civ 2, I think.
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# ? Aug 25, 2017 19:24 |
Gort posted:Walls used to stop floods in Civ 2, I think. In Advanced Civilization (original boardgame I've waxed on about) it's Engineering that helps with floods, Egypt was basically required to get it, and Babylon strongly encouraged. Thrace often did too if they stayed in the flood plains opposite Asia Minor instead of getting all the way down to Greece. gently caress that game is so good.
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# ? Aug 25, 2017 19:30 |
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silvergoose posted:Stay safe. Maybe you should have built some more city walls and aquaducts? I dunno what helps with poo poo like this? Nothing helps. The hurricane random event is just bullshit like that.
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# ? Aug 25, 2017 20:52 |
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The AI problem in 1UPT isn't just a matter of Getting It Good. I imagine it is predominantly a bottleneck on performance. The current fairly simple AI lags to hell later in the game on large maps with tons of units out. Making it consider how to properly assault with tons of units would likely increase the Big O by a ton and make it crawl between turns. Feel-wise, 1UPT is a lot cooler. There should probably be more ways to buff up a unit to help the AI compensate (just ways to increase strength of one along with it costing higher maint) so that there are less units total in play, which I think would help the currently simple AI. Maybe like specialised attachable units that create a 10HP shield that recharges every turn, or another that reduces ranged damage. Just something to help the AIs superior production compensate at higher difficulty s for their poor unit management. Ghetto SuperCzar fucked around with this message at 21:24 on Aug 25, 2017 |
# ? Aug 25, 2017 21:17 |
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1UPT never made any sense in Civ scale, and will never make unless they add some kind of tactical combat screen like AoW and such, which would be bad
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# ? Aug 25, 2017 21:33 |
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Elias_Maluco posted:1UPT never made any sense in Civ scale, and will never make unless they add some kind of tactical combat screen like AoW and such, which would be bad Really? I think it makes combat a lot more interesting and you actually have to plan out how you want to accomplish something. It makes terrain around cities a lot more meaningful as well. I think the biggest failing of it is just the AI, and that predominantly effects only the Really loving Good players. As someone who doesn't really read strats and only occasionally wins on Deity, I notice some really dumb things with 1UPT but the good outweighs the bad and ultimately it feels like a more rewarding experience. Playing against other humans is also a lot more interesting. I guess ultimately for me the discussion falls on whether the game should be designed around the needs of the top 5% of players being competitive against the hardest AI, and I think that is a rough sell for going back to stacks.
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# ? Aug 25, 2017 21:50 |
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There's a bunch of stuff they could have done to fix 1 UPT - make sure ranged units aren't overpowered, make sure there are lots of hexes and units move fast, make sure bad moves (looking at you, AI) aren't punished too much by city strikes and ranged attacks, let civilian units stack so you don't get tons of traffic jams... They didn't do any of that. Civ 6 has basically the same military rules as Civ 5, and surprise surprise, the AI is just as brain-dead in this one as it was in the last game.
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# ? Aug 25, 2017 21:58 |
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they did change the movement rules to be more restrictive. which just made the problem worse.
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# ? Aug 25, 2017 22:04 |
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Prav posted:they did change the movement rules to be more restrictive. which just made the problem worse. Sure, but that was a nerf to everyone except ranged units, who are the main problem.
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# ? Aug 25, 2017 22:05 |
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Ghetto SuperCzar posted:Really? I think it makes combat a lot more interesting and you actually have to plan out how you want to accomplish something. It makes terrain around cities a lot more meaningful as well. it doenst makes any sense in that scale, anyway. 1 hex in Civ represents an area equivalent to a whole loving city, and its absurd that this samne space can only hold 1 unit of spearmen or that an archer can shoot 2 hex distance. But ok, that may be a petty gripe But I really dont think is fun to have to move each unit individually and to deal with all the traffic jam 1UPT entails. Its ok by the beginning, it becomes a chore as armies get bigger later on, and wars get farther (to cross the map with a whole army and navy moving each unit individually is such a major pain in the arse and the reason I rarely go for domination victories). And then there's the fact the AI cant handle it. You dont need to be a pro player to realize that. After learning the basics of war, its simple for any average player (and I am one) to defeat much larger armies from the AI Elias_Maluco fucked around with this message at 22:51 on Aug 25, 2017 |
# ? Aug 25, 2017 22:35 |
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major civ6 cities are 4 tiles+ just for the urban core one of the things i like about civ6 is that a city can be either a single megacity a la tokyo with all the districts stacked up in one place, or an entire region of a country if you spread them out, with each district location representing a separate town in the area Prav fucked around with this message at 22:54 on Aug 25, 2017 |
# ? Aug 25, 2017 22:52 |
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Elias_Maluco posted:it doenst makes any sense in that scale, anyway. 1 hex in Civ represents an area equivalent to a whole loving city, and its absurd that this samne space can only hold 1 unit of spearmen or that an archer can shoot 2 hex distance. But ok, that may be a petty gripe I mean city tiles don't make sense at that scale either. A 1pop city as big as a 10 pop city? I'm willing to forgive that. It can get a little too micro managing in the late game when you have tons of units, which I think my suggestion of finding other ways to buff units up so you use less units total would help there as well.
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# ? Aug 25, 2017 23:44 |
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1. None of that stuff you guys are talking about works because there are just too drat many units, the only real solution is to make a unit die in every battle 2. There should not be ranged units in civ, period 3. Cities getting their own ranged attacks against anything nearby is even dumber than ranged units and should never have happened and furthermore
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# ? Aug 26, 2017 00:37 |
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Ghetto SuperCzar posted:I mean city tiles don't make sense at that scale either. A 1pop city as big as a 10 pop city? I'm willing to forgive that. How about we make a single unit called "tech + production" the higher your production and tech level the stronger your unit. Empires that have similar tech and production will be able to compete, those that fall behind will be easily overwhelmed without clever maneuvering. As the game progresses you can strengthen that unit wiht more production and better tech, but you can also choose to create additional weaker units to make your forces more nimble. Make sure they only take up one tile that way they are easy to manage, and the AI can judge relative strengths on a turn-by-turn basis and actually compete and be fun and fulfilling to play against. Meanwhile humans can look at the larger picture and out maneuver each other creating deep strategy that transcends combat and lends itself to the other game systems such as city management, expansion, espionage and empire planning. Boy that would be a fun game, maybe one day Firaxis will re-discover a square wheel sucks and go back to a round wheel so that we can have an interesting game system again.
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# ? Aug 26, 2017 05:08 |
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When Civ eliminated the need for transport ships to move your army across the seas I found it a good thing. Less micromanagement. But after playing Civ 4 for the last weeks I really don't mind it. I actually enjoy the entire logistics side of it, it's a seperate layer of strategy. And it also feels really cool to land your army to prepare for an invasion. Besides, the extra time needed to build and fill transports is still less than the time you need to move all your units individually in Civ 5+6.
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# ? Aug 26, 2017 08:32 |
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John F Bennett posted:When Civ eliminated the need for transport ships to move your army across the seas I found it a good thing. Less micromanagement. Yeah it's actually more micromanagement. Instead of moving 1 or 2 ships with all your troops in it, you have to move a dozen units individually, telling then where they need to go again every couple of turns, because something will block it's path or move into its target tile, taking care to protect each one of those helpless units from the enemy navy all along the way I really miss transport ships too
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# ? Aug 26, 2017 12:38 |
I mean maybe we could have transport on land too. Maybe call them...stacks.
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# ? Aug 26, 2017 13:48 |
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Imho remove all units from the game. Wars are instead waged by putting city production and pop (growth?) to an abstract value called "war effort", modified by tech and distance to each other. In the beginning of your turn you can spend war effort to things like flipping hexes from your opponent, capturing cities (if you control every hex around it) destroying improvements etc. Hotly contested hexes get small graphical representations of fighting units, bombs, gunfire rtc. Depending on era. I started out joking about this but upon further thought I think it might... somehow work? If a smarter person than myself designed a system around it with enough options and taking terrain, forts, supply lines etc into account. Deltasquid fucked around with this message at 14:17 on Aug 26, 2017 |
# ? Aug 26, 2017 14:13 |
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Me I dream of a civ-like game with an EU4-like combat system
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# ? Aug 26, 2017 14:33 |
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So the paradox interactive games? :v civ is turn-based and I don't know how well the mobile back-and-forth of euiv could translate.
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# ? Aug 26, 2017 14:40 |
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Most threads on this forum are comprised mainly of "this game would be better if it was this other game that I like more" posts I am no exception
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# ? Aug 26, 2017 14:44 |
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Elias_Maluco posted:Me I dream of a civ-like game with an EU4-like combat system 1 army per tile?
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# ? Aug 26, 2017 15:09 |
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*Contacts you with a deal* I absolutely refuse this deal, what can you do to make it better???? *repeats every two turns for 3000 years*
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# ? Aug 26, 2017 16:36 |
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Melee units should just have support slots for medic, ranged and siege. Medic helps heal every turn, siege helps attack cities, ranged does a little bit of damage before the start of combat. Later on add anti air as an additional slot if you want. So build robust units with a bunch of support stuff slowly or lots of base units.
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# ? Aug 27, 2017 03:08 |
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Glass of Milk posted:Melee units should just have support slots for medic, ranged and siege. Medic helps heal every turn, siege helps attack cities, ranged does a little bit of damage before the start of combat. Later on add anti air as an additional slot if you want. So build robust units with a bunch of support stuff slowly or lots of base units.
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# ? Aug 27, 2017 03:39 |
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Glass of Milk posted:Melee units should just have support slots for medic, ranged and siege. Medic helps heal every turn, siege helps attack cities, ranged does a little bit of damage before the start of combat. Later on add anti air as an additional slot if you want. So build robust units with a bunch of support stuff slowly or lots of base units. Yep, I'm down with this.
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# ? Aug 27, 2017 09:32 |
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# ? Jun 2, 2024 04:27 |
What's up with having to double declutch mods in Civ: BE anyway.
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# ? Aug 27, 2017 13:33 |