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LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

divx posted:

Wu and Swearengen for China and USA

:perfect:

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LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Powercrazy posted:

I don't particularly care about AI, as long as they can put up a fight, especially if they are going to declare war. Only Civ4 ever got that right.

This is the core of what everyone who talks about AI improvement in this thread means.

Personally, I remain skeptical about that part even in the face of my mounting hype about this game!

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

CharlieFoxtrot posted:

The anticipation over this game has me thinking about buying BE: Rising Tide.

If I got a few hours of enjoyment from the original but slowly soured on it (mainly from reading the thread here) would I get some value ($12 to be exact) out of the expansion

If playing as the commander of a colonial naval pirate whose flagship is his loving capital city, and in which he majestically cruises across the map, making GBS threads tiny cities into the path of partially-developed tiles in order to grow rapidly sounds like twelve bucks of fun to you, then you might consider it.

I have 400 hours in Beyond Earth, about 100 of those were from before Rising Tide, and after Rising Tide came out I probably played 3-4 games as anyone but the North Sea Alliance.

I mean, seriously, imagine smug rear end in a top hat Hutama making GBS threads his pants when Deepcastle and another city are spotted chugging up through his borders to act as fleet staging areas/superheavy aircraft carriers for the invasion? Also, you can garrison a land unit in the ocean cities, so 3-range artillery of various types could actually bombard enemy cities while still in garrison (closest approach between cities is two tiles, and also as a gently caress you ocean cities claim a 1-tile radius when they move).

Of course the AI does need serious help (there were a couple of mods I used when last I played to make the enemies serious threats) in order to compete with a human player intellectually sophisticated enough to have object permanence, and it's proportionally shittier at warfare on the water vs on land to Civ V so naval-only warmonger colonies have even more of an advantage, so for sure it might not be to your taste.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Krazyface posted:

They could do the Statue of Liberty, though I understand why they might be reluctant after all the BS over de Medici.

If they do this and don't provide the Eiffel Tower as an alternate leader for France it will be such bullshit.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Non-stacking Observation Balloons is the change I'm saddest about. Goodbye, 5-range Bombards, your over-the-horizon strikes on enemy cities while still on the site of the latest conquered city will be sorely missed.

To be fair 3-range Bombards/Artillery is what I was expecting to get and won't be so bad.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

So I loaded up my current campaign for the first time after the patch last night, checked my Bombards and were pleased to see that they all had 6 range (which at the time I had assumed was from the fact that each had its own observation balloon and was adjacent to the ones assigned to the other units).

A few turns later, I was moving Field Guns around in preparation for my first war with Tomyris when I noticed they all have 6 range as well, as do my Privateers. I'm too lazy to use any mods until the Workshop comes out, so I have to assume this has something to do with the patch? Anyone had this happen?

FooF posted:

The problem is that sometimes the AI absolutely will not cede a city in a peace deal. I've been at war far longer than I ought simply because the AI is steadfast on not ceding an outlying province while I'm storming their capital. If I absolutely crush a dude, ceding a city should be on the table but more often than not, the AI won't do it for anything.

Yeah, my first war with America (as Germany) in my very first game resulted in my overlooking the fact that every city I'd taken except New York was ceded to me, and Teddy would not for love or money agree to it during the interwar period, so I wound up having to declare another war and capture the sole remaining American city of San Francisco

Teddy's defeat speech actually made me feel bad, obviously I'm still contaminated with national loyalty.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

So in the game where my field guns and bombards had 6 base range for some reason, upgrading the latter to artillery had no effect on range and upgrading to machine guns resulted in MG Corps with 5 range.

This has proven especially vexing for Tomyris, who surprise-declared me a few turns before I was going to CB-declare her, only to find out that I had been waiting for the MG upgrade to enhance the majority of my army. Not that I had much trouble wiping out her carpet of obsolete units, but Mechanized Infantry started showing up on the front presumably when she started pumping out units to replace casualties, and they take a lot of focusing to batter down. Fortunately, they tend to retreat once damaged but never far enough to get out of range of glitched MGs!

Newly-built Artillery units seem to retain the range glitch, but newly-build MG units do not. Fortunately the only reason I've been building either is to boost my army from being mostly Corps to being mostly Armies.

botany posted:

In some game a while ago I got a "naturalist" that was supposed to do something something nature park whatever. I couldn't figure out how to use him and just parked him somewhere, hoping he's become useful eventually. Then I won the game and that was that. In my latest game toward the end I noticed that Spain also had one of those guys sitting around doing nothing, so now I'm wondering what that unit is supposed to do? The Civopedia is incredibly unhelpful.

National parks have mildly-screwy rules which have to be fulfilled in order to be placed, and then on top of that you need to be concerned about Appeal as that has a pretty loving huge impact on how well they work.

Regardless, the only (I think) things they do revolve around Tourism so if you're not pursuing a cultural victory you don't really need to gently caress around with them.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Jastiger posted:

I should be able to raze any enemy city at any time.

Majestic post/avatar combo.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

I for one am psyched to be reading this exact same argument again, except with Civ V's traits cast in a positive rather than negative light.

If we are talking impossible asks, I just really want the mobile sea cities mechanic from BERT in any Civ game. I don't give a gently caress if the AI knows how to react to 3-6 endgame cities full of planes surfing into their coastal territory and stealing their tiles :black101:

With districts I don't see that coming back easily, though. RIP Deepcastle, you were the fastest possible city.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Yeah I was just going to chime in that I really, really liked the Native American late-game city art in V. I still remember the first time I stopped to take a look at a Modern Era Aztec city and thought about how cool it was.

Still steamrolled that poo poo with Artillery and Infanty but yeah, very memorable.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Ratios and Tendency posted:

You guys are aware religious units already attack each other with lightning?

Chronojam was saying let them do real damage to military units via this, I think.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Shooting Blanks posted:

All y'all not saying Beyond Earth are bad people.

Who the gently caress doesn't want to be President of three moving artificial island-arcologies with millions of inhabitants, motorboating across the map to assault an enemy coastline, making GBS threads out smaller cities to exploit resources in your wake?!

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

John F Bennett posted:

That is a very large mammoth.

Yeah my first reaction was "I knew they weren't kidding with their name but SIZE OF A CITY?!"

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Neat that the win condition is to take off in the same ship which lands founding city tiles in Beyond Earth ~

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

In BE you can circumnavigate the globe with your capitol city, which itself can be treated like a sort of supership capable of taking and dishing out incredible punishment while repairing and building more support ships and plane squadrons. Typically I would have my oldest 2-4 other cities doing the same thing, and leave colonizers in my wake to settle the territory claimed by movement of the battle fleet.

Probably not viable against players, it remains the most fun I have ever had with a Civ game.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Germany in particular can throw up some flat-out obscene production numbers.

Y’all, I’m looking at an 18-gear Hansa’s prospective 18-gear Coal Power plant and I’m not sure if polar ice is worth not doing this in every single city.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Marmaduke! posted:

Venetian Arsenal applies to all cities and ships built in your empire, so as long as you did have some cities where you wanted to build some ships, you're all good

…was it always like this?!

Last night I noticed I was getting bonus Privateers from one of my Mediterranean-coast cities on a TSL Med map, after building the Arsenal up in the channel. I figured it was a glitch where that Harbor and the Arsenal had completed on the same turn, maybe, and was disappointed that it was the city with more farmland instead of the one to the west which had half again the production and was only like 5 turns older.

Guess the next war with Rome will be even more hilariously one-sided! So far getting declared on and then pruning the aggressor back a little bit further than everyone else would like has invariably resulted in another war with a different neighbor that has the same result. Probably could have been done by now, but it’s my first really long Civ VI in over a year and I’m getting used to the City Lights mod, which I’m really digging.

Probably going to stack wonders for a culture victory, I’ve managed to score half a dozen myself (Emperor so no huge deal to get a few if you pick them ahead of time) and have got four 15+ pop Borough cities putting up 140+ gears per turn, on Marathon, so the right Atomic/Information era poo poo should be very doable. Plus the last war with Rome may have resulted in their holy city with three Wonders in it in my hands >.>

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

a pale ghost posted:

OP says this game is buggy, is that just single player or are there issues in multiplayer?

Unless your friends also have a problem in their decision trees where they will send a force to attack a city and then get confused when it turns out it has walls, then multi will be more challenging and entertaining on average than single

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

A more elegant solution might have been to allow districts and wonders to be built on strategics and luxuries, and supply them like they were the related improvement.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

The Human Crouton posted:

One of the reasons that Beyond Earth sucked so hard was that the leader abilities were boring. We thought we were going sci-fi, but one of the leaders abilities was just "+10% combat". It was also ugly and took too much work to make out anything on the screen.

I liked the spy system, and the system where being allies gave leader specific bonuses based upon the leader you were allying with though.

Rising Tide made BE for me, I was absolutely loving building up a couple of aquatic megacities and then using them as offensive support platforms, basically supercarriers plus fortresses moving a tile every 1-2 turns and repairing every actual warship as soon as they took damage. The aquatic-city faction leader's bonus which made this feasible was one of the most distinctive leader traits in the entire game!

No idea how this could be made to work with Districts, which are the single thing about VI that I like the most, but it would be pretty fucken hilarious to do the same kind of charge at an enemy's coastal cities except it's four or five tiles of interlocking districts per city, with correspondingly more slots for bonus-HP healing for the escort fleet. Talk about a nation in arms ~

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

It seems pretty unlikely that anyone who buys the full version at this late date is going to play enough to get a good idea of what the AI is consistently bad at and how to exploit it.

This is a really fun game to work out how to play, it lets you build cities on a map which fit together like puzzle pieces to get stat bonuses and means your largest population centers generally take up a large amount of map space just for themselves. Unless that sounds terrible, you're in decent territory as far as fun video games goes.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

I will never have more fun with a Civ game than I did when using my core cities as an assault element against another player's coastline. 10/10 game, no notes.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Fortunately for Civ VII they can instead just have text AIs make up people and quotes for them about the topics

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

I started Civ with V and I turned out perfectly fine!

In all seriousness going from VI to V as a new player would likely not be nearly as fun and cool as going V to VI, and the complete Civ V has to be pretty cheap even not during a sale.

I really miss mobile ocean cities from BERT and wish there was a way to have that and districts. I think a lot of the appeal was what others are talking about, having a systematized way for the map to change.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

My understanding about Civ IV is that the AI was ok at moving army stacks around, and more importantly the nature of army stacks and how units were picked to face off in what sequence papered over the AI's inability to really plan.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

If there’s a less-poo poo monthly set scenario I might reinstall and try a couple runs at it.

lmao if they’re all like this though

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

I’ll install and play a fixed thread scenario, I haven’t played in over a year and was never super great to begin with

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Yup, bunch of giant dumb babies here, no reason to stick around.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

That stream before BE’s launch when the player got the Explorer immunity Affinity bonus and then stacked all his units with Explorers to make them immune to alien melee attacks, while two of the chief devs looked on thinking “gently caress how did we not predict this”

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Yeah BE felt very cautious and suffered for it, basically offworld ciV with a tech web.

BERT introduced the best feature in any civilization game probably until the end of time: ocean settling and mobile cities. I don’t know how you’d do it with districts which are another favorite addition of mine but for a brief shining window you could roll up on someone’s coast not with your navy but with your god drat core territory.

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LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

That’s where the Sea Peoples from the Bronze Age Collapse came from

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