View Full Version : Continous/Realtime


Skybuck
Sep 21, 2005, 05:51 AM
Hi,

A well known cheat/exploit in Civ3 Conquest is waiting for the turn to almost end, then move your stack to the enemy, then the turn ends, and then you can move again. This surprises the enemy and now he will have no time to react to it.

This is ofcourse unrealistic since in realtime he would have had more time to react...

So "ditch" the timer and make Civ4 work in continous/realtime, this would also be better for the speed of the game since slow players simply fall behind and get illiminated... ofcourse as the game gets larger the time should move maybe a bit more slowly to allow more moves/orders etc... (or maybe not ;))

This would be the disadventage of becoming to large ;)

Or a player could have like some "matrix/bullit time" where he can make time move slowly in case of emergency ;) ofcourse this bullit time gets drained and later repleneshed..

Bye,
Skybuck.

Sullla
Sep 21, 2005, 08:30 AM
Once the game becomes real-time, it ceases to be Civilization and becomes yet another RTS. I don't think that's really what most Civ fans would like to see.

Instead, far better would be to attack the problem directly. Don't allow units that moved right at the end of one turn to move again for a certain amount of time on the next turn. Rather than revamp the entire game, it would be far better to come up with a solution to the double-move. :)

Chibiabos
Sep 22, 2005, 12:13 AM
RTS is such a contradiction. "Turnless" would be more accurate. RTS would imply it 'is' realtime -- 1 IRL minute = 1 in-game minute.

Stupid humans with stupid labels to abuse words so they no longer mean anything ...

sassoundwave
Sep 22, 2005, 02:50 AM
A well known cheat/exploit in Civ3 Conquest is waiting for the turn to almost end, then move your stack to the enemy, then the turn ends, and then you can move again. This surprises the enemy and now he will have no time to react to it.

I don't quite see how that works. Why would you be able to move again after your turn is over?

Crayton
Sep 22, 2005, 08:55 AM
I think he is referring to one of the multiplayer modes.

Another solution would be to give each unit a turn timer. After moving, a visible timer is displayed to show when that unit will be able to move again. Cities could likewise have their own individual timers. For anybody who has played kungfuchess, this idea should be familiar. Viola! No more double moves yet more flexibility by removing the universal "turn".

Skybuck
Sep 25, 2005, 08:29 PM
Oh my god, you never played multiplayer ? gje.

Well it works like this:

Multiplayer games are usually "simoltanous". That means everybody can move at the same time. Everybody's turn happens at the same time. So it's already kinda realtime etc.

The game still has turns to prevent players from endlesslly moving their units....

So each unit can be moved only once per turn etc... So you have to wait until the next turn before it can be moved again.

Now smart/dirty players lol. Will simply wait until the turn is almost over and then quickly moving their units... then the turns ends and they can again quickly move their units.

The enemy is surprised and doesnt have any time to react.

So my complaint with that is that in real life this couldn't have happened so fast.

In real life the tanks for example or whatever would have been spotted and the enemy could mirror it etc...

So the multiplayer game in simoultanous mode is already kinda realtime. Though civ doesnt happen minute by minute... it happens years by year etc... Or something like that ;)

So for all the players out there who did play civ3 conquest multiplayer ask yourself the following question:

What is the use of the timer ???

That is a very good question...

The question is more or less answered above:

It's to prevent units from moving continously to the enemy.

For example. A player might be in diplomacy etc... a player has to do other things as well.

In practice the timer doesnt really help. Time is wasting... I always keep my diplomacy screen is short as possible. And chat as short as possible. Time = valuable. Especially in fast games.

So at first the timer doesnt really help because of this exploit and because the enemy can simply have multiple attack stacks... or because it's one gigant stack and you simply can't bring any reenforcements... especially not on a slow pc... Fast pc's can bring in reinforcements... sometimes.

So there are three possible solutions:

1. Do nothing about it and simply let is drag on for ever ;)
2. Remove the timer which helps little to not at all and simply let everything happen in slow motion.
3. Use the solution presented above. Give each unit a timer etc...

I would like the timer gone I think because it would speed up the game a bit.

Now players can simply delay the game by waiting until the turn has ended etc..

Personally I really really hate waiting in every aspect of life lol. But in the game I dont mind so much but I still find it annoying sometimes.

So I would like to get on with it and simply go for realtime or slow motion or something like that ;)

Get used to the paste =D or beat it :D

Bye,
Skybuck.