Blathergut
Jul 09, 2008, 08:48 PM
Has there been any word on when for 0.33 or what sort of goodies will be in it??...have been inspired to play again lately and am enjoying it...was just curious about 0.33.
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View Full Version : 0.33 hints? Blathergut Jul 09, 2008, 08:48 PM Has there been any word on when for 0.33 or what sort of goodies will be in it??...have been inspired to play again lately and am enjoying it...was just curious about 0.33. Nikis-Knight Jul 09, 2008, 10:09 PM One civ should play fairly differently afterwards. (especially if you play against type.) Monkeyfinger Jul 09, 2008, 10:20 PM Betting on it being the Doviello, Kael's wanted them to be city-less nomads for a while. Rex rgis of Ter Jul 09, 2008, 10:27 PM I believe we're getting a new Great Commander model. It's somewhere on the forum- I believe it is called the Polish Warlord. smjjames Jul 09, 2008, 11:13 PM speaking of .33, I wonder when it will be released? Mailbox Jul 09, 2008, 11:47 PM It seems like it could be soon, Kael doesn't have a patch after 'l' listed and has mentioned fixing bugs. smjjames Jul 09, 2008, 11:52 PM Yea, he keeps saying that he will add stuff to .33 Plus there doesn't seem to be any major bugs left in this version, aside from some wierd stuff some people seem to be having with the Amurites. civ_king Jul 10, 2008, 01:23 AM I love this game. it never ends when you think you have done all there is something more to do and 0.33 shall continue the cycle so :);):mischief: Farmer Bobathan Jul 10, 2008, 02:16 AM That's why we will all go into "update withdrawal" when ice stage is finished (maybe even when shadow is done). :lol: Fafnir13 Jul 10, 2008, 02:24 AM I'm looking forward to finally seeing the Illians in action. From the lore I've read, it ought to be quite fun seeing how they are handled. jprc Jul 10, 2008, 02:35 AM one thing I do not understand: If I am not wrong, 33 should be done around the new patch. A Civ/BTS patch seems to circulate around BUT, it is still not officially on Firaxis' web site (http://www.firaxis.com/support/support_detail.php?gameid=16&patch=1) Does it mean that Kael waits for a true and genuine version of the patch before releasing 33? hbar Jul 10, 2008, 08:03 AM one thing I do not understand: If I am not wrong, 33 should be done around the new patch. A Civ/BTS patch seems to circulate around BUT, it is still not officially on Firaxis' web site (http://www.firaxis.com/support/support_detail.php?gameid=16&patch=1) Does it mean that Kael waits for a true and genuine version of the patch before releasing 33? Well, the patch (3.17) is released officially, but the firaxis website is chronically out of date. If you do a search for it, you'll find it on all sorts of trustworthy download sites. You actually need it to play FFH with the latest patches. The in-game auto-updater even finds the patch (although it reportedly is more trouble than its worth.) Baron Von Noob Jul 10, 2008, 08:12 AM One civ should play fairly differently afterwards. (especially if you play against type.) Hmm. Could that mean more options for an evil Bannor civ with Decius as a leader ? jrandrew Jul 10, 2008, 11:25 AM Well, the patch (3.17) is released officially, but the firaxis website is chronically out of date. If you do a search for it, you'll find it on all sorts of trustworthy download sites. You actually need it to play FFH with the latest patches. The in-game auto-updater even finds the patch (although it reportedly is more trouble than its worth.) Yes, my experience with using the in-game updater was painful. Civ/BTS sat there for about an hour or so and wouldn't let me exit or quit because apparently it was "performing a patch installation." I finally killed the process. I went and found the patch file and manually downloaded it, it is pretty big (I think a couple hundred MB.) My guess is that Civ/BTS was slowly downloading it all that time, but it was kind of maddening in that there's no progress meter so you have no idea what is going on. Josh PapaMonkey Jul 10, 2008, 11:44 AM I was a bit more patient and waited about 6 hours for the patch to install using the in-game patcher. It never did and as you said, there is no way to exit out. So I eventually killed it from Windows. They need to patch their patch process! rocklikeafool Jul 10, 2008, 07:38 PM I wonder if the Lunan will be updated any? Minor Annoyance Jul 11, 2008, 12:36 AM I'd like to know ahead of time which civs are getting altered so I can put them off playing them. PacoDeth Jul 11, 2008, 06:57 AM I heard the Luchuirp are going to be upgraded where all golems start with 2 fireballs instead of one, and you get to build an Advanced Blasting Shop once you learn Engineering which upgrades all current golems to 4 Fireballs per turn. ;) :D smjjames Jul 11, 2008, 09:33 AM That has to be a rumor because that would clearly make them far more powerful than they already are. Enemies will never be able to touch them with those fireballs, and making a scorched earth policy even more literal. MiKa523 Jul 11, 2008, 09:54 AM smjjames, just take a look at the smilies ;) smjjames Jul 11, 2008, 09:58 AM It would still be damn cool though. As far as the autopatcher, I've had problems with the autopatcher not actually installing the updates even though it says it is, so I just go and download it manually from the Civ Fanatics database, which works. MagisterCultuum Jul 11, 2008, 01:00 PM Obviously it was a joke....although it has made me consider giving them a UB that gives golems twincast. I am planning to give them several new UBs that grant golems promotions, and let them cast Retrofit spells that can give them those promotions after being built. These spells will probably remove unfitting promotions (e.g., a golem cannot be both heavy and light), immobilize the golem for a turn or two, and maybe cost a little gold. kumquatelvis Jul 11, 2008, 02:50 PM Paying money to retrofit golems would be kinda cool. Although they're pretty powerful now, so you have to worry about balance issues. hbar Jul 14, 2008, 12:10 PM For retrofitting golems, perhaps you could make it so the more "features" you add to a golem, you give it a chance to break down. Have some promotion that gives 0 movement and -100% strength, and have repair remove it (with a wait of ~1-3 turns). Also, if the twincast fitting is added, perhaps a chance for critical failure that results in the golem exploding when casting and damaging the stack? Just some thoughts for balance sake. rocklikeafool Jul 14, 2008, 01:03 PM For retrofitting golems, perhaps you could make it so the more "features" you add to a golem, you give it a chance to break down. Have some promotion that gives 0 movement and -100% strength, and have repair remove it (with a wait of ~1-3 turns). Also, if the twincast fitting is added, perhaps a chance for critical failure that results in the golem exploding when casting and damaging the stack? Just some thoughts for balance sake. An alternative: An alternative could be to make it so the golems have X% of breakin down every turn and that X% increases for every feature you add. (I'm not goin to put a value on X, so jus deal with it. But for simplication purposes, assume that X=100. That makes it easier to get percentages.) So, to lay it out, your golem starts with no features and 0.1X% chance to break down. Then, with one feature, your golem has a 0.2X% chance to break down. With 3 features, that goes to 0.3X%. With 4, it jumps to 0.4X%. With 5, it jumps to 0.45X%. And it stops at 5. You can still add features, but it won't increase the chance of breakin down. Of course, you could have a promotion called "Golem Repair", which would have 3 levels. So, you'd have "Golem Repair I", "Golem Repair II", and "Golem Repair III". (Needs a better name prolly than "Golem Repair", somethin to kinda imply that there's a Luchiurp repairmen with the golem; kinda like the Flagbearer promotion for Warhammer, if anyone's familiar with it.) These promotions reduce the chance that the Golems will break down. So, "Golem Repair I", which will require 2 features, will reduce the chance of a breakdown by 0.1X%. And "Golem Repair II", which requires 3 features, will reduce it by 0.3X%. Lastly, "Golem Repair III", which requires 4 features, will reduce it by 0.4X%. So, provided you're smart and decide to pick the "Golem Repair" promotions, you should rarely, if ever, have your golems break down. The only question is...will the AI be able to handle it? Possibly. |
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