Recent content by Aoeu

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    Balanced Game Playthrough, Strategy & Analysis

    Doesn't the game still heavily suffer from the terrible tactical AI showcased in RB3, giving the player the ability to kill 5-20 AI units for each unit he loses? Without the C++ source code and a lot of work that seems unfixable without really drastic measures like removing all units except...
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    Civ III good for a Civ IV BTS player?

    Civ3 has better graphics than Civ4? Huh? Civ3 has ugly unantialiased text and 2D-only graphics which are obviously significantly inferior to Civ4's 3D graphics. Also IMHO the "straight" view angle in Civ4 (possible thanks to 3D) makes the tile grid more intuitive than Civ3's isometric view...
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    Realism

    Civilization is a fundamentally unrealistic game, and making it realistic would be a huge endeavor, totally change it, and possibly make it impossible to play it in practice. There are some games that attempt to be more realistic (e.g. Victoria 2), but they generally don't span all human...
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    Should I but Civ 4?

    Definitely: it's pretty much better than Civ5 in all aspects, especially with the appropriate mods. Civ5 probably should be played only if you played Civ4 and want something different at the expense of a dramatic drop in the quality of the game design and AI. It is otherwise not really a...
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    RB3 - Daring Deity with Ottomans

    How about just throwing away all the gameplay and AI and replacing it with the Civilization 4 gameplay and Better BTS AI, ported to the Civ5 Lua-based engine and UI and tweaked to work with hex-based maps? Then, readd unique advantages (but with a balanced design), city states (ditto), option...
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    Disappointment - an unfortunate era for an otherwise remarkable franchise

    I think there is a wide consensus that the game is very badly designed, unbalanced and has terrible AI. Of course it has positive aspects: namely great graphics and very significant innovations. This makes the game enjoyable at least at first. Most of the people who like the game seem to...
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    A very serious exploit in this game - must be fixed

    The obvious solution is to never trade something that is paid ahead (e.g. lump sum, tech) with something per turn (gold per turn, resource). Civ4 did exactly that. Clearly, whoever designed trade for Civ5 didn't even bother to look at how all the previous Civilization games did it, and...
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    RB3 - Daring Deity with Ottomans

    What about BTS with the Better AI mod?
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    MoM-like tactical battles instead of 1UPT?

    Isn't this also true for the current 1UPT battles? (haven't tried multiplayer) In general, I fail to see how Civ multiplayer can work unless the players are also doing something else while they wait for each other. At any rate, you could enforce automatic resolution of tactical battles in...
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    MoM-like tactical battles instead of 1UPT?

    While the 1UPT concept sound cool and adds depth, it ultimately doesn't really work in the game, especially because the game becomes extremely tedious with a lot of units, and defending doesn't work as easily as it should (i.e. put a lot of defenders in the city). How about using unlimited...
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    A reasonable accomdaiton for Victory 'Movies'

    Why not just reuse the ones from Civ4? This also holds for the wonder movies.
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    A reasonable accomdaiton for Victory 'Movies'

    Why not just reuse the ones from Civ4?
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    Firaxis failed at difficulty levels - no ranting!

    Evaluating all possible tiles for improvements should be quite cheap, since it's linear in the map size. Computing the distance from any worker to any improvement is also relatively cheap (repeated Dijkstra algorithm, O(WV log V)) The hard part seems to be matching the workers with the...
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    Firaxis failed at difficulty levels - no ranting!

    I didn't mean to say that chess algorithms will necessarily work for Civ5. An for randomization, they can just remove it: combat in Civ5 is already mostly non-random as far as I can tell. Also, they could make units less fragile so that combat is less "discontinuous" and reliant on tactics...
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    Firaxis failed at difficulty levels - no ranting!

    Well, chess programs work like this: the AI is normally unbeatable (unless you are among the best players in the world), and you can win a game only by intentionally limiting the depth and quality of the analysis it performs. I'm not sure why strategy games should be different (perhaps writing...
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