Recent content by willebra

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    Strategic Islands (for MP)

    Well, as the Civ (3) -multiplayer-capability has wastly improved since we last played civ in MP (i.e. during the first half of 2003), I thought I'd write this note to promote the strategic map I created back then. In our lan-party-games, the map has practically eliminated the need for...
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    Strategic Islands (for MP)

    True, PTW has serious problems. (Hopefully a patch will solve issues.) However, we played a LAN-party-game for two days and the game was playable and enjoyable. (We had three out-of-synch crashes, but we could always continue from an auto-save.) In addition to many, many oddities, the...
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    Strategic Islands (for MP)

    Some additional comments (on multiplayer aspects): I created the map small, 72x62 (or was it 72x60?), so that the MP game would proceed fast. I don't know whether the game accelerates technological development in small worlds, but at least in our playtest we got riflemen around 1550: so...
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    Strategic Islands (for MP)

    The map is intended for 8 players, part of which can well be computers. We played it over one weekend with three human civs and five computer civs. Computer's were playing reagent, to make them weak. The winning startegy in that game was to 1) estblish control of your own island 2)...
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    Strategic Islands (for MP)

    This is a map created (and played) for multiplayer games with the idea that all players have equal starting locations, but so that the game would remain as civ-like as possible. Basically, the map has eight equal islands. Islands are placed so that always one another island is accessible by...
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    Civ3's random number generator

    fourfourseven: I agree, the hitpoints do already the remembering. You can alter the amount of remembering by increasing/decreasing hitpoints of all units. Armies: isn't it so that fighting in armies doesn't actually increase the chances of victory? I tought the armies only change the order...
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    Civ3's random number generator

    I think the odds for three regular swordmen winning when attacking a fortified regular spearman in a city on grassland is higher than that. You get approximately 4/5 or 80% if you assume that the spearman, buff, heals to full hitpoints after each attack (0,60*0,60*0,60, always starting each...
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    Civ3's random number generator

    In Civ3, however, there is a feature that "remembers" (some)earlier combat results and which has been included in the game for what I think is the same reason that Plume started his comment. It's the hitpoints (regulars 3 and so on). They actually reflect real world: badly damaged units...
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    City Build Style

    It's true that tight build gets you advantages: 1) better use of luxuries 2) less corruption (smaller cities + closer range) 3) less happy people problems 4) don't need to build e.g. cathedrals or hospitals On the other hand you get disadvantages: 1) you'll need to build a lot twice...
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