1upt

Status
Not open for further replies.
You say Civ 5 is dumbed down and yet it requires higher specs. If all of these other things that you want added in (the separate tactical combat window and the mechanics that go with it, plus a couple of other things I can't remember and am too tired to go looking for), the required specs would be even higher, making Civ 5 even more inaccessable to people and reducing the sales of Civ 5. No business in their right mind would make their product more inaccessable unless they were going to charge more for their product which would in turn make it even more inaccessable. That is not how the gaming industry works.

I think this is quite the opposite way around. Loading a separate tactical map would lessen overall hardware spec. That is because of how in general zoning works. Loading a separate zone unloads the main map and all its elements and from them the processor only has to deal with the finite amount of elements in the zone. It is not a coincidence that newer games which are zoneless require more hardware resource. The other thing is, that current trends in game industry are unfavourable to the quality aspect. That a game is bad because of how industry works or because of lack of professionals doesnt really matter for me, I only look at the end result.

So to stay competative, the Civ games need to be able to be played be more people while also balancing out staying up to date on graphics, etc. The hard core gamers are the people who have the higher end machines and Civ is not geared toward the hard core gamer. It's geared toward the Civvers, who encompass a wide variety of people, many of whom aren't going to have those high end machines.

A very unfortunate trend, I hope at some point quality will superseed cheap marketing strategies.


To separate a feature from its environment, would make the feature pointless and thus useless. Additionally, the consequences and results of a feature are important because if those consequences and results of the feature cause a negative reaction, then the feature is more than useless, it is hurting the thing (I couldn't think of a better word to use) it is a part of.

Sure. That is evident.

But for the moment, I'll look at only the mechanics and controls and leave everything else out.And that brings me back to complexity. That's all these extra mechanics and controls did, make the game mor complex. While I agree that some level of comlexity is required to make a game fun, there is a limit. By the end of Civ 4, that limit and been passed.

Now this is actually something different which can be discussed and this really has little to do with 1UPT and SOD mechanical feature comparison. Ofcourse here I would argue, that removing elements of SOD in favour of 1UPT, so as to say so simplifying unit and tile relationship didnt live up to its expectations. Firaxis simply failed to make 1UPT fun to play because of these major reasons:

1) COD (carpet of doom) is a visually unpleasant subconsequence of the concrete way of implementation of 1UPT: namely putting the units on the main map. These units now cover to much of the terrain making your natural and infrastructural surroundings screwed up. This does not look good, nor does it feel good. - uncurable without alternative and more complex 1UPT mechanics.
2) In many cases (not all) moving an army requires uncreative and tedious -and so boring - micromanagement. - uncurable without alternative and more complex 1UPT mechanics.
3) Firaxis failed in AI implementation. Cureable, but you cannot know it will ever happen.
4) No more large armies. Because of 1 and 2, you are forced to keep the army small. Managing huge armies is a must to have the feeling of a large empire. The army should grow along with your empire. Otherwise I do not have the good old feeling of being an emperror.


You had to click on a bunch of different units to group them together so you could move them. When you reached your destination, you had to separate that group out into smaller groups so you could further move them or attack with them. Then you recombined part or all of the original group so you could continue to move or whatever. All the while, having to deal with the sometimes clunky UI mechanic/control that was introduced for the sole purpose of making these groups even slightly manageable.

First of all, there is a feature to the SOD (MUPT) that makes your stack move with the pace of the slowest unit if you want to move the stack as a whole. Second, this and other stuff you write maybe boring for you, but was never that much boring to me. The sort of micromanagement we are talking about is mostly dynamic and creative and does not break your immersion.


Overall, the only reason these various mechanics or controls were any good was they were needed to make SODs work. Without them, SODs would be even more hard to manage and warfare would not have been fun at all. So what you end up with is a highly complex and unfun (is that a word) system of warfare that was made slightly more manageable by adding more controls and mechanics that made the game harder to understand and get into.

Its quite subjective what is fun and what is unfun. Right? It wasnt unfun for me, and from this I donot see why was it unfun for you.

Now add environment back in. With SOD, environment was mostly irrelevant. All that mattered was who's stack was bigger and who's stack had a better makeup. Yeah if the defending stack was on a hill it would have an advantage but if the attacking stack was bigger or had a better makeup, the extra defense from the hill would be irrelevant.

Mostly correct, but:
1) The game was still fun without advanced tactics.
2) Civ5 1UPT failed to solve this issue.


Yes if you look at only the mechanics and controls, 1UPT is simpler than SOD. That doesn't mean it isn't a feature. In a car, you can have either manual windows or power windows. Both are features. Manual windows are the basic feature while power windows are a more advanced feature, but they are both still features.[/QUIOTE]

Correct. But I didnt claim that 1UPT aint a feature, I just said it is a simplification of MUPT or as to say so a simpler version of tile unit relation.
 
The solutions here are simple.

For the first problem, the same thing would happen as happned in Civ 4. I honestly don't remember what that was for sure but I think that whichever side declared was would have their unit removed from the tile. You could also still attack an enemy unit even when a friendly unit was occupying the same tile.
The problem is that with 1upt it is not guaranteed that there exists a valid tile to remove the unit to. If units are allowed to stack, there always exists at least one tile on the map were the unit maybe removed to (your last city).

With 1upt it may happen that all other tiles are occupied. (This is a rare event, but the mechanics need to be able to deal with this.

For the second problem, this is like saying the allies would have an advantage in war in Civ 4. Two allies with two SODs vs. one enemy with one SOD. It would definately make it more challenging to win but no different than what has been in previous Civ versions.
No that is very different. When tiles have only 1 unit, a tile with 2 units is almost invulnerable. The sum of two units is much greater than its parts. In civ4 allies sharing a stack of doom, simply gave the advantage of the allies having a bigger army.
 
Correct. But I didnt claim that 1UPT aint a feature, I just said it is a simplification of MUPT or as to say so a simpler version of tile unit relation.

And that is where you are wrong. As a feature 1upt is not any simpler than mupt. From a programming perspective mupt is actually simpler, because the game has to impose one less restriction.
 
And that is where you are wrong. As a feature 1upt is not any simpler than mupt. From a programming perspective mupt is actually simpler, because the game has to impose one less restriction.

Sorry, but this is a plain nonsense. And I think nobody agrees with you, so there is no need to discuss this.
 
First of all, there is a feature to the SOD (MUPT) that makes your stack move with the pace of the slowest unit if you want to move the stack as a whole. Second, this and other stuff you write maybe boring for you, but was never that much boring to me. The sort of micromanagement we are talking about is mostly dynamic and creative and does not break your immersion.
Being able to move a stack as a whole was not an intrinsic feature of mupt. (witnessed by the fact that civ2 had mupt, but did not allow you to move a stack as a whole. )So by your own rules it does not count.

Sorry, but this is a plain nonsense. And I think nobody agrees with you, so there is no need to discuss this.

Great argument there, bro!.

(Note that if you read through this thread you will find that your assertion that nobody agrees with me on this is objectively false.)
 
Great argument there, bro!.

(Note that if you read through this thread you will find that your assertion that nobody agrees with me on this is objectively false.)

Really, then show me that post you are reffering to. MUPT has a seperate vertical dimension, its like the difference between 2d and 3d. The implications of the verical dimension must include a rage of additional code for handling it even in the most simple MUPT implementation. Your blocking feature on the other hand is, heh, look here:

if (!occupied) {
//Do something
}

you donot even need an else branch, because in the other case simply nothing happens, yeaaah, what a great feature...
 
Really, then show me that post you are reffering to. MUPT has a seperate vertical dimension, its like the difference between 2d and 3d. The implications of the verical dimension must include a rage of additional code for handling it even in the most simple MUPT implementation. Your blocking feature on the other hand is, heh, look here:

if (!occupied) {
//Do something
}

you donot even need an else branch, because in the other case simply nothing happens, yeaaah, what a great feature...

If you remove that simple check, you have an (very basic) implementation of mupt. Modeling bosons is less complex than fermions due to the Pauli exclusion principle.
 
What I said was that adding a restriction (typically) makes game more complex, both for coding and for playing.

And this (my bro.) is one of the most ridiculuos statement Ive ever heard. You may call me unsupportive, but I am afraid I dont even know where to start countering a claim which is so ridiculuos. FYI: in some situations it happens that restrictions add to complexity, but saying this happens always or being typical makes no sense and is definately and objectively false.
 
If you remove that simple check, you have an (very basic) implementation of mupt. Modeling bosons is less complex than fermions due to the Pauli exclusion principle.

Yes, but so what. Point is that which Ive wrote above and in other posts.
 
And this (my bro.) is one of the most ridiculuos statement Ive ever heard. You may call me unsupportive, but I am afraid I dont even know where to start countering a claim which is so ridiculuos. FYI: in some situations it happens that restrictions add to complexity, but saying this happens always or being typical makes no sense and is definately and objectively false.

I never said always (hence the typically in the sentence).

Yes, but so what. Point is that which Ive wrote above and in other posts.

Good, so you finally agree that mupt is not intrinsically more complex than 1upt.
 
I never said always (hence the typically in the sentence).

But typically is also incorrect. In my experience restrictions in most cases simplify gameplay since these decrease the number of variations. - still I wouldnt say typically for any of directions since it all depends upon the affected system, which can be anything.



Good, so you finally agree that mupt is not intrinsically more complex than 1upt.

Look, Im talking about Civ4/5 1UPT and MUPT, and not abstractions of these notions or theoretically minimalistic implemetations of these which are not suitable for games. If you agree that these need to be handled by the player, and not just theoratical abstracions, then MUPT is harder to implement.
 
Mercury, I am a programmer with 20 years of experience in software development. Currently Im working for Siemens as a C++ programmer. One of my first works - when I was young - was a tactical game written in pascal which included random continent generator, climates, 15 AI civilizations. The game was 1UPT.

Quite simply if you have been a developer for that length time, it is utterly irresponsible and absolutely disgusting to me that you would insult the hard work of other developers. It shows an absolute lack of respect for a job you should understand the complexities of.

Even if we hypothetically grant you that all other factors of 1UPT are simpler than the following two, which implementation (1UPT or Stacks) requires more complex code to run effectively and efficiently:

1.) Path-finding
2.) AI
 
Quite simply if you have been a developer for that length time, it is utterly irresponsible and absolutely disgusting to me that you would insult the hard work of other developers. It shows an absolute lack of respect for a job you should understand the complexities of.

Even if we hypothetically grant you that all other factors of 1UPT are simpler than the following two, which implementation (1UPT or Stacks) requires more complex code to run effectively and efficiently:

1.) Path-finding
2.) AI

No problem Mercury, your style of communication disgusts me too Moderator Action: That's over the line now. and what you write is totally out of context, probably because you donot care to read the thread, just reply to isolated posts, which ofcourse you completly misunderstand.
 
Without reading all 28 pages of this thread........

I agree with your initial post. I like this version of the game much better than the previews ones.
 
Wow, I'm disappointed at how many people could spend so much time and effort debating on semantics (The exact word came to mind by reading a post here. :lol:). I just can't see why one would want something to not be called "a feature" and be called "a simplification" when just calling it that takes a poster's point across easier than having to think deeply about what word to use to express himself. The particular word used does not change the meaning behind what is being said anyway.

For me, it would suffice to say that the change from SoD to 1upt is a huge improvement. The thread started out quite fine and now it's debating on semantics of software development jargon/concepts. Jeez. :(
 
Wow, I'm disappointed at how many people could spend so much time and effort debating on semantics (The exact word came to mind by reading a post here. :lol:). I just can't see why one would want something to not be called "a feature" and be called "a simplification" when just calling it that takes a poster's point across easier than having to think deeply about what word to use to express himself. The particular word used does not change the meaning behind what is being said anyway.

For me, it would suffice to say that the change from SoD to 1upt is a huge improvement. The thread started out quite fine and now it's debating on semantics of software development jargon/concepts. Jeez. :(

But, you know, this whole topic was debated to death in previous threads. And since here, you would see nothing new, this thread would have died quite quickly unless someone doesnt throw in something special or a rarely discussed aspect :lol: like the differnce of Civ style 1UPT and MUPT in its strict sense. For me it is not fun to read over-and-over-again that "the change from SoD to 1upt is a huge improvement". How long can this be continued? A specific argument is just more interesting IMO.
 
But, you know, this whole topic was debated to death in previous threads. And since here, you would see nothing new, this thread would have died quite quickly unless someone doesnt throw in something special or a rarely discussed aspect :lol: like the differnce of Civ style 1UPT and MUPT in its strict sense. For me it is not fun to read over-and-over-again that "the change from SoD to 1upt is a huge improvement". How long can this be continued? A specific argument is just more interesting IMO.


1UPT is probably the least controversial of the changes and have routinely polled well on this site as a feature.

I think what's controversial here is your tone and your very broad and still unsubstantiated claim that 1UPT is 'simplistic' and did I mention your tone?
 
Status
Not open for further replies.
Back
Top Bottom