Archon_Wing
Vote for me or die
- Joined
- Apr 3, 2005
- Messages
- 5,257
I hate that ancient age sound effect when you lose a unit.
Yeah, late game performance is an obvious one. As is often the case in software development, performance does take a back seat to other quality aspects of the game.
As for "waiting-for-other-civs" time, disabling the two game options to show enemy moves and show friendly moves will help. Also disable battle animations.
There's no point in adding a tile improvement that's never worth working anyway. You don't give the game more depth by adding non-viable options.
Still, deserts and mountains have a purpose in the game. Not only because of tile yields, but strategical importance such as border tension, city settling, choke points, barbs spawning and so on.
Desert tiles can be useful for what they DON'T do...forests will never grow on them. If tha's a tile adjacent to your city, look at it this way: you'll never have to worry about an attacker entering that tile and getting a 50% cover bonus from a forest that might decide to grow there at an inconvenient time.
Desert tiles can be useful for what they DON'T do...forests will never grow on them. If tha's a tile adjacent to your city, look at it this way: you'll never have to worry about an attacker entering that tile and getting a 50% cover bonus from a forest that might decide to grow there at an inconvenient time.
Yes, I know you can. Whether or not you should and when you should is debatable.Are you serious?
Did you know that you can (and should) chop forests?
Yes.Did you know that grassland and plains also give no defensive bonuses?
Yes.Did you know that there are also hills (to which archers and longbows get defensive bonuses) that can't be chopped?
Your questions, do you mean? Yes. This is, after all, a forum for CivFanatics...Oh my, that's just plain stupid.
That's not twisted logic, that's actually how the game works. If an enemy stack reaches a forest that borders your city, they'll get a nice defensive bonus which will make your counter-siege a lot more difficult....in your twisted logic...forests are somehow dangerous because they can border your city and an enemy can get on them and get a defensive bonus.
Yes, I know you can. Whether or not you should and when you should is debatable. Yes. Yes. Your questions, do you mean? Yes. This is, after all, a forum for CivFanatics...
That's not twisted logic, that's actually how the game works. If an enemy stack reaches a forest that borders your city, they'll get a nice defensive bonus which will make your counter-siege a lot more difficult.
I'm not saying I LOVE desert tiles, or that I go out of my way to settle near them for the rather situational benefit I mentioned above. I'm just saying that they can be of some meagre benefit, and not completely useless.
From my experience, just returning to the menu is sufficient, you don't need to completely quit the game.1) I've never had much of an issue with load times. Usually anywhere from 15-30 seconds or an advanced game. What kills me is the need to exit Civ IV and reload the entire game, then load the save, a process that takes 2 or 3 minutes. You need to do this every 5 or 6 turns once you get to the industrial age. The infamous memory allocation error that truly is the bane of this game.
See above : if you want to reload a game, go back to menu and then load game. It's much quicker than loading it from a game you've player for a while.#1 was the reason I stopped playing Civ 4. I've just assumed that the people who play Civ 4 normally have some kind of super computers or something like that.
Check "Disable tech brokering" in the options at the start of your game.My biggest problem with Civ 4, besides the technical ones, is tech trading. It's possible to get a tech from an AI civ that not all other civs have, and then just trade it around for profit.
Considering people really don't like plains tiles and similarly don't work tundra (or ice), I'm surprised people would single out desert tiles. People don't even bother with non-riverside grassland for awhile.
They're sparse enough that you can fort them all to get instant oil when it gets revealed. Maybe they should be worth 2 commerce. You still wouldn't work them except in very special cases.
Load times are the worst. For all the whine about balance, civ would be much much better if it reacted instantly.
^ forts are not useless currently as they count as cities for trade network purposes, can allow naval channels, and can base fighters, paratroopers, and nukes (!) as well as give access to strategic resources the same way an improvement does (but easier to D up against pillage).
That said, I'd like to see them be more useful outside of the niche scenarios.
Though honestly, being able to place extra planes is good enough for me.
Fort ZoC would be crazy. They'd go from being useful but not great for most games to ridiculously good in most games! Could you imagine a hill forest fort guerrilla II longbow? Now the opposing forces would either have to attack that...or expose themselves on flat ground and get destroyed. Or maybe they'd simply be forced to attack sometimes
Hill (for longbow) 50%, forest 50%, fort 50%, city (for longbow) 25%, fortify 25%, g ii 50%
6 + 6(2.5) = 21 strength...and the attacker wouldn't even be able to bombard defenses away. A handful of such longbows would shred deity stacks
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Crazy, yes, but the current system is a bit... unrealistic. Units can just walk past your units. If you would try that in real life, you would usually get an arrow through your head.