Minor Annoyance
Deity
So did anyone else start wondering how to mod 'favors' into civ 5?
So did anyone else start wondering how to mod 'favors' into civ 5?
I think you might not be taking the curvature of planet into account. It would have to be a ballistic gun to achieve that distance. Launching ballistic projectiles at speeds enabling them to travel that far would seriously compromise the carriers capability to function as a carrier (think of the recoil of a battleship wreaking havok on the flight deck). But not only that, it also takes away space and ressources that could be used to enhance its carrier role (more anti air, better radar, stronger missile defense, another launch tube)... Either way you'd even be better off making the carrier smaller and putting the gun on another ship type.
Even using the carrier for multiple roles is a bad idea, since one good hit on the runway could make it inoperable, possibly loosing all of the aircraft (maybe redundancy is why there are two runways that cannot be used simultaneously anyway). You don't want a carrier taking fire and if you have a gun on it that can hit the enemy, chances are the enemy can retaliate.
I don't know. How far in the future is this game supposed to begin (let alone progress far enough to develop that kind of craft)?
Speculators 500 years ago probably imagined that ships of the 21st century would need giant, giant sails.
There could be any manner of technology to make them look like that. Or, you know, the artists thought it looked cool.
perhaps it is a specialized communications array (since the planes would all be remote controlled)or it is an exhaust port (which is pointed forward while the ship is active to reduce its signature t satellite targeting)
Huh... this could actually mean that the changed lighting isn't just an overall (though nice) change of the lighting effects but that we might have biome-specific lighting. That'd be a really neat way to make them distinct beyond just having different map generation.Oh, by the way, Firaxis confirmed that the screenshots are of the arid biome:
Huh... this could actually mean that the changed lighting isn't just an overall (though nice) change of the lighting effects but that we might have biome-specific lighting. That'd be a really neat way to make them distinct beyond just having different map generation.
I definitely love the variation in lightning!
However, if the lightning is indeed biom-dependent, this would mean that we will not see variability in the biomes themselves.
Personally, I would have loved if lighning would have been an independent feature at map creation.
Who sais, that a "lush biome world" can not orbit a blue dwarf as well as a red giant? It is really just a matter of distance!
For me, this would have created an even greater feeling of diversity (mathematically it definitely does...) than a biom-dependent light tinting.
(I am really not a fan of the "make everything optional"-philosophy. But in this particular case, an option for "biom-independent sun color" in the setup menu might be a nice addition. After all, it doesn't affect gameplay at all but is a mere color-change during rendering. In contrast to many other "simple" game options, this one should not involve much coding.)
i'm extremely optimistic about this game, and i'm rarely the one to point at flaws, but doesn't it seem to anybody else that this favor system is a way of covering the current diplo problems?
'I got it, this idea. We can put it in and we don't have to change any code. Very little and we just put it in and see if it works,'" Miller said.