Found a new preview...

Originally posted by Hygro
Xen, why arent you jumping for joy?

Hehe, Xen was so self-assured that he isn't surprised!:D


EDIT:

Oh, never mind...:rolleyes:
 
I'm so happy I needed a new thread to express my self.... :D but needless to say, I'm happy, very. very happy :D

@Civrules
I wasnt surprised to be honest, just that the great news came so soon, and is a great cap to an otherwise good week... well, and the fact that I was never compleatley sure that they would be in, even after that mention of them in the Game-blank- (I forgot who mentioned 'em) preview...
 
I think you misunderstand how a PRNG (Pseudo-random number generator) works.
I do understand how it works, I just used the wrong terminology. By pre-set I meant that the game saves the random seed after the randomizer has 'rolled the dice'. I'd completely forgotten about the 'Save Random Seed Option' included in the patch --I must admit that the last time I played Civ3 was just to test the new options available in PTW and the 1.27f patch (I haven't played since that disturbing experience, so you'll have to excuse me for being a little rusty when it comes to CIV-talk). Yes, the new combat options are probably unrelated. Any thoughts on what they might be?

What exactly will this accomplish? Unless they allow ships to fight while in port, which will promote more ships in port!
I think there may be a grammatical error here, but I think you are questioning the logic behind having a rule that doubles damage to ships in port, which then causes players to keep them at sea, thus those ships can never be caught by surprise anyway, which makes the rule redundant (?). The programmers at Atari will probably forget to ensure that the AI also keeps its ships at sea so as not to be caught off guard, so human players will get the chance to take out AI ships in port just the same. I think this change was oriented more towards Multiplayer rather than Singeplayer, so this new rule will probably have it's intended effect.
What the people at Civs R Us clearly forgot is that the reason why a navy leaves its ships in port is because maintenance is less, the crew gets shore-leave and there are no fuel or supply costs involved --if it weren't for these things, Pearl Harbour would probably not have happened. Unfortunately Civ3 units have no Fuel/storage limit (no limit on range), maintenance is the same for all units (let alone those inside or outside of a city), and units do not become unhappy at being outside of friendly territory for too long (i.e. no unit 'war weariness'). For these reasons, the new system works for gameplay...if not in reality.
Of course, there is still one reason to risk keeping your Battleships in port: Submarines.

BTW, don't take the 'grammatical error' thing the wrong way. If I were writing this on Word, most of the sentences in my posts would probably be underlined in green (if not red)!


----------------------------------------------------------------------------------
To the Byzantium-obsessed posters:
Not that I have anything against the Byzantines but please, stop with the Byzantium talk already, it's driving me nuts! There IS a 'New Civs' thread, you know.
 
To stop talking about Byzantines would defeat one of my other forum agendas, spam, you'll see less talk about Broad Byzantine civilization, and more in depth focus on them, but over all, now that Byzantium has been assured some sort of place in the game, I can slowlly stop now...

Moderator Action: So the spammer admits it. Here's a way to stop your spam immediately. 3 day vacation to cool off with the spamming.
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Originally posted by The_Great_Apple

What exactly will this accomplish? Unless they allow ships to fight while in port, which will promote more ships in port!
Just to clear up this rather confusing statement of mine... At the moment the rules do not allow a ship which is in port to be attacked, at all. Any ship caught in port when invaders arrive is destroyed, and the only instance when a ship in port can be used in combat is when it is attacking an enemy ship just outside the port. The rule change therefore would have little effect, as ships rarely ever will have to opportunity to fight while in port.

To make this new rule effective they could allow ships to fight in defence of a town, but with double damage taken to them. This, although bad, is preferable to the defender, as the ships get something, rather than just dieing, therefore haveing a ship in port would be better for the defender than in PTW, thus promoting ships in port!

The problem with aircraft is similar. An aircraft, under the current rules, can never be attacked, so having it take double damage when attacked wouldn't achieve anything!
 
Originally posted by The Last Conformist
Supposedly, it'll be possible to hit ships (and possibly aircraft) in cities using bombardment units. This to faciliate Pearl Harbour-like attacks against fleets in port.

True, but unless they change default lethal bombardment, these ships are still invulnverable to bombardment killing them, and as they are in port can quickly repair any damage done to them, a possably still counter bombard.
 
True, but unless they change default lethal bombardment, these ships are still invulnverable to bombardment killing them, and as they are in port can quickly repair any damage done to them, a possably still counter bombard.
I see your point. Really this is more of a problem with bombardment and quick-healing units rather than the new game rule.
I've never liked the fact that units in cities are able to repair themselves in a turn --this is due to the fact that because of the new hit point system, they don't have much to repair (unlike Civ2's 100 point health bar). As for the fact that you can't bombard units when they are in the red, it does prevent players from just bombarding their way through the game thus forcing them to sent in the troops to finish the job, but it can be something of a hinderance in situations like the one you just mentioned; i.e. if your lethal bombardment doesn't work the first time, you lose your chance to destroy the unit. As far as C3C is concerned, I think that I can safetly say that neither of these two things will be addressed.

i was hoping for more info out of this new previe
This preview doesn't include everything that's been released on C3C, but it does cover most of the big points. The reason why you may find it lacking is that C3C itself is probably not going to include much more than what has been mentioned in previews Civ3 didn't, PTW didn't, so you can be pretty sure Conquests isn't going to either; i.e. based on previews for the other two releases, the final products included little more (although developpers like to wet player's appetites by saying "these are just a few of the things we're including, " and then it turns out that the game doesn't). This thing's supposed to be released in October, and that's just around the corner. At this point it's assumed little more is going to be added/changed in Conquests. But here's hoping.
BTW, as far as I'm concerned, C3C's greatest achievement would be to just get Civ3 to run better (i.e. general fixes, faster turn rates, eliminating pausing during unit moves, ect.). (Oh, and most importantly, changes to the AI --this has tended to slow the game down considerably in the past (e.g. repeatedly fortifying its units). The PTW 1.27f patch didn't do much to aleviate this.) Although I would very much have liked to see work done in the Editor in the way of settings and events scripting as well, these things won't make the game more interesting for many players thus this will not make the game more profitable, thus one can assume that as far as developers are concerned, it's not worth contemplating. The only exception would be if additions like that were made flexible enough that many of the hard-line Civ2 would make the switch over to Civ3, thus profitabiliy would go up a small notch --on second thought, this probably woudn't work because many of those players probably did buy Civ3 initially, were displeased with the product and went back to modding Civ2!
 
Originally posted by yoshi

I've never liked the fact that units in cities are able to repair themselves in a turn --this is due to the fact that because of the new hit point system, they don't have much to repair (unlike Civ2's 100 point health bar).

No, more often the AI has actually build barracks and harbors, which fully heal units no matter what (even if you modded the game to have 100 hps per unit).
 
I meant that if you have a unit in the yellow it will heal to green in one turn --so unit's in the red don't take much longer; i.e. a unit is either ibn the red, yellow or green --I meant health points, not hit points, sorry. This is all without health modifiers in place. BTW, personally I never liked the fact that improvements fully heal units, since it gives defenders too much of an advantage.
 
Has someone been able to take pictures or recorded the show?
I'm curious about how the have pictured Theodora and William (without the s at the end I presume like Thunderfall wrote), especially the last. Because it is mentioned that Willliam is a king as leader it can't be the first William of Orange and founder of the nation (all William leaders after him were called William of Orange, even our nowadays Crownprince is called that way). He never was a king but a Stadtholder. We were a republic in those days!. We became a monarchy in 1815, after Napoleon was thrown out again of the country, so then it must be one of the only 3 King William's we've got and they all lived in the 19th century and weren't that special. Or Atari/Firaxis made a mistake and they ment the original William and made him king all of a sudden, so I'm a bit confused.
 
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