reddishrecue
Deity
- Joined
- Nov 16, 2009
- Messages
- 6,503
I play on Deity and rage quit so many times.
That's right. It was gamespy that had shut down multiplayer. It is difficult to find civ 4 multiplayer these days. I couldn't even upload civ 4 into steam. If people and individuals would be able to get a multiplayer game they would have to be friends and establish a lan connection without the usual gamespy which got shut down. Gamespy had shut down and that left me without an opportunity to play civilization 4 multiplayer. I don't have any friends that want to play civilization 4 on mmultiplayer either. If If had skills I would want to play civilization 4multiplayer. I don't even want to play civilization 4 that much since civilization 5 has easier access to multiplayer than civilization 4 does. The only thing that I find entertaining about civilization 4 and keeps me coming back is the Deity difficulty which is still difficult for myself still. I've been playing civilization 4 since it came out. I bought and paid for each expansion of civilization 4 as well as the expansions that were sold and were at full price btw, beyond the sword and warlords. Not only that but colonization is also one of the expansions that looked similar to BE in civilization 5. The revolutionary difficulty in colonization is also a challenge, I imagine how difficult the Apollo difficulty would be if I would've actually had a copy of BE which also has good multiplayer access like civilization 5 does.
Civ5 is actually the perfect game, it's just on hexes, so it isn't. If it wasn't on hexes it would be a ground breaking game. Period. It is a really goodtry ,Devs, but hexes don't work. It isn't Civilization, it's micro-civ.
Now, put Civ3 scale on Civ4 game limits, rules with a Civ5 engine, tech, and diplomacy and poof Civ6.
Civ5 is actually the perfect game, it's just on hexes, so it isn't. If it wasn't on hexes it would be a ground breaking game. Period. It is a really goodtry ,Devs, but hexes don't work. It isn't Civilization, it's micro-civ.
Now, put Civ3 scale on Civ4 game limits, rules with a Civ5 engine, tech, and diplomacy and poof Civ6.
Do the hexes have to be visible? I think they could rid of them, display how many turns it would take to get to desired position, let us strategize more. And the world would be more realistic looking as well.
While Civ V has a lot of flaws, it's hard to imagine how hexes are a negative.Civ5 is actually the perfect game, it's just on hexes, so it isn't. If it wasn't on hexes it would be a ground breaking game. Period. It is a really goodtry ,Devs, but hexes don't work. It isn't Civilization, it's micro-civ.
Now, put Civ3 scale on Civ4 game limits, rules with a Civ5 engine, tech, and diplomacy and poof Civ6.
While Civ V has a lot of flaws, it's hard to imagine how hexes are a negative.
I like hexes, but the AI cant use its units properely, just discovered this on my first emp game...where korea had more units, started the war and ended up losing its capitol
... and NOT hexes vs squares.
for(iDX = -(Radius); iDX <= Radius; iDX++)
{
for(iDY = -(Radius); iDY <= Radius; iDY++)
{
pNearbyPlot = plotXY(pPlot->getX(), pPlot->getY(), iDX, iDY);
// do stuff
To be fair, the design team who worked on Civ5 was completely different from the team who worked on Civ4; AFAIK, this was the second time in Civ history that such a major team shift happened, with the first one being Civ2 -> Civ3 (which happened because Firaxis was founded after Civ2 was made).1 UPT is really the biggest problem in CiV. I always wonder what those programmers are thinking. They develop a beautifully good game (CIV) and then, next time, instead of simply improving the graphics and fixing the bugs, they think “we must do everything different to before“ .
Additionally, I don't know, why Programmers only listen to the community of their games, if one catches them with going on mass-strike and don't buy their newest game. I know only 1 game, where the Creaters invited 20 top gamers for a week to speak with the over developement, that was in Elder Scrolls Online. In that game though, the decision for that came too late so it's free to play know, after only half a year.![]()
And the computational gains with hexes aren't as clear, either: a nested for loop through hexes either requires that plot distance be checked on each loop to discard the iterations where iDX and iDY combined produce a hex that is outside of the radius (eg. when both iDX and iDY are -Radius or Radius), or the nested for loop needs to be set up in a way that makes sure those hexes aren't ever selected (via manipulation of the inner for loop's start and end values). Either way, you're adding an extra set of calculations to the loop, which means that if the loop's contents are small enough, it's actually faster to iterate through them if tiles were squares instead of hexes.I agree & second this. It is only somewhat more computationally expensive (note: it is perfectly accurate, and does not affect the quality of AI logic).
A quick reference on how a game would loop around a tile/plot:
Spoiler :Code:for(iDX = -(Radius); iDX <= Radius; iDX++) { for(iDY = -(Radius); iDY <= Radius; iDY++) { pNearbyPlot = plotXY(pPlot->getX(), pPlot->getY(), iDX, iDY); // do stuff
1 UPT is really the biggest problem in CiV. I always wonder what those programmers are thinking. They develop a beautifully good game (CIV) and then, next time, instead of simply improving the graphics and fixing the bugs, they think we must do everything different to before .
Additionally, I don't know, why Programmers only listen to the community of their games, if one catches them with going on mass-strike and don't buy their newest game. I know only 1 game, where the Creaters invited 20 top gamers for a week to speak with the over developement, that was in Elder Scrolls Online. In that game though, the decision for that came too late so it's free to play know, after only half a year.![]()
As a final note, don't be mad at the programmers: if you read CivBE's credits, you'll find that non-QA, non-programmers (artists, writers, producers, designers) outnumbered programmers roughly 4:1. You can't expect to power an SUV properly with a two cylinder motor.
1 UPT is really the biggest problem in CiV. I always wonder what those programmers are thinking. They develop a beautifully good game (CIV) and then, next time, instead of simply improving the graphics and fixing the bugs, they think we must do everything different to before .
Additionally, I don't know, why Programmers only listen to the community of their games, if one catches them with going on mass-strike and don't buy their newest game. I know only 1 game, where the Creaters invited 20 top gamers for a week to speak with the over developement, that was in Elder Scrolls Online. In that game though, the decision for that came too late so it's free to play know, after only half a year.![]()
Nice to see you post again TMITThey have somewhat different emphasis. IV's AI isn't "better", it's just more threatening because on high levels it can stack up dozens or even hundreds of units on one tile and attack you with that, and before nukes it's not easy to mitigate such numbers. In V you get stuff like citadels and rough terrain that the AI can't handle and you can melt it, so its raw #s are less threatening.
Nice to see you post again TMIT. I thought, you had left CFC for good
.