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MadJinn's PAC Game

Discussion in 'CivBE - General Discussions' started by Dactyl, Oct 3, 2014.

  1. ggmoyang

    ggmoyang King

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    BTW LEV Tank can't cross rivers without penalty, not really levitating... (at least they can use roads)

    And I don't see build normal road icon after magrails, is this really the case?
     
  2. Gamewizard

    Gamewizard Emperor

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    I've put over a thousand hours into Civ V...I'm just giving Firaxis the money I owe them when I buy BE.

    Also, on internal trade routes, since both cities receive bonuses, perhaps the 1 route should count as 1 for both cities. So a capital could only receive the 2 (later 3) max internal routes.
     
  3. Dactyl

    Dactyl Warlord

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    @Gamewizard, I know what you mean!
     
  4. gunnergoz

    gunnergoz Cat Herder

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    Yep, with 2,000+ hours in myself, I know exactly what you mean as well. Civ V has been an excellent long term entertainment investment for me and I look forward to BE extending those hours of fun and challenge still more.

    Are these games perfect? No, not by a long shot. And I do look forward to seeing what Civ 6 brings us, down the road. But call me a sucker for potential if you wish, but I do think BE has the potential to keep me in giggles long enough to get my money's worth out of it, and then some.
     
  5. HecatesLover

    HecatesLover Chieftain

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    I want to know what the bonuses are for positive health. From MadDjinn's stream it looks to me like it is very much possible to maintain positive health. What are the bonuses? The only tooltip I've seen so far has been some output growth for 0 to +9. If we knew the positives we could make a better comparison. Remember losing a bonus is equal to taking a penalty.
     
  6. ggmoyang

    ggmoyang King

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    +10 production and -50% intrigue at +10. +20 bonus is unknown.
     
  7. MadDjinn

    MadDjinn Deity

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    Assume Pete's numbers are the only correct ones.

    The chat asked for it. Granted, it's now off the list of choices for the next LP, meaning F-I has to go without it.

    Combat penalties seems overly bad, I agree. What 'could' happen is a scaled increase in military production costs, maintenance (maybe), etc (or back to BNW's scaled % penalty for hammers and gold).

    I would also love to see a newly occupied city (and especially razing ones) kick out rebel units every turn on a % basis until occupation is complete. Razed ones would need to kick out 1+ units and a % per pop. That would help slow a vast sweeping army from just chugging along. Perhaps making peace would slow the % chance down, giving the player/AI the option to continue for full war, but get lots of rebels, or make peace and get less rebels.
     
  8. gunnergoz

    gunnergoz Cat Herder

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    This sounds very realistic to me and I'd gladly see it incorporated. Would you see the rebels joining the opposition army (and thus controlled by the opposition player) or simply fighting under AI control against the invading faction? And what happens to them upon cessation of hostilities if they remain under AI control? Do they go off and found a Station? Firefly's Veteran Corps VA Hall? :D
     
  9. ggmoyang

    ggmoyang King

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    Now I have to fight rebels here too? Oh noes, we don't have harsh treatment!
    jk, I like that idea. Not like random rebels from capital in civ V.
     
  10. Soffacet

    Soffacet Warlord

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    If that ends up being true, then that is a vast departure from Civ5. Learning how to never go unhappy is the #1 most important thing that a Civ5 player can learn if they want to advance in difficulty level. Going negative is nearly always preventable, and is never advantageous or "acceptable."

    I would be highly disappointed if unhealthiness in CivBE stays as toothless as it currently appears to be. IMO Civ5 had it done right, I'm surprised they didn't imitate that more closely. More negative than -10 should completely halt growth. -1% production and combat effectiveness for every point of unhealth. If there aren't enough health sources in the game to support that, then more should be added.

    "Rebel units" of any kind have always been horridly clunky. Simulating resistance to occupation would be much better as city output penalties that gradually disappear.
     
  11. RonMar

    RonMar Warlord

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    For me, I just hope the text and numbers are easier to read in the game than they are in the recorded/streamed displays. I can't read the numbers on the top line and not some of the text in the quests. My glasses are only a few months old.

    Anyone else have this problem, or am I alone with this problem? I've tried to fiddle with my monitor settings, but to no appreciable improvement.

    I'm running the video at full-screen.

    Does this mean I need a new, bigger monitor?
     
  12. KrikkitTwo

    KrikkitTwo Immortal

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    I've thought that rebels would be a great idea.
    The way I would do it
    Give rebel units their own AI
    Assign rebel units to a specific city and a specific faction(whichever faction has the most influence in that city). They then try to capture that specific city and liberate it for the faction (even if the faction was at peace with the owners).
    If the city gets completely razed, then rebel units go on barb type pillage offense v. the destroyer
    If the city is captured by their faction, the rebel units join their factions side.
     
  13. AriochIV

    AriochIV Colonial Ninja

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    Pretty sure that's just a glitch. Later in the same game his LEV Tanks were crossing canyons and rivers without penalty.
     
  14. ggmoyang

    ggmoyang King

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    Nanothermite (requires Nanotechnology)
    1050 production
    +4 energy
    +30 city defense
     
  15. ggmoyang

    ggmoyang King

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    Question: Upgraded LEV Destroyer have base 10hp splash damage, and True upgrade have 15 splash damage as one of the upgrade options. These will stack and deal 25 splash damage, right?
     
  16. MadDjinn

    MadDjinn Deity

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    That is usually the case - upgrades stack rather than replace.
     
  17. Knut_Are_M

    Knut_Are_M Prince

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    does that mean that 4 lev destroyers instantly kill units that are near eachother independant of that units combat strength?
    that would be quite bad for balance. especially in sim turns.
    4 shots and 3-6 units die no matter how strong they are.

    i guess it is no worse then suicideing 5 xeno swarms into those lev destroyers. afterall 5x 20 damage still makes them instantly die. but it does make might quite weak with the 20% combat strength if there are attacks that ignore combat strength.

    It also makes it impossible to attack a harmony player with supremacy 3 and harmony 10 when they have enough production. since they can just suicide there units into yours.
    use scatter fighters to make an opening and have that xeno swarm do 20 damage each to 5 nearby units as they die.
    Supremacy 3 makes players spam roads everywhere since they are free. the combat mobility it gives you is huge.

    Suicideing xenoswarms is a sure fire way to take cities if you have the needed production since no matter the strength they do 20 damage on death. infinity strengh cities will fall like flies as will infinity strength units if the damage is truly flat.

    I would strongly recomend that you put a combat strength value on death and on splash damage and not a flat damage value.

    PS it does not seem to be that hard to stay healthy in civ BE and you can allways go prosperity or industry and build a few biowells. the +10 bonus is nice, and if the +20 bonus is a mirror of the -20 bonus then it can be quite good. +100% growth anyone or maybe +10% growth, science culture and energy.

    madjinn in your next Lets play can you go really happy lategame and show us that +20 happy bonus? all you would need is 10 in prosperity and 8 in industry and a few biowells. or just do biowells, generators, supremacy and industry 8.
     
  18. KrikkitTwo

    KrikkitTwo Immortal

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    Definitely agree there,
    The only comparable thing in Civ V was the Citadel, and those were limited and immobile.
     
  19. MadDjinn

    MadDjinn Deity

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    4 Lev Destroyers = 28 floatstone. That's pretty implausible all by itself.

    then you have to be at purity 16+ or 18 for the final upgrade.

    Also keeping in mind that there are healing bonuses/etc etc in the game.

    a per the evolved xeno swarm, they aren't banelings. You can't trigger them to explode whenever you want.
     
  20. Arkangelus

    Arkangelus Prince

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    To be honest, I was struggling a bit to see where the Lev Destroyers fitted with the tanks being ranged and the Battlesuits being the strong melee unit... but splash damage? Suddenly they look REALLY threatening, and for 7 floatstone they actually have a niche. I like.
     

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