No mathematic way of playing!!!

Damien

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I c some players in ctp who go to windows explorer,c the programms and make graphs...what's the best ration number..the best % for taxes etc...it seems those "players" consider civ only as a programm...Moreover it ****s multiplaying coz everyone plays the same way and it f***s all the charm of civilization.
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So,plz Firaxis let the programms that allow to make scenarios in human language but all those progs that **** multiplaying...let it in binary.
 
From you abbre., misspellings and *'s I think I got the general idea of what your saying.

But that will never happen. There will always be fanatics out there editing this and configuring that and disecting this. That is their life!!!

I even hex editted a game so I could play as the barbs. And I hate doing that kind of stuff. (And it's already in binary, BTW
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This is a slight change in the subject but I think it relates...

I really hope that Civ III will not rely on silly patterns when a little bit of randomness will do. Things like the Specials pattern and the Hut pattern, and Oedo Years and Oedo Techs and now the new info on the Key Civ for research rates. While I have certainly used some of this information to my benefit, I think the game would be better served if things were less predictable.

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DEATH awaits you all...with nasty, big, pointy teeth.
 
Yes, I hope that it should be more random things and events in civ3 now in civ2 the game is almost every time mad up from the same ground pattern. Yes, the game is different every time and it's a greate game but it could be even better with more varriations and random things.

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Oedo years and techs refer to the patterns discovered by a civ fanatic who goes by the name of Oedo.

Oedo years refer to the years in which a government change will occur (thus ending the revolution/anarchy). It is not random. By knowing this pattern, you can limit your revoltions to a single turn of anarchy. This is described in a section of the War Academy

Oedo Techs refer to the pattern of which techs are made available or unavailable for you to choose when you have discovered an advance (as long as you have the prereqs). Techs are made unavailable once every three times based on how many techs you have acquired. This is a bit tougher to explain, but it basically allows you to determine which techs will be available/unavailable and plot your research accoringly. There was a discussion of it in one of our forums , but the majority of the supporting research was originally posted on apolyton. Follow the link in Smash's post to see the nitty-gritty details.

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DEATH awaits you all...with nasty, big, pointy teeth.
 
I read the odea stuff, thanks for the link Tim. That is crazy isn't it, I am a programmer myself and I know that it would be just as easy if not easier to have the number of turns as a random factor. I read the stuff on SSC that was below it, it is so simple when you think about it. Reading that makes me know that I am just a gaming amateur.
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Originally posted by Mongol Horde:
I read the odea stuff, thanks for the link Tim. That is crazy isn't it, I am a programmer myself and I know that it would be just as easy if not easier to have the number of turns as a random factor. I read the stuff on SSC that was below it, it is so simple when you think about it. Reading that makes me know that I am just a gaming amateur. <IMG SRC="http://forums.civfanatics.com/ubb/frown.gif" border=0>

There is a TON of information about this game out there. The War academy is great, and despite all the complaints about how unfriendly it is, there is some very in-depth research posted over at Apolyton. You have to figure, Civ II has been around for 5-6 years. Some people mastered it long ago, and are looking for ways to challenge themselves by "perfecting." Add to that the handy-dandy cheat mode which allows people to test hypotheses in a fairly easy and controlled manner (instead of just in game-play) and it's almost surprising it took this long to figure the stuff out!

Also keep in mind, some people have WAY too much spare time!!!

I'm a developer too, and I still don't understand the pattern thing. It's basically the same amount of effort. One is predictable, the other is not. Why choose the predictable???
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DEATH awaits you all...with nasty, big, pointy teeth.
 
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