Qizix said:What civ and civic would you recomend to new players?
bovinda said:It maybe somewhere obvious...but is there any place (in the game, or otherwise) that explains what all the different land options are (e.g., pangaea with pressed shoreline, fractal, etc.) and what they mean?
Im definitly a buildera4phantom said:Thanks Roland, as always. Thanks also Pixiejmcc and Lord Parkin for setting me straight on fishing. It occurs to me that I've never tried to work a water tile before Fishing . . .![]()
Qizix, what kind of game are you aiming to play? Do you want to rush out and conquer your neighbors from the start? Inca, Rome, Persia. Do you want to build a huge empire and all the wonders of the world?
Roland Johansen said:There is a Civilization IV Map Scripts Guide written by the creator of the map scripts. That might be a good start. But it's also quite easy to startup a map and then take a look at it in the World Builder (CTRL - W). If you do that a few times, then you get a good idea about the qualities of a certain map type.
Samson said:I really think you are wrong here. I take notice of the cost of all improvements (I guess this is what you mean, the hammers required to build something) and it does not change.
Chops (and other worker actions) are speeded up by some things, for example serfdom with you get with feudalism. Is this what you mean? All worker actions are speeded up with an industrial era tech, steam power I think.
pixiejmcc said:Collateral damage has changed in WL. Could someone explain exactly how? Where as before each collateral damage battle was carried out in a similar way to a normal battle now, the collateral damage inflicted is standard. E.g. With catapults... an axe will always receive 0.5 (10%/hp) damage. A knight always 0.7 (7hp).
So simply put the amount of damage received goes up as strength increases however the hp lost decreases. Not well explained but i think u will understand.
And whilst on the subject of catapults. If a spear attacks a stack of catapults and elephants, it will hit an elephant. If a spear attacks a stack of archers and catapults it will hit an archer. If a spear attacks a stack of catapults and warriors it hits a warrior. Is there any rule or pattern to these discrepancies? I understand they will be taken out next patch.
This is probably best answered by Guru Roland: I am really struggling with how site from coastal tiles works. I know that you can see one tile beyond a coastal tile. but it seems u can't see an ocean tile beyond a coastal tile. Is that correct?
Oh and I worked out exactly how the sentry promotion works. It is much like a city, it is as though there is a standard unit stading on each tile adjacent to the sentry unit. So, if the sentry unit stands on a flat tile in the middle of a ring of hills he will see a long way.
And finally, I asked earlier about slavery. What i really wanted to know was (and I didn't make this very clear) How does the number of turns having an unhappy face work? It seems to me that if you slave again before the 6 turns elapse you will have another unhappy face for 6 turns plus another 6 minus the number of turns since you last slaved.
For example if u slave on the very next turn, it will last for 6 + (6-1) = 11 turns.
Thank you all for your stream of knowledge in advance.
pixiejmcc said:Since Roland has reappeared (thank God) I will bump this again. No pressure Roland.![]()
pixiejmcc said:Collateral damage has changed in WL. Could someone explain exactly how? Where as before each collateral damage battle was carried out in a similar way to a normal battle now, the collateral damage inflicted is standard. E.g. With catapults... an axe will always receive 0.5 (10%/hp) damage. A knight always 0.7 (7hp).
So simply put the amount of damage received goes up as strength increases however the hp lost decreases. Not well explained but i think u will understand.
pixiejmcc said:And whilst on the subject of catapults. If a spear attacks a stack of catapults and elephants, it will hit an elephant. If a spear attacks a stack of archers and catapults it will hit an archer. If a spear attacks a stack of catapults and warriors it hits a warrior. Is there any rule or pattern to these discrepancies? I understand they will be taken out next patch.
pixiejmcc said:This is probably best answered by Guru Roland: I am really struggling with how site from coastal tiles works. I know that you can see one tile beyond a coastal tile. but it seems u can't see an ocean tile beyond a coastal tile. Is that correct?
Oh and I worked out exactly how the sentry promotion works. It is much like a city, it is as though there is a standard unit stading on each tile adjacent to the sentry unit. So, if the sentry unit stands on a flat tile in the middle of a ring of hills he will see a long way.
Roland Johansen said:I didn't know how it worked exactly myself so I did a few minor tests in the world builder.
First I'll have to explain what are the tiles that are 'behind' another tile:
If you're standing in position A, then the Tiles marked B are 'behind' the tile marked W that you can watch. Note that a tile can be 'behind' more than one tile as is the case with the tile marked with a red B in the example below. If it is visible from one of the two W positions, then it is visible (not needed to be visible from both positions).
AWB
AWB
AWB
AB B
AWB
A
Normal units have a viewing distance of 1. All adjacent tiles to the one you're standing in can be seen. Some tiles just beyond the adjacent tiles can also be seen.
-If you are standing on a flatland tile, then you can look behind water tiles. You cannot look behind other flatland tiles, forest, hills or peaks.
-If you are standing on a hill then you can look behind flatland tiles and water tiles. You cannot look behind forests, hills or peaks.
-If you are standing on a peak tile, then you can look behind flatland, water, forest and hill tiles. You cannot look behind forested hills or peaks. (note that you cannot normally be positioned on a peak tile, however this is important to understand the units with viewing distance 2 and 3 explained further on).
-If flatlands, forests, hills or peaks are behind water tiles, then you can see them.
-If hills or peaks are behind an unforested flatland tile and you are positioned on flatlands, hills or peaks (forested or not) then you can see them.
-If peaks are behind forest or unforested hills tile and you are positioned on a hill or a peak (forested or not) then you can see them.
A unit with the sentry promotion can see tiles as if units with viewing distance 1 are standing on its tile and the 8 adjacent tiles (which can be peak tiles!).
After optics, sea units can see one sea tile further than normal (only sea tiles!). A sea unit after optics with the sentry promotion can see tiles as if sea units with optics are placed in all the 8 adjacent tiles.
Your empire has a viewing range of its own without any units present. This range is the same area that you could see if one unit (without the sentry promotion) were present in every tile that has your cultural dominance. After the invention of optics, you can see water tiles as if sea units with optics were present in all water tiles in your cultural area.
That's about it, I think.
pixiejmcc said:And finally, I asked earlier about slavery. What i really wanted to know was (and I didn't make this very clear) How does the number of turns having an unhappy face work? It seems to me that if you slave again before the 6 turns elapse you will have another unhappy face for 6 turns plus another 6 minus the number of turns since you last slaved.
For example if u slave on the very next turn, it will last for 6 + (6-1) = 11 turns.
Which of course would then have the effect of making Trebuchets even MORE powerful...Roland Johansen said:A change in warlords so that artillery type units will defend last in a stack.
Lord Parkin said:Which of course would then have the effect of making Trebuchets even MORE powerful...
Roland Johansen said:However, I don't think that I like this overprotectiveness of artillery units. I might even prefer a system where the attacker may pick its target and with a certain probability would get this target (say 25%) and with a certain probability would face the strongest defender (say 75%). Of course, all kinds of unit specific bonusses and unit promotions might alter these chances. That way, the rock-paper-scissors advantage for the defender would not be so great.
Now there's a great idea - making the "select attack" the ability of a promotion. I really, really like the sound of this.a4phantom said:I was thinking there should be something like that, maybe make it the result of a promo available to cavalry, choppers and armor. The first level promo gives you a 20% chance to hit your target rather than the strongest defender, and the second raises it to 40% or something like that.
Jughead said:Hi......this may be a dumb questionbut...... I just downloaded blue marble. Do I just install it and play the game or is there any thing that I have to do so I can see the results of the install. For Example: Mods ..to play you have to load the mod. Is the same with blue marble?
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I said it was a dumb question...lol..thanks
Lord Parkin said:Now there's a great idea - making the "select attack" the ability of a promotion. I really, really like the sound of this.
Although seeing how powerful it would be, I'd advise either making it a "late" promotion (with Combat IV or something), and/or reducing the chances, perhaps 10% for the first promotion and 20% for the second promotion. It is a highly powered ability, after all.
Also, the one unit type which should most definitely not be allowed the promotion should be artillery. That'd just make them insanely powerful, IMHO.
Roland Johansen said:It hasn't changed. A (normal unpromoted) catapult does 14 hps of collateral damage to a warrior. This will decrease its strength from 2 to (1-0.14)*2=1.72 (shown as 1.7 ingame).
This same catapult will do 4 hps of collateral damage to a modern armor. This will decrease its strength from 40 to (1-0.04) * 40 = 38.4
The decrease in strength of the modern armor is less when measured in hitpoints and is thus relatively less. But when measured in the strength value, then it's greater.
pixiejmcc said:And whilst on the subject of catapults. If a spear attacks a stack of catapults and elephants, it will hit an elephant. If a spear attacks a stack of archers and catapults it will hit an archer. If a spear attacks a stack of catapults and warriors it hits a warrior. Is there any rule or pattern to these discrepancies? I understand they will be taken out next patch.