HadesScorn
Warlord
Oh! Have you gotten past the part in DNF where it's just a screen that says "we stole investors' money"? I've spent literally days stuck at that part.
Looking closer at the total sum of outlined changes in the basic functionality of ciV then I am finding it hard to see myself rushing off to play it - let alone mod it - any time soon(if at all). So whether there is going to be a FfH3 version made for it or not, is not really a matter of great urgency on my part.
Of course they still have time to wise up and adjust some of their more ill-advised changes, but I doubt that is likely to happen.
Shush, play along.
Yeah, Valkrionn has an advance copy of Civ 5. He doesn't have much time to play it, though, in between all those Duke Nukem Forever marathons.
While your sarcasm is apparent, I nevertheless agree with you on both points.Yes, I'm sure that you know better than Firaxis what makes a good game. In fact their changes are so ill-advised that they should have made a 3rd expansion instead of a new game.
I mentioned Civ3 because those guys who never give up telling us how things were better then are as close to having an objectively wrong opinion as it is possible to be in this community. I thought there was also a parallel with your assumption that everything new is bad.
The idea that mods should be ported AS IS and that this is a highly desirable characteristic in Civ5 is preposterous. We already have FFH2, we don't need FFH2 in a new engine. Make a tribute mod instead.
The inclusion of elements traditionally associated with wargames ARE the concepts they're choosing to refine. Don't you remember Soren Johnson and his 1/3rd old, 1/3rd new and 1/3rd reworked?
I'm not blindly admiring Civ5, I'm agnostic with regard to it because we lack the required knowledge to judge it at this time. I am fully supportive of Firaxis refusal to rest on their laurels and make an unnecessary repeat sequel. Even if Civ5 turns out to be bad the attempt was good.
I also don't care about the civs in it and would be happy to have randomly generated civs and leaders. The game is what interests me, not the history associated with it.
You are missing the point, which is that there are parts of the current FfH mod (and other mods) that WOULD be desireable to include in a new version for ciV, but that simply wont be possible due to the way the revealed ciV mechanisms are reportedly going to work.
The intent to handle, reduce and maybe even completely eliminate the SoD problem is a noble and worthy task indeed, but going to the extreme of introducing seemingly hardcoded limits like "max 1 unit per tile/plot" is just shooting fleas with cannons - and it WILL generate far more new problems than it solves (and reintroduce a few old ones as well).
Of course there is always the chance that those reporting these features have misunderstood how they are actually intended to function, but now is the time to voice concerns about the currently perceived functions - since once the game goes gold (and probably even a good deal earlier than that) it will be too late to correct any unintended oversights.
Personally then I always found the 3x 1/3 argument to be a bit too arbitrary and saying little at best. In any case then afaik Soren Johnson isn't in charge of ciV anyway.
@Valkrionn:
Heh, it doesn't sound like you have been researching the status of ciV very thoroughly. Maybe you ought to aim some of that "no grounds or basis" ammo at yourself for awhile - and go read some of the previews and officially released information.![]()
Hexagons are just fine - in fact I am quite happy with this change (ditto with ranged combat). However, the "only 1 unit per tile/plot" pretty much brings us back to the days where friendly units could block friendly units (yes they can move through each other, but they still need an empty plot to end in). The SoD issue had to be dealt with certainly, but this solution is just nuts.Hexagons, one military unit per square and ranged combat could really deliver more tactical combat and kill SoDs.
The whole point of making a new version - to me at least - is that it should end up BETTER than the previous versions.No religion ...
No spying ...
No technology trading ....
Research Pacts does indeed sound like a nice idea, I don't necessarily see why one should exclude the other though (as in Research Pacts vs Tech Brokering).Research pacts may actually be an improvement.
Heh yeah you are probably right, that does seem to be their standard approach with the Civ formula.Finally, they need to leave a couple of must-have feature for the expansions, do they? Just wait a couple of years before buying, and get the patched, expanded "complete" bundle.
@Valkrionn:
Heh, it doesn't sound like you have been researching the status of ciV very thoroughly. Maybe you ought to aim some of that "no grounds or basis" ammo at yourself for awhile - and go read some of the previews and officially released information.
Maybe then we can have a more civilized debate about the confirmed changes.![]()
Hexagons are just fine - in fact I am quite happy with this change (ditto with ranged combat). However, the "only 1 unit per tile/plot" pretty much brings us back to the days where friendly units could block friendly units (yes they can move through each other, but they still need an empty plot to end in). The SoD issue had to be dealt with certainly, but this solution is just nuts.
What really worries me about the "only 1 unit per tile/plot" issue is that this may be semi-hardcoded. As in: the AI would be clueless how to handle multiple units even if someone made a mod allowing them.
The whole point of making a new version - to me at least - is that it should end up BETTER than the previous versions.
While I would agree that all these features was in dire need of an overhaul then scrapping them altogether doesn't really add towards BETTER in my mind.
Research Pacts does indeed sound like a nice idea, I don't necessarily see why one should exclude the other though (as in Research Pacts vs Tech Brokering).
Do you also wait going to the dentist until after an aching tooth has turned black - or even fallen out of your mouth altogether?I still do not think we have any room for debating it yet. None of us have actually played the game, so none of us actually know how it works out in a game. Which was my principle point.
It is called experience coupled with the ability to envisage how all the known bits are likely to work together.Again, you know this will be a problem how? Do you not think that a situation like that would have been considered by Firaxis?
The problem I have been trying to make you see is not about your OWN units, but the fact that you can block OTHER players units - including friendly ones - with the current "only 1 unit per tile/plot" mechanism."You will be able to swap a unit out with one next to it during battle"
If you can do that, surely you can do the same while just moving around, no?
It isn't all that hard to come up with far better solutions to the SoD problem than by using one that reintroduce old mobility problems, adds to micromanagement and effectively reduce the freedom of modders.On the whole, I love their solution. It brings a bit (a lot) of micro with it, but it also brings tactics into the game on a level far beyond "Build giant stack of doom, kill everyone".
I never said anything about the EXE, although I wouldn't rule it out.I really don't think they'd hardcode that in the exe. AI work is done in the DLL, which is accessible to modders. It may mean that some AI work will have to be done to allow multiple units/tile, but I'm not sure it will be necessary.
Where did you hear/read this? All the reports I have seen are clearly stating "only 1 unit per tile/plot" with no further distinctions. And even if it is true then this in itself still wont do anything to solve the main problem of blockage abuse that comes with this mechanism.You are allowed at the very least 3 units on a tile; Military, Civilian, Air.
I still don't accept that you necessarily have to exclude the enhancement of old features in order to include new ones. There is plenty of room for both new and old alike.And who are you to say that scrapping those features doesn't make room for new, BETTER features?
Lucky you then, but personally I'd rather that they had shown some innovative skills and come up with ways to improve these features rather than just tossing them aside in resignation.Honestly, Guilds and Espionage were pretty much crap. I completely approve of their removal.