Mirc
Not mIRC!!!
I haven't tried it yet. I remember what happened when I tried to patch civ3. Anyway, it happens usually in my games that when I build a wonder, the game crashes. Sometimes it doesn't. I hope the patch fixed this. Trying it soon.
hclass said:The problem is it becomesmore and more restrictive:
What you can't (which you can in earlier ver) is much more than what you can (which is only available in current ver). The extend is deteriorating from Civ2 to Civ3 and from Civ3 to Civ4
In the name of "making the game more challenging", "removing exploits" or "to prevent overkilling power" and so on, many features are removed or being limited in the way player can use it... So yes eventually everyone has to go with "exact same strategy" or similar way of playing in every game.
The worst part is the group of Civ fans who like "Building of big empire" is totally forgone by the game designer. A big empire of many cities is quite impossible to be managed in Civ3 and it is now even worst, it is impossible to establish a huge empire with a lot of cities. I am not talking about expending with the ICS strategy, I am talking about building in a reasonable pace, picking all reasonable location for cities and progressively building a real BIG empire (under EPIC or the newly introduced Marathon mode)
MadMaligor said:I am almost finished with my first marathon on a lakes map. I dont see what your talking about. Its true that its not an easy road to take but I have an empire now of 28 cities and growing.
hclass said:I am sorry, it is my mistake, I should have mentioned about BIG/HUGE map when building BIG empire. In that case, I strongly feel 28+ cities is small in quantity and therefore an empire contains that many won't give me a sense of being BIG.
MadMaligor said:The way the economic factors impact growth (especially huge spikes with multiple settlers establishing cities in and around the same time) is not your cup of tea.
You see, the point is you wanted the "rush" being moderated not the "total #settlers built" being reduced. So the control should not based on existing #settlers but how many settlers built over a fix #turns. (this is what I call rate of increment). So again, simple restriction, like impose "difficulty" of building a single settler is again STUPID. The restriction should be based on the "rate of increment" on the #settlers built (existing cities are considered as used settlers)MadMaligor said:The problem though would be how would you counter a settler rush by the AI if there were less restrictions on its expansion?
Yes, ICS.MadMaligor said:I could see some of the expansionist computer controlled civs dominating early and fast especially at prince difficulty or above.
In fact Firaxis does not need a lot of ways to stop it, one change to the factor of maintenance cost formula will do - the magic is the term "rate of increment"MadMaligor said:There would be little you could do to stop it, especially on huge maps.
Note: This patch is for all versions of Civilization IV with the exception of the Direct2Drive version.