flyingchicken
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There are 9920 posts in this thread (9921 now), 459 of them by Symph.
I just tried Civ 5 again considering Beyond Earth looks to be based on it. 1UPT really destroys that game, everything was designed around it and the AI can't handle it or the bottlenecks that it creates.
Iggy, representing the forces of Satan, has 666.There are 9920 posts in this thread (9921 now), 459 of them by Symph.
I just tried Civ 5 again considering Beyond Earth looks to be based on it. 1UPT really destroys that game, everything was designed around it and the AI can't handle it or the bottlenecks that it creates.
1UPT fixes the main problem with Civilization: doom stacks. Now you actually have to strategize beyond throwing a hundred units at a city.
Relevant strategies were nerfed over patches and expansions due to AI's inability to deal with them. Besides how much of a strategy is melee units front, fire support back, special units with bonuses in the middle?
1UPT led to lower production and faster tech to accommodate the little room you have to manoeuvre your own units. (and indirectly why later eras feature long turn times as AI has to call to base for every unit it moves in relation to one another and it likes to move all of them and determining where to place them just breaks the damn thing)
So you spend most of the game clicking next turn to build enough units to take a city properly without grievous losses (surrounding it best you can which with 1UPT without hex-switching is a joy to orchestrate) because cities got a massive defensive buff again for reasons of crappy AI. Game still comes down to masses of units except the AI can't pose a credible threat.
He has interesting stuff to say, shocking isn't it?Arrow Gamer said:Is it just me or is 50% of this thread Symph?
He's a biologist. Nuff' said.Ophorian said:He obviously signed his soul over to Satan in order to survive the Canadian winters.
Most of the time doom stacks are the optimal strategy. Hell when faced with collateral damage, I just build larger doom stacks.Daftpanzer said:Collateral damage would fix doom stacks. A lot of things would fix doom stacks. The main issue appears to be programming the AI to have more tricks up its sleve than doom stacks.
Hmm, well I assume Lucky wouldn't support the game lightly. So I guess it really must've improved since its initial release and all the negative reviews it got from civ vetereans - though I recall it had more positive views from people new to civ, which is also what put me off somewhat - I want a hardcore civ game![]()
I'm going to ask what difficulty you play on and in what manner you use the units. You can't play CIV 5 in the same ways as CIV 4. On lower difficulties the AI is useless, true, but that's always been the case. On higher difficulties they will routinely take cities from you and overwhelm you. You have to be cautious about where your units are in relation to others. Of course, if you came in to the game expecting the same old doom stack easy street you'd be disappointed. CIV 5, in all ways, is a superior product to any prior Civilization games.
He's a biologist. Nuff' said.
I just tried Civ 5 again considering Beyond Earth looks to be based on it. 1UPT really destroys that game, everything was designed around it and the AI can't handle it or the bottlenecks that it creates.
They tried both collateral and several other solutions in SMAC, Civ III, and Civ IV and it did absolutely nothing to fix the problem and if anything made it worse, so...Collateral damage would fix doom stacks. A lot of things would fix doom stacks. The main issue appears to be programming the AI to have more tricks up its sleve than doom stacks.
They tried both collateral and several other solutions in SMAC, Civ III, and Civ IV and it did absolutely nothing to fix the problem and if anything made it worse, so...
e: I'm sad that this apparently crushes tick count on servers:
And now you've made attack almost always superior to defense, which was another problem SMAC had, only sometimes negated in the very toughest defensive positions. So now you have to introduce defensive modifiers, defensive tile structures, units, and buildings to balance out how heavily things have just been tilted in favor of the attacker. Massive artillery/bomber stacks/spreads are also core features of Civ III, Civ IV, and Civ V, and remain the main way to win in all of them.So what you need is stacks sharing damage from any attack, with some units doing extra collateral damage. Not to the extreme of Civ 1 & 2 (where you could kill a whole stack by winning one combat), but stil significant damage being done. Artillery duels and anti-air could be triggered with adjacent units so they don't have to be on the same tile, and while aircraft could be blocked outright, artillery will always get through to do some damage.