Naokaukodem
Millenary King
- Joined
- Aug 8, 2003
- Messages
- 4,298
Originally posted by nihilistvoid
This game's essence lies in its building... in its Struktur. How did Husserl put it? Back to the things themselves!
WHAT?
Originally posted by nihilistvoid
This game's essence lies in its building... in its Struktur. How did Husserl put it? Back to the things themselves!
Originally posted by general_kill
In civ 3, longbow have the same attack rating as the knight. There are many battles between the native americans and european colonies where archers and horsemen beat out muskets. Even during world war 2, Nazi supply line everywhere were often ambushed by unequipped soldiers with nothing more than a knife and the cover of darkness.
So its just a game and I dont see how there can be so many pages of useless posting on a simple combat engine that deals strickly with probabilities. Next time your modern armor lose to a musketman, imagine your tanks got stuck in tank ditches filled with gun powder and explosives when musket men shot the exhausted tank crews.
Too far. Notice that the nature of the civ series has been highly simplistic up to now. Additionally note that combat playes a purely tactical role, not a strategic one (i.e. its about statistics, not logistics --who has more of what and where it is deployed, not necessarily how it is used and the limitations on that use.Am I going too far or not far enough ?
Algorithms, so many algorithms!Originally posted by Commander Bello
a) Lethal combat:...
Having slow units retreat only once is a pretty good solution. What about having them retreat ONLY when they are attacking --as opposed to fast units that can retreat when attacking AND defending.b) Retreat...
Too complicated Bello. Personally I find that with a little rebalancing of unit stats, just having units cost citizens like you can do now works well enough. Problem is the AI doesn''t know who to use this --among many other things.c) Healing...
Originally posted by Naokaukodem
It must be Commander Bello if you want my advice, he is... weird.![]()
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Originally posted by yoshi
[...]Your solution, though clever, is definitely too complex for a game of this simple nature.
[...]
You're probably right about that --although some players can be really...uh...slow...sometimesOriginally posted by Commander Bello
If you would replace the current look of the city screen - where you see 10 heads now - with a line: 100 citizens, this would make no difference. Nobody would get confused by this.
But would it really make that big a difference to the combat system? Clearly this is an idea for Civ4. I prefer to be optimistic that there will be another Civ3 XP that will sufficiently address that issue (one of the things I suggested for C3C was a 'Combat Seed' field in the 'General' section of the Editor --so you could set the odds to your preference, which is more realistic IMO...where Civ3 is concerned).Since all the computing is done by the machine, there is almost no reason to stay with small integers.
Originally posted by Sark6354201
The problem with Civ3's combat system and my main gripe about it lies in the very origins of Civilization and it's purpose. The original Civilization was devised as a BUILDING game where WAR was meant to be minimized...
...Civilization II struck the perfect balance I believe...
...The reason why combat in Civilization III frustrates me so much is the fact that WAR has become just as important and sometimes more important than BUILDING. The problem is, Civ III's combat system was still not designed to be a full fledged and realistic mechanism that could be used in a war game per say.