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Old December 8, 2003, 15:57   #391
alexman
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Quote:
Originally posted by Azaelus
* Rise of Rome scenario - the Bacchanalia should require wine, surely?
* All artillery units, tanks, Panzers, modern armour, and mech infantry - shouldn't they have the Wheeled flag, so they can't move through jungles and mountains unless there is a road?
These are realism considerations. I don't want to start with historical accuracy issues because it's a big can of worms.

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* Stealth fighter, stealth bomber - is there any reason why they don't have stealth attack?
According to my conquests.bic, they do have stealth attack. Edit: See RobC's post just before mine!
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Old December 9, 2003, 18:46   #392
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Zeus bug?
Playing a hotseat game as the French on Emperor.

I built a road from my ivory (near Besancon) all the way to Paris, then started building Zeus. The Eqyptians pillaged the road to my ivory, then took Besancon. I was still able to continue building Zeus, so I assumed Ivory was only a prerequisite to starting the wonder.

However, once I had built it, I waited and waited for some ancient cav. Given that it was over 100 years ago, I assume I won't be getting any.

I have no other ivory sources. Do you actually need ivory to get the cavalry, or is this a bug?
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Old December 9, 2003, 19:35   #393
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Well I don't know the exact rule but I captured the Statue once and got no cavalry without the ivory.
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Old December 9, 2003, 20:32   #394
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That's a neat idea - give the option "wonder effect ceases if necessary resource is unavailable".
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Old December 9, 2003, 21:21   #395
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You sure it had not become obsolete?
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Old December 9, 2003, 21:50   #396
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Quote:
Originally posted by vmxa1
You sure it had not become obsolete?
A number of people have reported no Ivory = no free units for SoZ.
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Old December 9, 2003, 22:36   #397
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Quote:
Originally posted by skywalker
That's a neat idea - give the option "wonder effect ceases if necessary resource is unavailable".
That's already how it works. If a wonder has a resource requirement and generates units, the resource is needed to build the wonder as well as to spawn the units.
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Old December 10, 2003, 06:49   #398
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Quote:
Originally posted by RobC


That's already how it works. If a wonder has a resource requirement and generates units, the resource is needed to build the wonder as well as to spawn the units.
Yes this is how it appears to be with the SoZ.

It was damn annoying really.........on Demigod I was blocked in by the Aztecs, who got an earlyish GA and were absolutely kicking ass in the game. Even though they had loads of wars they still had an immense army, and by the time I attacked (not that late) they had pikes and Medieval Infantry. I took one big city, intending to take the iron city then negotiate peace, because a long running war would no doubt kill me.

Then they built SoZ in a city I could get to but in the opposite direction.

I thought hmm, if they get some cavalry I am dead. So I took that city instead, and waited for my cavalry.............and waited..........and waited, then realised I wasn't going to get any.

In the meantime they still had iron, which dragged the war out for several more hundred years. All in all quite annoying really.
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Old December 10, 2003, 13:26   #399
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Quote:
Originally posted by kring


A number of people have reported no Ivory = no free units for SoZ.
I know that is true, I thought they had ivory and still did not get any AC.
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Old December 10, 2003, 15:22   #400
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How do all of these bugs slip through beta testing?
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Old December 10, 2003, 18:07   #401
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Bombers and Stealth Bombers should not be able to be based on carriers. Perhaps give them a bit more range but making them load on carriers is absurd.

There's a few "fixes" on this issue, you can read about them here: http://www.apolyton.net/forums/showt...hreadid=103559

but I still think this should be a default rule because taking the load/unload ability from aircraft does not work. I believe this is a bug.
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Old December 10, 2003, 20:18   #402
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Quote:
Bombers and Stealth Bombers should not be able to be based on carriers. Perhaps give them a bit more range but making them load on carriers is absurd.
This is a somewhat controversial gameplay change, not necessarily the no-brainer you make it out to be (even though I agree with you that it is a bad thing), so either don't change it or let it wait to another patch.
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Old December 10, 2003, 20:19   #403
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Quote:
Originally posted by RobC
That's already how it works. If a wonder has a resource requirement and generates units, the resource is needed to build the wonder as well as to spawn the units.
I meant for ANY wonder effect. Also, this itself should be a flag (requires resources for effect to be active).
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Old December 10, 2003, 21:24   #404
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Quote:
Originally posted by skywalker
Quote:
Bombers and Stealth Bombers should not be able to be based on carriers. Perhaps give them a bit more range but making them load on carriers is absurd.
This is a somewhat controversial gameplay change, not necessarily the no-brainer you make it out to be (even though I agree with you that it is a bad thing), so either don't change it or let it wait to another patch.
oh, I can wait
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Old December 14, 2003, 22:32   #405
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Not sure if this has been said, but can the Zone of Control chance to attack for Fortresses be put to 100%? I had ten plus enemy units waltz on by a fortress of mine, none of them getting hit by the units inside it. Forts have become better with Barricade, but the ZoC hit chance seems much too low/bugged.
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Old December 18, 2003, 09:58   #406
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Quote:
Originally posted by Master Zen

but I still think this should be a default rule because taking the load/unload ability from aircraft does not work. I believe this is a bug.


Its not a bug, it doesn't work because aircraft do not load onto the carriers they are rebased there. You can take away the rebase option from these aircraft but I would not recomend this.

in truth, Firaxis should have some representation of naval aircraft and have a flag of some sort to prevent land based air off of carriers, but I doubt that this will be addressed with a patch.
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Old December 20, 2003, 09:16   #407
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Something I would like to see that would help balance the game a lot more:

1. Free tech with Philosophy chosen randomly among all available techs.

2. Free techs from Theory of Evolution chosen randomly from all available techs (and chosen sequentially, so that it's still possible to get Atomic Theory then Electronics).

This would make the game a lot more interesting, by reducing the power of these "no-brainers" (for instance, in every game where you have a shot at Philosophy, there's no reason not to beeline for it).

There's no question that there's a problem with Theory of Evolution, and I contend a similar problem is present in the Ancient era with the new Philosophy.


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Old December 20, 2003, 09:57   #408
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Dom, I really like that idea. That would still make these good, but not, as you said, 'no-brainers'.

It would also be an easy change to implement.
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Old December 20, 2003, 10:09   #409
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Old December 20, 2003, 12:51   #410
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Great idea!
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Old December 20, 2003, 12:58   #411
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Old December 20, 2003, 16:39   #412
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Excellent.
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Old December 20, 2003, 19:29   #413
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To give credit where it's due, Jeem recently proposed this in the AU forum, which gave me the idea to post here. However, I've been campaigning for this change ever since the beta, so maybe I do deserve some credit, too.




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Old December 20, 2003, 20:16   #414
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Well, then. Jeem, that's a great idea.
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Old December 20, 2003, 21:54   #415
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Quote:
in truth, Firaxis should have some representation of naval aircraft and have a flag of some sort to prevent land based air off of carriers, but I doubt that this will be addressed with a patch.
It is actually quite simple to do right now - give them a carrying capacity, but also give them the "carry air" and "carry foot" flags. They won't carry anything and they won't load into Carriers.
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Old December 22, 2003, 04:17   #416
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Let me add my belated "great idea, Dom & Jeem"!
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Old January 2, 2004, 23:47   #417
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Haven't read through this list so excuse me if any of these have been repeated but...

For random maps, have three extra checkbox options labelled "Polar Ice Caps", "Allow X-Wrapping" and "Allow Y-Wrapping". Since this can be done for drawn/fixed maps, why can't it be done for random ones?

Make the AI know how to build/conquer/work around sea cities when that ability is enabled by the editor which it can be in case you didn't know but there's no point in having this feature if the AI can't handle it.

Also, be able to exchange techs in the "none" era with other civs unless the "Cannot be traded" box is checked - for some reason these techs cannot be traded even when it is not checked. I'd like this feature for a scenario where certain civilizations have unique techs which are prerequisites for resources which other civs can only get by trading but not by research (trading with the Indians for New World resources).
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Old January 10, 2004, 05:02   #418
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Quote:
Originally posted by Dominae
Something I would like to see that would help balance the game a lot more:

1. Free tech with Philosophy chosen randomly among all available techs.

2. Free techs from Theory of Evolution chosen randomly from all available techs (and chosen sequentially, so that it's still possible to get Atomic Theory then Electronics).

This would make the game a lot more interesting, by reducing the power of these "no-brainers" (for instance, in every game where you have a shot at Philosophy, there's no reason not to beeline for it).

There's no question that there's a problem with Theory of Evolution, and I contend a similar problem is present in the Ancient era with the new Philosophy.


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What's wrong with being able to choose? It's not like researches can't decide what they want to research in real life.
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Old January 10, 2004, 07:26   #419
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Reality Smeality. Dominae's point is that it is not balanced since the human can always beeline for Philo.
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Old January 10, 2004, 10:32   #420
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If you want other civs to beeline for Philo can't you do something with the flavours option?
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