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"Fishman >

External


Since: Jan 14, 2005
Posts: 49



(Msg. 1) Posted: Tue Aug 08, 2006 10:55 am
Post subject: Warlords
Archived from groups: alt>games>civ3 (more info?)

A couple of changes I noticed.

Marines cant be upgraded to Mech. Inf's anymore.
Castles become obsolete with Economics.

Scenarios.
Vikings - Cant build Norse Missionary.
A bug or feature?

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Jeffery S. Jones

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Since: Jun 10, 2004
Posts: 252



(Msg. 2) Posted: Tue Aug 08, 2006 10:55 am
Post subject: Re: Warlords [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Tue, 08 Aug 2006 13:20:12 GMT, "Fishman ><\(\(\(°>"
<nospam RemoveThis @butfish.com> wrote:

>A couple of changes I noticed.
>
>Marines cant be upgraded to Mech. Inf's anymore.
>Castles become obsolete with Economics.

There are lots of subtle changes like that.

>Scenarios.
>Vikings - Cant build Norse Missionary.
>A bug or feature?

Since they can't be used in any other scenario, I'd say bug. But
you don't need them in order to win. All of your original cities are
Norse already, and you can't make settlers. Conquered cities
shouldn't be easy to convert (and thus make happier). OTOH, I didn't
notice any Christian missionaries either.

The Vikings scenario is interesting but it has a significant bug in
the way the red "ransomed" city circles disappear. I used the
strategy layer to mark which cities I'd taken and ransomed. It would
be pretty easy to accidentally retake a city, and thus lose the
ability to ransom (and practically speaking, the ability to win the
game) without some way to keep track of this.

If you capture a city and keep it, you no longer can ransom cities
from that nation but can continue to do so from other nations. I
didn't try razing any cities, so I don't know how that affects
ransoming.

I found the treasure search to be not worthwhile. Out of 9 treasure
locations researched, I only saw two, and only captured one. All that
money spent researching would have been worthwhile if the treasure
paid well enough. I don't know if they all pay the same, but I got
about 2000 for the one I retrieved. Taking a couple big towns pays
that, and so would taking gold instead of science. Is there some
trick to make it easier to locate the things before they disappear --
or before the AI takes it? Does the AI do anything with them?


--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>

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"Fishman >

External


Since: Jan 14, 2005
Posts: 49



(Msg. 3) Posted: Tue Aug 08, 2006 4:18 pm
Post subject: Re: Warlords [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Jeffery S. Jones" <jeffsj RemoveThis @execpc.com> wrote in message
news:2a9hd21lgj9oq3o9isscofrd7as3u77rod@4ax.com...
> On Tue, 08 Aug 2006 13:20:12 GMT, "Fishman ><\(\(\(°>"
> <nospam RemoveThis @butfish.com> wrote:
>
>>A couple of changes I noticed.
>>
>>Marines cant be upgraded to Mech. Inf's anymore.
>>Castles become obsolete with Economics.
>
> There are lots of subtle changes like that.
>
>>Scenarios.
>>Vikings - Cant build Norse Missionary.
>>A bug or feature?
>
> Since they can't be used in any other scenario, I'd say bug. But
> you don't need them in order to win. All of your original cities are
> Norse already, and you can't make settlers. Conquered cities
> shouldn't be easy to convert (and thus make happier). OTOH, I didn't
> notice any Christian missionaries either.
>
> The Vikings scenario is interesting but it has a significant bug in
> the way the red "ransomed" city circles disappear. I used the
> strategy layer to mark which cities I'd taken and ransomed. It would
> be pretty easy to accidentally retake a city, and thus lose the
> ability to ransom (and practically speaking, the ability to win the
> game) without some way to keep track of this.
>
> If you capture a city and keep it, you no longer can ransom cities
> from that nation but can continue to do so from other nations. I
> didn't try razing any cities, so I don't know how that affects
> ransoming.
>
> I found the treasure search to be not worthwhile. Out of 9 treasure
> locations researched, I only saw two, and only captured one. All that
> money spent researching would have been worthwhile if the treasure
> paid well enough. I don't know if they all pay the same, but I got
> about 2000 for the one I retrieved. Taking a couple big towns pays
> that, and so would taking gold instead of science. Is there some
> trick to make it easier to locate the things before they disappear --
> or before the AI takes it? Does the AI do anything with them?
>
>
> --
> *-__Jeffery Jones__________| *Starfire* |____________________-*
> ** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
> *Starfire Design Studio* <http://www.starfiredesign.com/>

Vikings scenario:
I found the treasures a waste of research too.
Reasearch would give clue only to location - i.e. Central Europe
Usually you couldn't see them and if you could they seemed to vanish at next
turn.

Money didn't increase with subsequent treasures.
I did get several - used CTRL + W to see them (cheating)

IMO, once research for a treasure location is completed that treasure should
remain visible until returned to a capital city.
(even if it's in unexplored black territory)

The ransom city red ring vanishing is a total pain and is certainly a bug.
You mentioned you used the strategy layer to mark ransomed cities?
What is this?

What other subtle changes have you noticed to normal gameplay?

Seems to me that quite a few features of the Warlords expansion have origins
in the Age of Empires series that I used to play.
The Rise of Rome scenario is very similiar, however in AoE the unique Roman
foot soldiers had the ability to build roads!
I'd half expected the Viking Berserkers to be self healing as with AoE.
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Jeffery S. Jones

External


Since: Jun 10, 2004
Posts: 252



(Msg. 4) Posted: Wed Aug 09, 2006 3:21 pm
Post subject: Re: Warlords [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Tue, 08 Aug 2006 16:18:24 GMT, "Fishman ><\(\(\(°>"
<nospam.DeleteThis@butfish.com> wrote:

>
>"Jeffery S. Jones" <jeffsj.DeleteThis@execpc.com> wrote in message
>news:2a9hd21lgj9oq3o9isscofrd7as3u77rod@4ax.com...
>> On Tue, 08 Aug 2006 13:20:12 GMT, "Fishman ><\(\(\(°>"
>> <nospam.DeleteThis@butfish.com> wrote:
>>
>>>A couple of changes I noticed.
>>>
>>>Marines cant be upgraded to Mech. Inf's anymore.
>>>Castles become obsolete with Economics.
>>
>> There are lots of subtle changes like that.
>>
>>>Scenarios.
>>>Vikings - Cant build Norse Missionary.
>>>A bug or feature?
>>
>> Since they can't be used in any other scenario, I'd say bug. But
>> you don't need them in order to win. All of your original cities are
>> Norse already, and you can't make settlers. Conquered cities
>> shouldn't be easy to convert (and thus make happier). OTOH, I didn't
>> notice any Christian missionaries either.
>>
>> The Vikings scenario is interesting but it has a significant bug in
>> the way the red "ransomed" city circles disappear. I used the
>> strategy layer to mark which cities I'd taken and ransomed. It would
>> be pretty easy to accidentally retake a city, and thus lose the
>> ability to ransom (and practically speaking, the ability to win the
>> game) without some way to keep track of this.
>>
>> If you capture a city and keep it, you no longer can ransom cities
>> from that nation but can continue to do so from other nations. I
>> didn't try razing any cities, so I don't know how that affects
>> ransoming.
>>
>> I found the treasure search to be not worthwhile. Out of 9 treasure
>> locations researched, I only saw two, and only captured one. All that
>> money spent researching would have been worthwhile if the treasure
>> paid well enough. I don't know if they all pay the same, but I got
>> about 2000 for the one I retrieved. Taking a couple big towns pays
>> that, and so would taking gold instead of science. Is there some
>> trick to make it easier to locate the things before they disappear --
>> or before the AI takes it? Does the AI do anything with them?
>>
>>
>>
>
>Vikings scenario:
>I found the treasures a waste of research too.
>Reasearch would give clue only to location - i.e. Central Europe
>Usually you couldn't see them and if you could they seemed to vanish at next
>turn.

My guess, based on one I noticed disappear, is that an AI unit moves
onto it and takes it.

>Money didn't increase with subsequent treasures.
>I did get several - used CTRL + W to see them (cheating)

Without cheating, you'd need a lot of units to have much hope of
getting a treasure. The only way it makes sense to try for them is if
you get a great person and have no better use for that.

>IMO, once research for a treasure location is completed that treasure should
>remain visible until returned to a capital city.
>(even if it's in unexplored black territory)
>
>The ransom city red ring vanishing is a total pain and is certainly a bug.
>You mentioned you used the strategy layer to mark ransomed cities?
>What is this?

Globe view, first button. It is normally intended to mark things for
multiplayer. But it also works fine to make notes on the map in any
game. In this scenario, it compensates for the bug, as long as you
remember to do it before the circles disappear. Save and reload
erases the circles.

Oh, another bug, for those of you that haven't hit it yet: if you
reload after capturing a city which was ransomsed, without quitting
the game first, you'll still be counted as having broken your word.
Other scenarios may have the same issue, persistant information
carrying over from game to game if you don't quit entirely. While
Warlords isn't the only game with that sort of issue, it is a hassle,
especially as save/reload is easy to use and expected.

>What other subtle changes have you noticed to normal gameplay?

I'll have to think, there were a bunch of little things in the way
that buildings, units or rules were changed. Someone somewhere might
have a good list of all the little stuff.

>Seems to me that quite a few features of the Warlords expansion have origins
>in the Age of Empires series that I used to play.
>The Rise of Rome scenario is very similiar, however in AoE the unique Roman
>foot soldiers had the ability to build roads!
>I'd half expected the Viking Berserkers to be self healing as with AoE.

Civ3 Conquests had road building soldiers. I think that the origins
are not from one game to another but from the historical setting.
--
*-__Jeffery Jones__________| *Starfire* |____________________-*
** Muskego WI Access Channel 14/25 <http://www.execpc.com/~jeffsj/mach7/>
*Starfire Design Studio* <http://www.starfiredesign.com/>
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