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Recent content by Bad Jim

  1. 4X Make Civ(likes) Great Again! Brainstorming design thread

    What's up with AI not upgrading units anyway? Don't they notice this while playtesting? Is it a devilishly hard problem to make the AI disband obsolete units? Would it not be a reasonable solution to just disband units when they are 50 turns old, even though this doesn't actually determine...
  2. 4X Make Civ(likes) Great Again! Brainstorming design thread

    Global warming was in the original game, with the strange quirk that you could cause it by using nuclear weapons: http://civilization.wikia.com/wiki/Global_warming_(Civ1)
  3. 4X Make Civ(likes) Great Again! Brainstorming design thread

    I should point out that climate change is generally pretty slow, and "scrambling to adapt" is far from accurate IRL. For example, Greenland was slowly abandoned due to the Little Ice Age, there is little evidence of people dying of starvation or cold. People just migrated. The desertification...
  4. 4X Make Civ(likes) Great Again! Brainstorming design thread

    Nice try, but maybe try an argument that I haven't already answered? All of those I listed can have significant knock on effects: You can spawn on an island that is too isolated even for triremes and have to research sails while some aggressive AI eats three other civs and takes over a...
  5. 4X Make Civ(likes) Great Again! Brainstorming design thread

    Whether you spawn near special resources or not isn't "flavour random", it's actually random and affects gameplay. Sometimes you spawn next to a useful resource, sometimes you need to wage war against a civ on the other side of the map to get it. And a lot of the politics, if it isn't pure dice...
  6. 4X Make Civ(likes) Great Again! Brainstorming design thread

    That's another fundamental aspect. They are not mutually exclusive.
  7. 4X Make Civ(likes) Great Again! Brainstorming design thread

    I didn't ignore it. I contradicted it. You are wrong. Randomness is a fundamental part of the 4X genre.
  8. 4X Make Civ(likes) Great Again! Brainstorming design thread

    The exact problem Civ 6 is having is the AI. Nothing to do with spice. Ideally, a Civ game is the sort of thing you want to sink 1000+ hours into, and that won't happen if every game plays exactly the same. It needs to be mixed up a little. To say that Civ games are not random is ridiculous...
  9. 4X Make Civ(likes) Great Again! Brainstorming design thread

    I think The Brazilian Slaughter is really talking about grander events. Not "a boat lands near your city and three horses pop out" but something like "barbarians will land somewhere on the map every turn for 50 turns". In that sense, you are warned about the barbs because they spawn every game...
  10. 4X Make Civ(likes) Great Again! Brainstorming design thread

    That's part of the fun. As long as the player gets sufficient warning, big world events make the game interesting. Of course they are not everyone's cup of tea, but it is usually possible to turn them off.
  11. 4X Make Civ(likes) Great Again! Brainstorming design thread

    Or they could just put the build orders in plain text files so it's easy for players to mod them once they figure the game out. I think its a bit harsh to say that devs can't figure out decent build orders. Sure, the community will find better build orders, but even Firaxis could write build...
  12. 4X Make Civ(likes) Great Again! Brainstorming design thread

    Building what every player does can be done with canned build orders. It might even be better that way, because when the AI thinks for itself it usually shits the bed, then performs every household chore except for washing bed sheets. I think AI programmers might actually be trying too hard on...
  13. 4X Make Civ(likes) Great Again! Brainstorming design thread

    If the AI knows what it is teching towards, what it is trying to do with it's cities, and what enemy units it will face, that's easy. Unfortunately, this requires the AI to decide what it is teching towards, what it needs to do with it's cities, and who it will need to fight, which of course...
  14. 4X Make Civ(likes) Great Again! Brainstorming design thread

    That said, I think 4X AI could be a lot better. The reality of AI in games: Marketing a game on the strength of it's AI is difficult because it's almost impossible to prove that your AI is good yet it's easy for someone to post a video on Youtube of your AI doing something stupid. Most people...

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