14-11-2013, 19:35 | #11 |
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Usually they produce complete crap. Which makes me think that this is done to pimp their ambition and get some free cash out of their previous endeavors without actually making anything worthy.
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14-11-2013, 22:28 | #12 |
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Wait... you weren't talking about Trip, were you?
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15-11-2013, 00:20 | #13 |
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16-11-2013, 03:27 | #14 |
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No, of course not. He is beyond such petty scrubniness.
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16-11-2013, 20:22 | #15 |
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Pantzer General in a Roman setting, wonder how that will pan out. He's sticking with the hexes I see.
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16-11-2013, 23:35 | #16 |
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Do you think that's wrong, out of any contextual consideration?
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17-11-2013, 00:02 | #17 |
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Not at all, just an observation. In fact if it turns out to be a good TBS game I'll be more than happy about it because I'd like to play a good TBS again. The only TBS game I play now is hearthstone, and although it is a really good game it is a CCG and thus nothing like Civ.
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17-11-2013, 09:03 | #18 |
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Only if you're able to program an AI that can cope with it.
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17-11-2013, 11:42 | #19 |
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Is it a known fact that hexes are more difficult for an AI to handle?
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17-11-2013, 23:30 | #20 |
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well now this is going OT into a discussion about the pro's and cons of hexes in CivV I might as well chime in.
I don't think the hexes are what made the AI struggle in Civ V but more the 1 unit per tile rule. Also I don't think it's more difficult for a computer to handle hexes over quadrangles or 1 unit per tile over 1 SoD per tile. But it definitely proved more difficult for Firaxis to program a decent AI for the 1 unit per tile rule compared to the older SoD rule per tile. And that probably has to do with the fact that they had years to adjust that rule and the AI over 4 iterations of Civ. I remember Civ 2 where a whole SoD would die when you killed the first unit in that SoD. It allowed for so much abuse it wasnt even funny any more.
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