I'm now on level 7 of the peaceful branch and *still* a little confused about the warehouse and markets. Here goes:
1) warehouse set to "getting goods" will send out carts and get those goods from other warehouse, that I know. But does it stop after a while? I had an area on the map where I'm making weapons and got a warehouse there set to "accept". I have docks elsewheree on the map and a warehouse next to it set to "get". I notices that the warehouse will stop sending carts to get weapons
after it have 4 or more units in the warehouse. This is obviously a problem because a ship can hold 12 units of stuff and it'll need to get the rest of the
weapons from a far away warehouse.
2) I try to rectify that problem by building another warehouse right next to the one next to the dock and set that to "get weapons" also. And I don't know
if I'm the only one that seen this but the second warehouse would simply get the weapons from the 1st warehouse(the one next to the docks). THEN the 1st warehouse would get the weapons from the 2nd warehouse. THEN the 2nd warehouse
would get to the weapon from the 1st warehouse.......and that would go on indefinitly with the same 4 units of weapons moving between 2 warehouse next to each other. Both of them are set to "get weapons". I have the save game to prove this one too.
3) How do you folks solve the problem with the market ladies trying to get everything to satisfy their neigborhood. I mean I have resisted from making ANY villas because as soon as a single drop of wine gets into my warehouse. All of my market ladies would walk from one end of the map to the other just to get their hands on it(all of my house are grand insulaes). I know that there is no way to "tell" those buyers to stop getting an item. I've read post after post about how people have "villa zones" and is completely confused
on how they limit wines to just those zones?
Thanks for any help, and yes, I read the manual, I read the FAQ. I played and
played with the game and now is just plain desperate. Just so you know, I spend a week and a half on the procuser(?) level and just BARELY eeked out the
50 properity rating.
-- /~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\
|Kin Ho Tung, College of Enginnering |I Think, Therefore I am|
|University of Hawaii at Manoa |I think I Think, |
|Internet Email: ktung@wiliki.eng.hawaii.edu |Therefore I think I am |
|Web Page: http://student-www.eng.hawaii.edu/kenny | |
|Amateur radio callsign: WH6JA | -The Mysterious One |
\____________________________________________________________________________/
On Thursday, November 5, 1998 at 1:30:00 PM UTC+5:30, Kin Ho Tung wrote:NECROPOST!!!
I'm now on level 7 of the peaceful branch and *still* a little confused about
the warehouse and markets. Here goes:
On Thursday, November 5, 1998 at 1:30:00 PM UTC+5:30, Kin Ho Tung wrote:Welcome to Usenet! As someone pointed out, you are (reposting) a
I'm now on level 7 of the peaceful branch and *still* a little confused about
the warehouse and markets. Here goes:
The worst part of Caesar 3 was the size of the maps; they were just
too damned small. I was supposed to be building giant Roman cities but
I was hard pressed to fit 100 buildings onto the map. Part of the
problem was that - in addition to building the city - I was also
expected to squeeze all the surrounding infrastructure - farms,
lumber, mines, etc. - and it really took a lot out of the fun of
building. Of course, the technology of the time wasn't able to support
huge maps (and, if I remember correctly, the game did have a regional
map where you could plop down little hamlets that would support your
city) but I still wish Caesar3 had allowed me to build on the scale of >SimCity2K.
Another of my I dislikes was the inclusion of combat in the game. If I >recall, the fighting was made optional in C3 so obviously I wasn't the
only one who had that complaint. The combat system was clunky and
limited, and I wish they'd focused the resources used on the tactical
combat to improve the main city-building.
Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
The worst part of Caesar 3 was the size of the maps; they were just
too damned small. I was supposed to be building giant Roman cities but
I was hard pressed to fit 100 buildings onto the map. Part of the
problem was that - in addition to building the city - I was also
expected to squeeze all the surrounding infrastructure - farms,
lumber, mines, etc. - and it really took a lot out of the fun of
building. Of course, the technology of the time wasn't able to support
huge maps (and, if I remember correctly, the game did have a regional
map where you could plop down little hamlets that would support your
city) but I still wish Caesar3 had allowed me to build on the scale of >>SimCity2K.
I don't think that hamlet thing is in Ceasar 3, at least I've never seen
it but I've never been able to complete the campaign. My problem is that >campaign in the later stages almost becomes a like a puzzle game, the goal >being to figure out what exactly you need to do to complete each mission.
Another of my I dislikes was the inclusion of combat in the game. If I >>recall, the fighting was made optional in C3 so obviously I wasn't the
only one who had that complaint. The combat system was clunky and
limited, and I wish they'd focused the resources used on the tactical >>combat to improve the main city-building.
I don't think it was completely optional. In the campaign you could
choose from either a peaceful or non-peaceful province, but in the later >stages of the campaign even the peaceful option wasn't so peaceful and
you had to defend your cites. But yah, the combat is awful. I've also >played Pharaoh by the same developers and it has the same awful combat.
Just give me a big sandbox Roman SimCity (with a mix of Serf City
built in), call it Caesar 5 and I'll buy it. But nix the mission-based >structure and the combat; big map and freedom to build is what I want.
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