Title: Colonization returns as a Civ4 mod Post by: Stormwaltz on June 09, 2008, 02:38:52 PM Quote As a complete reimagining of the 1994 classic, Colonization is a total conversion of Civilization IV that combines Civilization's addictive "just one more turn" gameplay with all-new graphics and features that add more depth to the franchise. New features, such as a brand-new interface, improved diplomacy options and the included modding tools ensure that Colonization will be the next great title from gaming's premier strategy game developer. Colonization does not require the original Civilization IV product in order to be played. http://ir.take2games.com/ReleaseDetail.cfm?ReleaseID=315205 Title: Re: Colonization returns as a Civ4 mod Post by: Teleku on June 09, 2008, 03:34:01 PM (http://www.tvbabble.com/images/hiro-in-times-square12.JPG)
Title: Re: Colonization returns as a Civ4 mod Post by: Murgos on June 09, 2008, 03:36:51 PM Como se dice, "Alpha Centauri"?
Title: Re: Colonization returns as a Civ4 mod Post by: Sky on June 09, 2008, 05:52:13 PM Splendid. Now an updated SMAC and SimGolf and we can start the whole cycle over! (seriously)
Title: Re: Colonization returns as a Civ4 mod Post by: Yoru on June 10, 2008, 02:29:11 AM Holy fuck yes. I have got to try this at some point. I loved Colonization years back.
Oh wait, this is an official total conversion, one I have to pay for instead of a fan-made one? Then I expect a massive, massive cock-up. Title: Re: Colonization returns as a Civ4 mod Post by: Teleku on June 10, 2008, 07:37:35 AM Oh wait, this is an official total conversion, one I have to pay for instead of a fan-made one? Then I expect a massive, massive cock-up. What makes you think that?Title: Re: Colonization returns as a Civ4 mod Post by: Yoru on June 10, 2008, 07:54:58 AM Oh wait, this is an official total conversion, one I have to pay for instead of a fan-made one? Then I expect a massive, massive cock-up. What makes you think that?I'm predicting that they'll try to make it more accessible and easier to play. The original was not exactly a triumph of usability; it was a pretty complex resource management game, the sort that you don't see these days. A fan-made conversion wouldn't need to sacrifice things in order to make a given number of sales to justify its budget; an official one might. But I'm willing to be pleasantly surprised. Title: Re: Colonization returns as a Civ4 mod Post by: Teleku on June 10, 2008, 09:19:56 PM Yeah, I can see that. I think they should do a pretty good job of transferring it over though (I hope, obviously, heh). I actually found Colonization to be more straight forward in its logic and usage than the Civilization games at the time were. But your right, it had a very unique element to it with the resource management, and I'm hoping they transfer that over plus some.
Also, a new updated version of SMAC would be :drill: :drill: :drill: :drill: :drill: :drill: :drill: :drill: :drill: :drill: :drill: :drill: :drill: :drill: Title: Re: Colonization returns as a Civ4 mod Post by: Sky on June 11, 2008, 11:37:32 AM As much as I love Civ, going back to it after Col came out was something of a disappointment. They made so many great advancements with Col, with natives, lots of citizen types, school, buildings in the cities to add citizens to; lots of great stuff.
Wish the FoH guys were on board the team for Col 2 :) Title: Re: Colonization returns as a Civ4 mod Post by: Paelos on June 12, 2008, 07:29:12 AM The cost/benefit part of desigining your own troops in SMAC was something that really took the game from great to pure awesome. I kept wishing they would add that aspect to the Civ games, but they never did.
Title: Re: Colonization returns as a Civ4 mod Post by: Stormwaltz on June 12, 2008, 08:35:02 AM The cost/benefit part of desigining your own troops in SMAC was something that really took the game from great to pure awesome. That was actually what ruined SMAC for me (well, that and BS techs like "Ethical Calculus"). After half a game, managing the designs list and finding specific units in it became an obnoxious chore. Title: Re: Colonization returns as a Civ4 mod Post by: Sky on June 12, 2008, 10:31:59 AM That was actually what ruined SMAC for me (well, that and BS techs like "Ethical Calculus"). After half a game, managing the designs list and finding specific units in it became an obnoxious chore. Did you use the options to auto-prune the list and also stop making automatic designs based on new techs? I think those were the two available options that made that much better. Something along those lines, anyway.Title: Re: Colonization returns as a Civ4 mod Post by: sinij on June 12, 2008, 11:38:45 AM Holy fuck yes. /signed Now lets dump some tea into the bay. Title: Re: Colonization returns as a Civ4 mod Post by: pants on June 12, 2008, 07:06:15 PM Wish the FoH guys were on board the team for Col 2 :) I assume you mean FfH - not FoH. Unless you want Furor designing your rampaging indians :) Title: Re: Colonization returns as a Civ4 mod Post by: Stormwaltz on June 12, 2008, 09:34:48 PM I assume you mean FfH - not FoH. Unless you want Furor designing your rampaging indians :) PATCH NOTES: * The "Discoverer" difficulty level has been removed. L2P, n00bs. * Declaration of Independence was too easy for unskilled players to get. It now requires completion of "Signing" projects in every city, and defeat of a major British unit. * Scalping has been replaced with Teabagging. Sky: It's been so long, I don't remember. sry. Title: Re: Colonization returns as a Civ4 mod Post by: Phildo on June 12, 2008, 09:37:02 PM I remember thinking the game was fun but that it totally lacked the military diversity of Civ. Footsoldiers, horsemen, cannons and ships. That's it? I still enjoyed it, but not nearly as much.
I didn't play SMAC until about 8 months ago and I didn't enjoy it for reasons similar to Stormwaltz. It wasn't nearly as intuitive or fun as similar options were in Master of Orion which I have played and loved for years. Title: Re: Colonization returns as a Civ4 mod Post by: Paelos on June 12, 2008, 10:14:24 PM Seriously? Yall hated designing your own units?
Yall are fucking broken. I'm sorrry. Title: Re: Colonization returns as a Civ4 mod Post by: Moaner on June 13, 2008, 12:27:12 AM I :heart: desinging my own units. It's what keeps me playing GalCiv2 + expansions. Well, that and the awesome tech trees.
I could not be more excited for Colonization though. I played the shit out of the original. PS: EA owns the rights to Alpha C. so don't expect a proper sequel any time soon. Title: Re: Colonization returns as a Civ4 mod Post by: Merusk on June 13, 2008, 08:36:13 AM Seriously? Yall hated designing your own units? Yall are fucking broken. I'm sorrry. Loved designing them.. hated having to go back and remove obsolete shit by hand. Then there were the turns where you'd get 2-3 useful upgrades in a row before you'd even built the prototype of the last unit you designed. All that wasted energy. :ye_gods: Title: Re: Colonization returns as a Civ4 mod Post by: Teleku on June 13, 2008, 10:16:27 AM Yeah, sorry, same for me. Designing my own units became a big chore and wasn't terribly fun in its implementation. I just went for default the entire way (well, except for 1 specialty unit here or there).
Title: Re: Colonization returns as a Civ4 mod Post by: Paelos on June 13, 2008, 02:56:48 PM I loved making top of the line ridiculous costing prototype units and making like 2-3 of them to go stomp a couple towns. It was expensive as hell, but they were usually unstoppable.
Title: Re: Colonization returns as a Civ4 mod Post by: Phildo on June 13, 2008, 08:31:06 PM I also love unit customization. As I said, MOO did it better.
Title: Re: Colonization returns as a Civ4 mod Post by: Abel on June 14, 2008, 12:36:01 AM :heart: Finally someone thought of remaking Colonisation :heart:! I don't understand how it took so long, it's a gem of a game and an original take on the Civ formula.
Also, want to sign up for MoO2 and MoM (Masters of Magic) remakes. These were all games I actually played more then the Civ series itself (bar maybe the original). Title: Re: Colonization returns as a Civ4 mod Post by: Merusk on June 14, 2008, 05:20:59 AM Atari owns the rights to MoM and has wanted to control the marketing aspects entirely themselves. Stardock was trying to get the rights to make a MoM2, but the marketing bit killed it for them.
http://en.wikipedia.org/wiki/Master_of_Magic#Legacy I also love unit customization. As I said, MOO did it better. :star:MOO's customization was stellar. I still load-up MOO2 every now and again just to build killer ships. GalCiv is the next-closest thing, but I feel too compelled to do lots of ship designing as well as weapon placement. Plus you have no way of adding 200+ lasers to your uber Huge. :drill: Title: Re: Colonization returns as a Civ4 mod Post by: Stormwaltz on June 18, 2008, 08:11:55 PM Official page up. (http://www.firaxis.com/games/game_detail.php?gameid=21) No significant new info.
Title: Re: Colonization returns as a Civ4 mod Post by: Stormwaltz on July 17, 2008, 02:46:55 PM Four new screenshots (http://www.civfanatics.com/gallery/browseimages.php?c=31). Normally not worth posting, but in this case it includes a shot of the city interface.
(http://www.civfanatics.com/gallery/files/4/9/4/4/0/city_859257.jpg) Title: Re: Colonization returns as a Civ4 mod Post by: Teleku on July 17, 2008, 03:30:05 PM Oh, nice. Looks like they have all the original commodities plus some new ones. Looks like the main mechanics of the game are remaining the same from that screenshot, which is a big relief.
Title: Re: Colonization returns as a Civ4 mod Post by: dusematic on July 17, 2008, 04:43:25 PM Colonization was one of the greatest games ever. I STILL fire it up on occasion. Can't wait to play the new one.
Title: Re: Colonization returns as a Civ4 mod Post by: Stormwaltz on September 19, 2008, 09:08:05 PM It's already available for preorder on GamersGate. $30, and you get Europa Universalis III as a free bonus.
http://www.gamersgate.com/?page=product&what=view&sku=DDB-CIVCOL Title: Re: Colonization returns as a Civ4 mod Post by: CmdrSlack on September 21, 2008, 08:56:45 AM Dammit, now I need to see if I can find my SMAC disks in all of our moving wreckage. I can't imagine I'd have tossed out a perfectly good game, and for some reason, I don't recall the "design your units" thing.
Now I need it as a way to wean myself off of compulsively starting new games in Spore. Title: Re: Colonization returns as a Civ4 mod Post by: Teleku on September 24, 2008, 08:17:42 PM It's out. Available for download on Steam as well. Anybody try it yet (I'm without a computer capable of running it until I move into my new place)?
Title: Re: Colonization returns as a Civ4 mod Post by: Sky on September 25, 2008, 06:46:07 AM At the top of my list to get, but I'm broke.
Title: Re: Colonization returns as a Civ4 mod Post by: Moaner on September 25, 2008, 07:11:25 AM I'm broke too but I think I may pick it up tomorrow. The screenshots just look too tempting.
Title: Re: Colonization returns as a Civ4 mod Post by: lac on September 25, 2008, 07:54:17 AM Here's the classic city interface.
(http://www.ibiblio.org/GameBytes/issue21/greviews/colon2.gif) It's payback time Tupi's! Title: Re: Colonization returns as a Civ4 mod Post by: Aez on September 25, 2008, 01:15:32 PM I read a couple of review. Generally positive but apparently the end game is more frustrating than the original because your king is completely paranoiac and you only get rookie militia when you revolt. I'm not sure it's different enough from civ for me.
Title: Re: Colonization returns as a Civ4 mod Post by: Lightstalker on October 01, 2008, 04:18:53 PM I'd forgotten some of the scoring quirks of the original so my first game ended in someone else (England) declaring independance first and my second with an inability to get the crown to send his troops over fast enough for me to kill them before I ran out of time. My next two games were very low scoring wins. One ran long (97% tax == pain), the other... well... I paved the earth and killed everyone on the map and that tanked my score big time. I miss the part where they told you what king of thing was named after you by posterity (a snake, a thistle, an elementary school!). And I just found the advanced game start settings last night, which I'd been looking for for a week. I'm still playing on the middle difficulty setting, as I haven't really played this game for 15 years and haven't played the Civ line past Civ2.
Dealing with the crown is really quite trivial. You don't have to destroy his 10:1 miltary advantage as much as you have to destroy his Shipping. Ships will come in waves (of 3 on conquistador) and you'll need to take them out and then mop up the land units between waves. Minimize your coastal area so you can concentrate your defensive forces to swiftly crush the suppression forces. On the middle difficulty setting they are only sending waves of 12 ground troops, which can be contained as they split up to conquer all your colonies at once (instead of establishing a toe-hold for subsequent landings). At declaration in the original game you got a bunch of continental regulars or rookie troops based on colony population and rebel sentiment. Now you just become independant and can choose +2 population per city. It is up to you to outfit them with guns if you have them. It makes it harder for a direct challenge of strength, hence gaming the transport and taking out the royal ships. As soon as the ships are gone, and the ground troops mopped up, game is over and you win. This is probably more challenging than the original, but just as time consuming. I don't remember controlling the game speed before; the normal setting felt much faster than the original, the marathon setting feels a lot slower. 6 hours for a normal game, 12 hours for a marathon game. The game starts to have issues above 10 colonies with auto-trading configured, and doesn't handle dual-monitor very well, or play nice with the graphics card and other games (no WoW + Colonization sessions at the same time). There are some annoying bugs in the grid view used to assign imports and exports in the city screen, but the automagic wagon-trains make up for it (once you set import/export limits for everything to get your JIT-on). The Tupi are surprisingly friendly in the remake. :grin: The English advantage means the computer England will run away with victory on normal speed, but is susceptible to a surprise attack because, like you, they won't keep a standing army until they are ready to go to war. Computer France will send wave after wave of native tribes over to kill you. There are some defects in this release and hopefully there will be a patch to address some of them (especially the wide variety of behaviors around text fields in grid controls, and the under construction view is jumpy/poorly renders when units outside the colony are updated). One very odd bug occured when I wiped a runaway england colony out before they could declare. As soon as another colony was founded, cause I didn't bother to find their ships, they declared independence. The several hundred troops of the crown wiped em out. 50 years later the King's troops despawned. 50 years later english colonies were re-established. I declared independence before they did a second time so I didn't get to see if the English Crown actually had a force left to stave off a second declaration of independence. The game is quite playable and they stayed reasonably true to the original (no new commodities). Updating the fields in the colony import export page, the build queue, and being able to identify when you are over/under producing for your allocation are more difficult than the original / could have used a little more polish. Title: Re: Colonization returns as a Civ4 mod Post by: Strazos on October 01, 2008, 07:58:34 PM It's late, so I'll just ask...what version of Siv4 do I need for this? I think I can still get my Direct2Drive copy at some point..
Title: Re: Colonization returns as a Civ4 mod Post by: Stormwaltz on October 01, 2008, 08:51:08 PM It's late, so I'll just ask...what version of Siv4 do I need for this? None. It's a stand-alone game based on the Civ4 engine. I'd be curious to know if it can be back-modded into a traditional Civ game. Title: Re: Colonization returns as a Civ4 mod Post by: WindupAtheist on October 02, 2008, 12:41:15 AM So I looked up ethical calculus (http://en.wikipedia.org/wiki/Ethical_calculus) out of curiosity. It's exactly like something I came up with on my own a while back. Except I was screamingly high at the time, and none of it made any sense to me the next day.
Title: Re: Colonization returns as a Civ4 mod Post by: Driakos on October 02, 2008, 02:49:52 AM I gifted a caravel to the natives to see what would happen. The Apache just started doing donuts in the ocean. No real plan.
Haven't gotten to revolt yet. Too anal to set up the auto wagons. I get slow down as well when I drag units from the colony screen to the leave colony pen. For some reason it has to update all of the units in the holding/soldier area. I like the Dutch. Title: Re: Colonization returns as a Civ4 mod Post by: AngryGumball on October 02, 2008, 11:28:25 AM I'm annoyed with my purchase. Certainly not worth the money I spent to get it.
I wish I could get a refund. Title: Re: Colonization returns as a Civ4 mod Post by: Johny Cee on December 01, 2008, 06:13:04 PM Anyone still playing this?
I've had the box for a while now, finally installed and played it. Been having a great time, though it does seem devoid of the usual character that Civ games have.... I expected more voice, more animated characters, more music queues, that sort of thing. -Both native and Euro factions are much less warlike. You can get away with spamming colonies all over the place, and more than likely no one will take advantage of the fact they're undefended. -Trade with natives is much more beneficial. Nothing like flipping trade goods or tools, into cargoes of guns and rum. -Been enjoying epic, but the game gets slooooow after an extended period of time. -I like the city/colony radius dealie. Nothing like spamming colonies, and then expanding your city radius so enemy colonies are locked out of resources. Title: Re: Colonization returns as a Civ4 mod Post by: dusematic on February 05, 2009, 05:16:06 PM I bought this and it blows compared to the original Colonization.
Title: Re: Colonization returns as a Civ4 mod Post by: Sky on February 06, 2009, 07:20:43 AM http://www.freecol.org/
Title: Re: Colonization returns as a Civ4 mod Post by: dusematic on February 06, 2009, 11:15:26 AM I downloaded that. Kind of lame because they added a bunch of shit and there is currently no option to play with original rule set. Plus the graphics are charmless.
Title: Re: Colonization returns as a Civ4 mod Post by: Sky on February 06, 2009, 11:31:48 AM Didn't do much for me, either. Just throwing it out there in case you hadn't seen it. Funny to read the overwhelming 'meh' here and see it get tongue-bathed in PC Gamer :)
Title: Re: Colonization returns as a Civ4 mod Post by: dusematic on February 06, 2009, 10:40:49 PM I was all over Civ4: Colonization. I mean ALL OVER it. Sexily. I played, I don't know, one game? I played one game. Barely finished. Eked it out. It sucks. First of all, they don't include an America map. I guess you could fucking download a fan made map, but that's retarded, should be standard. Secondly, I checked out online a couple times, AND NEVER SAW ANYONE IN THE LOBBY. Speaks volumes about the game. Third, they added some shit to this game, so it can nay even claim purity. Fourth, combat is ENTIRELY different. It's Civ4 combat, with upgrades and promotions. Lame dude. Just lame. I wanted fucking COLONIZATION, not Civ4 with a trade window in Europe. I mean Jesus. All they had to do was fucking update the graphics. Sid is washed up.
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