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Topic: Which Aspect of Improvement Is Most Crucial? |  |
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UltraSonix King Melbourne, Australia May 2000
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posted June 19, 2000 07:27
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I just wanted to get a feel of what people here think is the most crucial part of Civ2/SMAC that should be improved for Civ3. I ask this because Civ3 is supposed to mostly completed and so there's only a limited time for implementation of new stuff.Areas of improvements you think is most important (feel free to add extra stuff!): *AI (open source / smarter) *Customisability (ie should be even more user-customisable) *Diplomacy (more complex / AI made better / borders) *End game (ie weird futuristic stuff, send spaceship to AC) *Gameplay (ie interface/commands / multiplayer / multiple maps or production) *Government Related Stuff (or "Social Engineering" as SMAC called it) (eg democracy & communism and how production etc is affected) *Graphics Engine (3d) *Historical Accuracy/Realism (BIG ISSUE eg ICS / religion / migration / slavery / pop- political- models) *How much the game costs...  *Map (round/flat / terrain / terrain changing ala volcanoes / size) *Micromanagement, the evil of Civ2 (governors) *Militaristic matters (workshop / bases / commanders / SDI / Phalanx vs Tank / missiles) *Multimedia (sfx / music / cut scenes) *Scenarios (and their ease of design) *Techs (what - ie should have futuristic ones / tech tree) *Trade/economics (eg resources available / trade routes / inter or intra civ trade / corporations) *Transportation (roads / rr / magtubes) *Types and number of Civs *Wonders (type / number / what) I'm hoping lots of people will contribute so that we (and Firaxis!) can all know what everyone thinks! |
MidKnight Lament Prince Melbourne, Australia May 99
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posted June 19, 2000 09:12
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So many things... but I'll go with Diplomacy and AI. Get these two right, and the game becomes a whole lot more enjoyable. Plenty of other things I'd like to choose out of that list as well though.- MKL |
CornMaster Warlord Ft. Pierce, Flordia, USA May 2000
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posted June 19, 2000 13:01
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I really don't what to see the programmers wasting their time on fancy 3D graphics, movies, sounds...because then I probably I won't be able to run it.  But seriously the AI, multiplayer, diplomacy and scenario editors will have to be improved I want to see a simple game that will run on almost any system and is easy to use and will have lots of replayability. Anyway just my 2 cents. Oh yeah I never build a spaceship and think it's a waste of code but I know other people like it a lot so I won't comment any more than that. [This message has been edited by CornMaster (edited June 19, 2000).] |
I c e d a n Warlord Ft. Pierce, Flordia, USA May 2000
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posted June 19, 2000 17:45
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Such a shame CornMaster, you should really upgrade if you like computer games. Here read the civ3 FAQ if you haven't already. http://www.firaxis.com/Civ3/ I don't think you'd need a powerful system to run 3D graphics anyway, lots of high 3D games can run easily on P200's as long as the programming is done well. Oh also, I seriously suggest people stop saying "They need to spend more time on this and that". I think what you should be saying to yourself is that they'll spend all the time they can to make all aspects of the game great. I think the most important would definetly be the AI. I like customisability to, but whenever I custom the game, and then play the game, I feel bored because I made it, I know all about it, etc. So I don't know how important that really is, it's nice if other people custom it, even though it's not 'original' still puts me off a bit. Customisability makes the game last a long time tho. Oh and diplomacy and AI tie together in my mind. |
Urban Ranger Emperor The City State of Noosphere May 99
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posted June 20, 2000 00:14
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Three areas:1. Shift from a "city-centric" style to a "civ-centric" style. This involves lots of changes but should make the game work a lot better. 2. Reduction and/or elimination of ICS. 3. Better AI. |
Par4 King of chopping up Democrats with a big ax May 2000
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posted June 20, 2000 00:37
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MilitaryTrade Civians(I made this up, your people have a mind, you like the name?) Diplomacy AI Graphics hehehe graphics gotta run on a p2 350 so nothing too big firaxis, ok? ------------------ I use this email (stupid cant use hotmail) gamma_par4@hotmail.com Don't ask for golf tips Your game will get worse HappyLand There is no spoon -The Matrix Let's kick it up a notch!! -Emeril Lagasse Fresh Soy makes Tofu so silky -Ming Tsai |
Tiberius Warlord & Tradelord Jan 2000
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posted June 20, 2000 04:53
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My 0.02$:Diplomacy AI "Social Engineering" Trade Energy/Resources Transportation and ... let's think about it ...hmm ... all the other stuff 
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Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted June 20, 2000 16:33
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1. Better AI... 70% of effort 2. Reduce micromanagement... 20% 3. Open source AI... 10% Everything else 0%  Yes, I Know it ain't gonna happen...
------------------ Mark Everson Project lead for The Clash of Civilizations (That means I do the things nobody else wants to do ;-) ) This Radically different civ game needs your suggestions and/or criticism of our design. Check our our Web Site & Forum right here at Apolyton... |
Steve Clark Prince Colorado Springs, CO Oct 1999
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posted June 20, 2000 17:25
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I like the percentages approach:Better AI: 40% Alternative ways of winning (gee, I wondered where that came from?): 30% Robust scenario editor: 30% Everything else: 0% |
S. Kroeze Warlord the Hague, the Netherlands Dec 1999
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posted June 20, 2000 17:28
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Mark Everson, Are you serious? Or are you 'just kidding'? Do you really agree with Ken Bregott who apparently thinks CivII is perfect allready as it is now? I would be truly surprised! Especially since my impression of Clash of Civilizations is just the opposite. I have only perused the Clash pages superficially, but I have to admit -though I have seen many elements I liked and some impressive models- it was a bit complicated even to my taste. All newcomers should visit here We went through it all! My priorities are: -more historical realism (like Religion, Domestic Politics, Recruitment, etc) -a really difficult game to win (which of course needs better AI) In short: Make the GAME a REAL CHALLENGE!!!
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UltraSonix King Melbourne, Australia May 2000
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posted June 23, 2000 00:00
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Come on guys! We're all giving various suggestions, but the truth is, many good ones probably can't be implemented because of lack of time/people. So give your thoughts on what aspect of the game needs improvement the most.For me it is: *Diplomacy (vital) *AI (equally vital) *And a good scenario editor would be nice. ------------------ No, in Australia we don't live with kangaroos and koalas in our backyards... |
Sitting Bull Settler
Mar 99
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posted June 24, 2000 11:14
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CTP is a good model for customizability, but I was very, very dissapointed with the AI. The city placement was so bad it was funny at times. Like sea cities right on the coast inside the radius of a port. Just *had* to have that extra trade good... |
Gjost Settler Charlotte, NC, USA May 2000
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posted June 24, 2000 11:21
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MultiPlayer Functionality - Have a PBEM capable engine. |
OrangeSfwr Settler Charlotte, NC, USA May 2000
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posted June 25, 2000 11:16
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Going with the % theme...Diplomacy - 55% Better AI - 25% Map layout/size - 20% ------------------ ~~~I am who I am, who I am - but who am I?~~~ "Oh, they have the Internet on computers now!" |
St Leo Emperor Toronto, Ontario, Canada b.02-15-99
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posted June 26, 2000 19:37
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*AI (open source / smarter)Smarter, but not at the expence of customizin g units and stuff *Customisability (ie should be even more user-customisable) This is very important and please use *.PNG as your graphics format. *Diplomacy (more complex / AI made better / borders) A nice touch. *End game (ie weird futuristic stuff, send spaceship to AC) I am not buying anything with weird futuristic stuff. *Gameplay (ie interface/commands / multiplayer / multiple maps or production) Some things should be abstracted, some should be given more detail. *Government Related Stuff (or "Social Engineering" as SMAC called it) (eg democracy & communism and how production etc is affected) I believe SE is very realistic. *Graphics Engine (3d) Perhaps larger tiles *Historical Accuracy/Realism (BIG ISSUE eg ICS / religion / migration / slavery / pop- political- models) Perhaps a smoother transition through the ages, but the simpler in appearance (not guts), the better. *How much the game costs... Ha! *Map (round/flat / terrain / terrain changing ala volcanoes / size) Elevations and reasonable limits on size. *Micromanagement, the evil of Civ2 (governors) Imperialism II had good governors while Alpha Centauri had bad ones - please compare the implementations and/or feel. *Militaristic matters (workshop / bases / commanders / SDI / Phalanx vs Tank / missiles) CivII is fine in balance, but army based movement would be great. *Multimedia (sfx / music / cut scenes) *Drool* *Scenarios (and their ease of design) Falls under customizability. *Techs (what - ie should have futuristic ones / tech tree) No futuristic ones, please. *Trade/economics (eg resources available / trade routes / inter or intra civ trade / corporations) CivII model is fine. *Transportation (roads / rr / magtubes) No perversions of Maglev, please. *Types and number of Civs Falls under customizability - they can ship with sixteen in the box, as long as I can add a reasonable number (infinite/1024 being reasonable limits) and have them in one game. *Wonders (type / number / what) One type and lots of them.  |
Urban Ranger Emperor The City State of Noosphere May 99
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posted June 27, 2000 03:05
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I am very surprised to find out that nobody here other than me cares about shifting the focus to the civilization itself instead of as a collection of cities.You are all very weird  |
Tiberius Warlord & Tradelord Jan 2000
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posted June 27, 2000 03:42
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You only said "Shift from a city-centric style to a civ-centric style" but you didn't explain yourself what a "civ-centric style" means for you.
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yin26 Civ3 Forums Moderator Work in Seoul, Korea. From Los Angeles. Apr 99
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posted June 27, 2000 03:43
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Urban Ranger,I'm with you. I often think it would be cool if after a certain number of cities the entire interface and game-style switches to a macro-level, "big decision" effort. So you go through all the city stuff for a while (which is fun for a few hours but then becomes tedious) and then get "promoted" to a higher-level. I mean, the President doesn't go around pulling workers and making them entertainers, does he? He should be working on intricate foreign policy, domestic economy, elections, war plans, etc. Alas, this would make Civ3 two games in one, which Sid has forever decided will not happen again (The "Covert Action Rule"). Still, I think it could be done to great effect and might help cure ICS along the way. [This message has been edited by yin26 (edited June 27, 2000).] |
MarkG Apolyton CS Co-Administrator Greece b.02-15-99
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posted June 27, 2000 18:59
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and the thread became a poll for one more time  final results [This message has been edited by MarkG (edited October 30, 2000).]
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Tiberius Warlord & Tradelord Jan 2000
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posted June 28, 2000 00:34
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We can choose ONLY ONE, Markos ? For God's sake, I want to pick at least 3! Otherwise .... nice poll 
[This message has been edited by Tiberius (edited June 28, 2000).] |
UltraSonix King Melbourne, Australia May 2000
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posted June 28, 2000 01:43
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Nooooo - what's wrong with me! The voting thing doesn't want to work for me - in Netscape 4.73 the option button don't even come up, and in IE 5.01 clicking the vote doesn't do anything!(I was just going through the source code of the page and there were 2 /form tags but no form tags - could that be the problem?) So I'll vote here 1.)Diplomacy With AI a very, very close second. ------------------ No, in Australia we don't live with kangaroos and koalas in our backyards... [This message has been edited by UltraSonix (edited June 28, 2000).] |
Urban Ranger Emperor The City State of Noosphere May 99
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posted June 28, 2000 01:43
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quote:
 Originally posted by Tiberius on 06-27-2000 03:42 AM You only said "Shift from a city-centric style to a civ-centric style" but you didn't explain yourself what a "civ-centric style" means for you.
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I thought it was obvious, maybe not.  Right now, Civ/Civ2/SMAC/CtP/ToT/etc. play like a collection of city-states. There is no need for a central government, and nobody notices if it goes missing. All you need is a capital and nothing more. There is absolutely no polling of resources -- caravans is a poor substitution -- no national policies, nothing. Every city for its own. There are many things that must be done to fix this serious flaw: 1. Stockpiling of resources is allowed. If you don't need to use shields up, they can be stored just like food. 2. Building wonders and military units should come from the national stockpile, not the city one. 3. Have separate build queues for national items and city items (mainly improvements). 4. Military units supported on a national level. Use money instead of shields for support. 5. Espionage done on a national level. 6. Research done on a national level. That is, funding of research facilities should come from the civ's own coffers. 7. Military units operating away from the civ's territory under certain political systems no longer cause unhappiness in specific, i.e., home, cities. They cause a general drop across the entire national A lot more should be done to integrate cities into a civilization. |
Urban Ranger Emperor The City State of Noosphere May 99
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posted June 28, 2000 01:45
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Markos,The voting script seems to have, er, foobared. It doesn't work when I try to click on the fields to enter info. |
UltraSonix King Melbourne, Australia May 2000
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posted June 28, 2000 01:51
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The idea of a civ-centric style is good, but I not sure the civ3 needs to change a winning formula...Anyway the voting doesn't work I think it could but the lack of form tags or something. ------------------ No, in Australia we don't live with kangaroos and koalas in our backyards... |
MarkG Apolyton CS Co-Administrator Greece b.02-15-99
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posted June 28, 2000 01:59
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darn, I had forgoten something in the code I pasted, and the form didnt work ok, fixed nowin the future I hope to have the ability to make multiple choice polls... |
Urban Ranger Emperor The City State of Noosphere May 99
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posted June 28, 2000 02:08
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Markos,What does it mean when the script asked me to enter a valid username? Could I jump up and down on it? |
Urban Ranger Emperor The City State of Noosphere May 99
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posted June 28, 2000 02:11
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Nevermind. It seems to be a random hiccup. |
Grier Warlord of Sheffield, England Feb 2000
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posted June 28, 2000 02:15
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My 2pence worth are: trade/economics - World trade should make the world go round, just like in real life. In civ2 you could quite hapily ignore trading altogeather without any major setbacks. A civ that doesnt trade with other civs should be a poor one destined to faliure.realistic civ growth model - large civs should fracture after giving large benefit in the short-term, thereby making it beneficial to grow your empire but preventing ICS. One form of beneft from distant colonies would be a large trade boost whilst under your control and possible friendly relations after they have split from your empire. |
MidKnight Lament Prince Melbourne, Australia May 99
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posted June 29, 2000 10:01
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Just for the books, the voting worked fine for me. And yeah multiple voting would be nice, but otherwise, top work. You're always trying to improve things, aren't you MarkG?  - MKL |
MarkG Apolyton CS Co-Administrator Greece b.02-15-99
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posted June 29, 2000 10:52
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quote:
 Originally posted by MidKnight Lament on 06-29-2000 10:01 AM You're always trying to improve things, aren't you MarkG? 
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Jordal Settler
May 2000
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posted June 29, 2000 11:24
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Grier, I agree with you on the trade issue. But the civII style of trading was so clumsy. I liked the CTP style of trading much better. |
UltraSonix King Melbourne, Australia May 2000
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posted June 29, 2000 19:08
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I agree that Civ2's trading was dumb, but I haven't played CTP - I'm hard core Sid Meire - so could you please enlighten me on CTP's trading methods?------------------ No, in Australia we don't live with kangaroos and koalas in our backyards... |
Tiberius Warlord & Tradelord Jan 2000
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posted June 30, 2000 00:20
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Markos, I made a mistake while voting, please help me! I wanted to vote trade, but accidentally I pressed the "vote" button without actually selecting anything! So I guess I sent an empty vote, because trade has 2 votes, just like before my "vote". And of course I can't vote again. Can you change my vote, please? |
Grier Warlord of Sheffield, England Feb 2000
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posted June 30, 2000 03:39
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In CTP when you built a caravan instead of having to move the unit to a target city, an internal trade route could be created automatically and a foreign one if any foreign goods are available. From that point on the trade route was represented by a solid line which could be pirated by another civ (with a random chance of the caravan being destroyed). I agree that the CTP way is better than civ2 (though by no means perfect). |
Urban Ranger Emperor The City State of Noosphere May 99
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posted June 30, 2000 04:31
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There's only one minor problem with that: you can't use caravans to help building wonders anymore. |
Urban Ranger Emperor The City State of Noosphere May 99
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posted June 30, 2000 04:34
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quote:
 Originally posted by UltraSonix on 06-28-2000 01:51 AM The idea of a civ-centric style is good, but I not sure the civ3 needs to change a winning formula...
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I am not so sure. I think SMACX (maybe CtP or ToT) has stretched the original design to its limits. Right now most of the improvement suggestions I have seen, while good, fail to correct some fundamental weaknesses. Some, such as having a separate screen for espionage, calls for this sort of fundamental redesign. [This message has been edited by Urban Ranger (edited June 30, 2000).]
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Father Beast Warlord American Fork, UT USA Feb 2000
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posted July 12, 2000 23:03
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Urban Ranger, I think the valid username business has to do with capitalization. it gave me the same hassle.I like the idea of changing to macro management once you have built up some. It probably should be tied to change in government. as a despot, you tell your people what to build, under a democracy, economic pressure determines improvements with the leader making "suggestions". but back to the topic of this thread. CUSTOMIZABILITY. and that includes the AI! I also wanted 3 choices, which would have made the other 2 ai and diplomacy. |
Youngsun Prince Darwin,NT,Australia Jan 2000
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posted July 13, 2000 02:23
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AI: doesn't have to be so smart. just no more stupid mistakes.Diplomacy:hate AI gang up! AI controlled civs need right behavior based on how powerful they are. Military:No more units. we need division/regiment and such along with workshop. Trade:should be vital element of the game. If there is no significant improvement on these aspects of the game I will never buy CivIII. [This message has been edited by Youngsun (edited July 13, 2000).] |
Deathwalker Warlord Grteat Britain Mar 2000
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posted July 13, 2000 08:04
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