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SIMPLE and EASY Ideas for the Patches

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  • Originally posted by yin26
    I have heard directly, in fact, that the list is being looked at, and some of the requests are either in the patch or up for consideration for future patches, x-packs, etc. The advice I got was:
    for many things, XPs are a bit late.

    I also asked for any feedback about the format of the list, but didn't hear back. It would be nice, though, to catch up the whole list (removing things like the spacebar issue), but I just don't have the time for now. I could e-mail you the raw post with all the code, etc., and you could catch up, mail it back, then I'd could post it. Are you volunteering?
    yeah, i guess i could do it. not immediately, but by end of this week should be possible. i'd keep the format similar to now, except maybe grouping by UI stuff, linking (such as advisor to civilopedia), game mechanics and other stuff.

    it would be also good to have a list of what is being worked on and will make it into the first patch. however i doubt that will be possible
    - Artificial Intelligence usually beats real stupidity
    - Atheism is a nonprophet organization.

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    • re : 114 (about wonder movies)
      clicking on it shows what the wonder gives

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      • [113] There should be showed an animated version of the improvement ONLY when a tile is in use to allow overview from main map
        (ie: smoke to indicate a village is in use, a mine should be animated only when in use, ...)
        Zooming the view... It already does it !!! Sorry!

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        • I already use space bar to end turn..? A few days ago I played the game but I think I did...
          Last edited by Freddz; November 10, 2005, 08:02.

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          • I already use space bar to end turn..? A few days ago I played the game but I think I did...
            You actually can finish the turn pressing space.
            Space skips a unit but if there's no more units to skip then the turn finish

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            • 115 - make the grid more distinct on jungle and woods

              Right now it is very hard to see were the lines go... specially in large wood/jungle areas where there is no other kind of terrain to give you a "landmark"

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              • [116] Random map option - like truly randomize from among the map types.

                [117] Always War is nice, but it would be even nicer if there were a version that applied to the AIs as well. While there was certainly a sense of accomplishment from beating back 17 AI empires all locked into eternal war with me while peacefully helping each other out, it wasn't the violent free-for-all I was expecting when I clicked that option. Haven't selected it yet, but this probably needs to be applied to One City Challenge, too.

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                • [118]
                  Increase withdraw chance of Siege weapons (excluding machine gun), to make them more survivable.

                  I've been expierimenting with 50% and 60%. I think 60% works quite well, as it allows the units to retreat most of the time, but still has a chance to die.

                  This 'change' would reduce the number of Siege weapons overall being built. Also, when engaging in direct combat, and the unit retreats, it will be out of service for many turns anyway, to heal. But the best thing is, you won't have to rebuild it.

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                  • Originally posted by MattPilot
                    [118]
                    Increase withdraw chance of Siege weapons (excluding machine gun), to make them more survivable.

                    I've been expierimenting with 50% and 60%. I think 60% works quite well, as it allows the units to retreat most of the time, but still has a chance to die.

                    This 'change' would reduce the number of Siege weapons overall being built. Also, when engaging in direct combat, and the unit retreats, it will be out of service for many turns anyway, to heal. But the best thing is, you won't have to rebuild it.
                    Why should siege weapons get a greater chance of withdrawal? They're the least mobile units - realistically speaking, they shouldn't be able to withdraw at all.

                    Is there a horse-drawn artillery unit? And self-propelled artillery for modern age? Those could withdraw.
                    Those who would give up Essential Liberty to purchase a little Temporary Safety, deserve neither Liberty nor Safety. - Ben Franklin
                    Iain Banks missed deadline due to Civ | The eyes are the groin of the head. - Dwight Schrute.
                    One more turn .... One more turn .... | WWTSD

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                    • Originally posted by Lord Avalon

                      Why should siege weapons get a greater chance of withdrawal? They're the least mobile units - realistically speaking, they shouldn't be able to withdraw at all.
                      Because, theoretically, they aren't actually rushing in to attack, but are bombarding the enemy forces from a distance while infantry and cavalry units close in.

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                      • I'm sorry, I'm with Avalon on this one. Regardless of what explaination there is for artillery-style units to retreat, I don't think they should be able to. The purpose of these units is to be set up somewhere, on an elevated position if possible, and be guarded by an army or cavalry or some sort of ground support to defend it with. Their purpose is not to go toe-to-toe with single units. They should be a tool to be used by an army, and destroyed or perhaps even captured if attacked while defenseless. That's how I feel about it. They're great for weaking and killing stacks of units, I love that they did that with artillery, in addition to the classic bombardment like we saw in civ3.

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                        • In the "realism" department regarding seige, the best rationale I can come up with is that they are representing concepts of ammunition / units-of-fire.

                          Otherwise, it is there because it just "works" in the game. We are probably stuck with it until Civ5 -- no way is it going to be changed (and teach the AI to use it) before then.

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                          • I don't think I read anything about this, so I don't know if anyone else is having the same problems. (I'm running all "low" graphics settings on 2.2 GHz with a 256 MB video card and 1 GB of RAM so I don't think it would be a slow-computer issue).

                            A lot of times, after a unit has been given a command, it will move and no longer be selected, but once the unit has moved or attacked or what-have-you, it will reselect itself even though it has 0 movement left. This will last about 3-5 seconds usually before it cycles to another unit. It's cause a couple problems for me, thinking it was another unit, or anticipating it to be that same unit when it was another one.

                            Units, especially workers but I've seen others do it, often run back and forth between their origin and their destination a few times before staying at the destination.

                            Also, there's a problem with layers. The cursor will be scanning the terrain, giving me information about that, when I've got a city production or tech-selection window up and I'd REALLY rather be seeing the pop-ups with information about that. I can still select, but the lack of pop-ups with information about untis, diplomatic options, technologies, etc., can be pretty frustrating when I'm comparing between two important choices.

                            Other than that, just a few little things that I noticed and was a little unsure about:

                            World customisation. Rocky vs. Flat, Tropical vs. Arctic, Arid vs. Wet...these should have different categories as in Civ III.

                            Artillery needs to be looked at again, at least. Not necessarily redone, but just reconsider some things. Artillery units can't retaliate against ships bombarding your cities, can they? I haven't seen them do it.

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                            • [119] Bring back Trade arrows (or some other icon to represent commerce instead of wealth).

                              Having the coin symbol represent both commerce and wealth is confusing and often misleading.

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                              • Foreign Advisor Screen:
                                [120] - When left-clicking in the technology/resource panes, the foreign leader should be listed second after your civ to facilitate comparisons between what you have and what they need.

                                [121] - In both technology and resources panes, the foreign civ's treasury and available gold per turn should be listed. Presently you have to contact the civ in order to see if selling / trading for gold is worth while.

                                [122] - The semi-circular style of showing relations can cause confusion when trying to determine the relations between the civ directly to the left and that directly to the right as the lines can be obscured by your civ's relationships with each

                                [123] - In the resource pane, the number of each type of resource you have available should be displayed. Presently it only shows that you have Silk, for example, not that you have *extra* Silk, or how many.

                                Trade Routes:
                                [124] - This may be a wishlist item. The amount of gold received from trade routes seems reasonable, but I don't think it should be limited to N number of routes per city. A metropolis on the coast, at the mouth of a river, and connected via roads or rails should have more than three cities trading with it. It would be nice to see certain cities like Amsterdam, Brugge / Bruges, New York, Venice, etc. appear that create incredible wealth due to their position in international trade.
                                For some the fairest thing on this dark earth is Thermopylae, and Spartan phalaxes low'ring lances to die -- Sappho

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