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SIMPLE and EASY Ideas for the Patches

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  • Originally posted by [to_xp]Gekko
    missile troops and siege engines should NEVER be used as suicide units, they should always stay behind and be vulnerable to melee attacks if undefended. EXSPECIALLY siege engines. the whole idea of catapults winning vs axemen 1on1 is sick. after all a catapult is very easy to destroy, as long as you can get to it.
    I disagree. Have you ever been hit by a catapult? I would imagine it hurts.

    That's what used to be done. When the ammo would run out and they thought they had a shot they would just "throw" the catapult at them. Anything to take the battle.

    Tom P.

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    • I tried reading all of the suggestions but I may have missed if someone suggested this or if it is available and i just don't know how, but in the domestic advisors screen, i would like to see a running total at the bottom so that I know my totals for everything, especially my total research as opposed to just knowing each individual cities research.

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      • Is there an ability to see your opponents Civics without having to contact them? I can't seem to find it.

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        • Originally posted by padillah


          I disagree. Have you ever been hit by a catapult? I would imagine it hurts.

          That's what used to be done. When the ammo would run out and they thought they had a shot they would just "throw" the catapult at them. Anything to take the battle.

          Tom P.
          The only way I can think of to actually throw a catapult to the enemy is to push them down a slope, like downwards a hill if you're defending it. catapults are heavy, I bet you can't throw one

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          • SIMPLE SUGGESTION. Make gifting significant amounts of units to an AI contribute positively to one's diplomatic standing with them. Say, +1 per dozen good units.

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            • That would be open to abuse though. I'm sure I'm not the only person who - finding that units are too expensive to upgrade - gift them away.

              \Enjoy these 12 unpromoted longbowmen. They'll help against tanks and nukes, honest.

              Gifting is more useful when you have an alliance with another civ and are at war. Then the other civ can provide a distraction.
              Last edited by TheHateMale; November 26, 2005, 05:47.

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              • No problems really outstanding apart from some stability ones...I get a crash about once every two or three hours but nothing too worrying apart from that!
                Speaking of Erith:

                "It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith

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                • How bout when the "What would you like to build next" pops-up maybe add one line saying...

                  14 > 12 10 = 10

                  You know what I mean, the happiness and health icons.

                  That way I don't have to look into the city to see if I will need a Theater or Aqueduct soon
                  .......shhhhhh......I'm lurking.......proud to have been stuck at settler for six years.......

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                  • I have two requests for modders that I think would be quite helpful:

                    [197] (for modders) Use schema defaults for your schemas. Currently things like building must have every property defined, which makes the building info file (and tech etc) unnecessarily huge, and more difficult to edit than it needs to be. This also impacts load time, since the various files are unnecessarily large.

                    For example: every building defines foodkept, which is (I believe) only actually of interest to granary.

                    ElementType name="iFoodKept" content="textOnly" dt:type="int"

                    should change to:

                    ElementType name="iFoodKept" content="textOnly" dt:type="int" default="0"

                    Then granary overrides this, but all other buildings ignore it, and take the 0 value from the schema.

                    This change will improve ease of modding, and load performance (load fewer blocks from hard drive: current 570kb building info would probably drop to about 64k or less).

                    [198] (for modders) Any where there are yield changes, change to terrain yield changes. This is a generalization of the building effect SeaPlotYieldChanges. Allow modders to define an effect for any specific terrain they desire, and do this everywhere that yield changes are allowed (not just in buildings, but in religions, civics, techs, etc). For example, I'd like to make one religion give you an extra production on TERRAIN_DESERT only. And I'd like a specific tech to grant you an extra commerce from TERRAIN_OCEAN only. Seems like this should be a straightforward generalization of what is currently special cased.
                    Check out SmartMap: my ultra flexible map generator for civIV.
                    http://apolyton.net/forums/showthrea...hreadid=147547

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                    • [199] In team game, add a diplomatic option to ask other member of the team to leave a/some specific team project(s) to player.

                      It pains me to watch AI let his city to take 14 turns to complete the SS engine, while I can do that in 6 turns.

                      Alternately,
                      [199a] Allow simultaneous construction of projects/buildings/wonders over limit (with a hint when doing so), and only first allowed number of completions count, others are converted to gold, just as when losing a wonder race.

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                      • [197] Fix the bug that takes the focus away from the pop-up window (leader, pop-up telling me I have a million souls, wonder moview) and doesn't allow me to exit the window by pressing 'enter'.

                        Sometimes I can press enter to close a popped up window sometimes pressing enter just brings forth a unit in the background. Pressing enter should always select the option highlighted in the pop up window.....

                        195 I would love that!

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                        • I have an idea which relates to modifying games. I found that in Civ II I had some great games on the Rome scenario by toggling the tech development rate and the number of years per turn - I think I played each turn as 6 months with tech development very slow...

                          The result was large armies from each era and tech developments being potentially able to shift the balance of power.

                          With Civ 4, unless I am mistaken you can only chose between quick, normal and epic, but these either slow down or speed up tech and production - I think it would be cool to be able to slow down tech and the year rate, but leave production the same...

                          get what i mean... surely it cant be too hard to do, seeing as it was possible in Civ II??

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                          • One reason I had this idea is that so far I have found there is no chance to really enjoy and get to grips with each era... things happen so quick that by the time I have put together say, an early modern invasion force, i need to upgrade it to a WWI era force

                            It makes for seriously epic games, but that is more than OK with me!

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                            • Tomases,

                              See dearmad's mod for slowing the game down.

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                              • They definitely need to fix the memory issues. I just started a new game and on turn 1 Civ4's memory usage jumped to half a Gig. That's not good.

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