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FIRAXIS: A list of EASY fixes for the next C3C patch

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  • Re: More Suggestions

    Originally posted by kwpulliam1973
    Alexman, - Please start including a version number in your first post that you update after each edit. -
    I'm not sure an arbitrary version number will be better than the 'last edited' date at the bottom of the post, which gets edited automatically. Also, I try to add new items at the bottom of each section so that they can be easily found.

    Kuratko: are you sure resource required worker actions don't work? I don't remember being able to railroad tiles when I don't have iron or coal, and I use shortcuts.

    Comment


    • I think that Feudalism should not require maintenance. It has absolutely no practical benefits over Republic if you want to increase in technology, and it has no real benefits over Monarchy if you want to fight. I think they should make all versions like the German version and take away the cost for buildings under Feudalism...otherwise it has absolutely no strategic purpose in the game and is a complete waste.
      Ex Fide Vive
      Try my new mod and tell me what you think. I will be revising it per suggestions. Nine Governments Mod

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      • Cool - I never noticed the last edited date before !

        Another suggestion - Have victory conditions 'grey out' instead of disappear from the Victory status page. - Playing a non-domination game at the moment, and I find that I already rely on those percentages for an accurate assessment of where I am in the game. Now without them, I feel uninformed.

        Thanks

        Kevin
        ---- "What gunpowder did for war, Blake has done for the AI" - Diadem ----

        Comment


        • Originally posted by kwpulliam1973
          Cool - I never noticed the last edited date before !

          Another suggestion - Have victory conditions 'grey out' instead of disappear from the Victory status page. - Playing a non-domination game at the moment, and I find that I already rely on those percentages for an accurate assessment of where I am in the game. Now without them, I feel uninformed.

          Thanks

          Kevin
          That's a great idea, good for comparing your civ to the nearest opponent.

          Comment


          • In partial answer to mine own question:

            Looks like the AI is programed never to accept alliances against a player unless at least one of you is already at war with them.

            And wars have now started, athough some of them are misguided but typical AI behavior. (They are ganging up on probably the weakest AI barb tribe.)

            Originally posted by joncnunn
            Guess this might not be easy to fix; but why the heck hasn't ANY of the AIs declared war on Rome yet? It's now past turn 50, most of the barb tribes have finished the barb unique section of the tree, those that don't have at least Pillaging. (I sold Maurding and Pillaging at major discounts hoping for them to use it.) I in fact entered the "Rome Fights Back" era and finished the Scrouge of God wonder while my forces are marching to take on the Bryz., and have now decided to turn reseach down to 20% to support upgrades of units. The Persians still don't have Fortification.
            1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
            Templar Science Minister
            AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

            Comment


            • Re: Another bug

              That bug was in Classic Civ III 1.29f as well.

              Originally posted by Kuratko
              I have noticed another bug, sorry if this has been already reported elsewehere:

              If you mod the game so that a worker action requires a resource (e.g., so that Clear Wetlands requires Saltpeter) and you do not have the resource, the Clear Wetlands button is disabled (correct) but the Automated Clear Wetlands is still available and can be used even if you do not have the resource (bug).
              1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
              Templar Science Minister
              AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

              Comment


              • I'm thinking that when multi-city elimation is enabled, I'd like to see how many cities each civ has lost and not just one civ.
                1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                Templar Science Minister
                AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

                Comment


                • joncnunn, I'm not familiar with multi-city elimination mode, but if you can format your suggestion into an easy solution (in the pattern of the first post), I would be happy to add it.

                  Originally posted by Dimorier Maximus
                  I think that Feudalism should not require maintenance.
                  The problem is that the AI then never switches out of Feudalism. That's why they changed it to what it is now.

                  Comment


                  • It was too good of a government, it wasn't just the AI that didn't want to switch. I usually didn't in the beta either. It worked awesome with a dense build strategy (actually, it still does).
                    Seemingly Benign
                    Download Watercolor Terrain - New Conquests Watercolor Terrain

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                    • Not really a bug but, from what I've been reading around the place, I'm getting a sense that the improvements which build treasure units, or Wonders that build a certain unit every X turns, can become a 'little tedious' for some players! My suggestion then, would be for Firaxis to implement some way for players to 'switch on/switch off' these improvements and wonders depending on the players current needs! Anyway, just a thoiught!

                      Yours,
                      The_Aussie_Lurker.

                      Comment


                      • Anal graphic nitpicker report #3

                        Is the Secret Police HQ supposed to look like a medieval asian building?? This HAS to be a mixup of some way...

                        If there are no graphics for this small wonder is suggest using the european manor one.
                        Attached Files
                        Last edited by statusperfect; November 26, 2003, 21:51.

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                        • You have my compliments. This is an incredible list! I hope they take the suggestions to heart.

                          Comment


                          • Yes, the no maintenance Feudalism very potent. Powerful enough that you would change your entire game strategy to exploit it to its fullest. That's not necessarily a bad thing (see SMAC's governments). I think the goal with Feudalism was to create an alternative to Monarchy/Republic in the Medieval era, not fundamentally change how the game is played.

                            The current version of Feudalism perhaps falls a bit short in terms of power, but IMO that's preferable to the monster it could have been.


                            Dominae
                            And her eyes have all the seeming of a demon's that is dreaming...

                            Comment


                            • Originally posted by statusperfect
                              Anal graphic nitpicker report #3

                              Is the Secret Police HQ supposed to look like a medieval asian building?? This HAS to be a mixup of some way...
                              That's just a ruse. It's real form is, well, a secret.

                              Comment


                              • Originally posted by DrSpike
                                That's just a ruse. It's real form is, well, a secret.
                                You are kidding me. It looks like a ninja Santa Claus mansion.

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