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

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  • SCENARIO SPECIFIC BUG/EXPLOIT

    Possible to win Napoleonic conquest in 1st turn, any difficulty ?

    Yes: just sign MPP with all civs that you are in peace with and ask for some cities in the deal. They'll give enough cities to achieve domination in 1st turn

    Must be a bug, i dont think AI's should give cities for MPP agreements.

    Comment


    • Originally posted by Dominae
      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
      Well, the problem is that it is simply a joke as it is. What if it had more corruption than Monarchy and Republic and free support for units of 2 (town), 1 (city), 0 (metro) or none. Then would the free maintenance be okay? Also, who cares that the computer never leaves the government...the computer never switches out of Democracy or Republic anyways unless unhappiness forces them to do so...so how is Feudalism any different? It even has low war weariness. I don't think taking away free support for buildings was the answer. It made the government fresh and unique. They should have damaged it in other areas if it was too powerful. The government simply has no value as it is. It's better than despotism, but that is it. And anybody is gonna have Monarchy and/or Republic before they get Feudalism.

      Also, I disagree that Seafaring should be nerfed. Don't touch seafaring, it is perfect. It may be overpowered on Archipelago maps (but there is no fix for that...it always will be, by nature), but it is still underpowered for a Pangea map (and again, by nature always will be no matter what you do). I think it is exactly what it needs to be on Continents, so leave it alone.
      Last edited by Dimorier Maximus; November 28, 2003, 01:52.
      Ex Fide Vive
      Try my new mod and tell me what you think. I will be revising it per suggestions. Nine Governments Mod

      Comment


      • Originally posted by Dominae
        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.
        Yes, new Feadulism is a bit of short.

        With its current traits it does not warrant 3gp cost for units.
        While such cost was welcomed in old version when buldings needed no maintaince (otherwise, even cities and metros would be good in feudalism), with this ability removed unit cost should just be standard 1gp per unit.

        Comment


        • Ok:

          User Interface Enhancement:
          On the Victory Status Screen, show all civs number of lost cites (when elimination mode applies.) Currently only your own number of lost cities and one other civs number of lost cities is shown. Example: Fall of Rome.

          Originally posted by alexman
          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.
          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


          • Fascism and Feudalism bugs

            Making a C3C version of my scenario I discovered that the resistance and propaganda modifiers of other governments with respect to fascism and feudalism have not been set and thus default to zero, making them better than intended. This can be easily checked using the editor.

            As a general comment I must also say that I am surprised how poorly the stats for Fascism reflect historic economic performance of such governments. One of the major factors in Germany losing WWII was its inability to effectivly use its industial base - something the allies excelled in.

            Although I am a huge fan of the game, this fact, coupled with detalis such as that Copernicus is listed as a German scientific leader (a favorite claim of the nazis) makes one sometimes wonder how good the research has been. It would have been more accurate to call Kant a Russian philosopher...

            EDIT: I have the UK version of the game with the 1.02 patch installed.
            Last edited by pawel; November 30, 2003, 18:05.
            Scenario / Mod: The Rising Sun - Conquests
            Graphics: Conquests buildings

            Comment


            • ... One of the major factors in Germany losing WWII was its inability to effectivly use its industial base - something the allies excelled in.

              That was mainly because Germany did not get around to "mobilize" to a war economy until very late -- after the battle of Stalingrad or Kursk (I don't remember which).

              Comment


              • Originally posted by Jaybe
                ... One of the major factors in Germany losing WWII was its inability to effectivly use its industial base - something the allies excelled in.

                That was mainly because Germany did not get around to "mobilize" to a war economy until very late -- after the battle of Stalingrad or Kursk (I don't remember which).

                and by then the country was being pummeled by British and American heavy bombers.
                * A true libertarian is an anarchist in denial.
                * If brute force isn't working you are not using enough.
                * The difference between Genius and stupidity is that Genius has a limit.
                * There are Lies, Damned Lies, and The Republican Party.

                Comment


                • Updated initial post, and removed the items that have been fixed in v1.02.

                  If anybody spots anything else that has been fixed, please let me know.

                  Comment


                  • Originally posted by Mad Bomber



                    and by then the country was being pummeled by British and American heavy bombers.
                    Well, I don't think that this is the right thread to debate the details of WWII history. Let me just, as an example, compare AFV production figures of Germany and the (communist!)Soviet Union, which not only had a much smaller industrial base to begin with (steel production was only 1/3 of Germany during the war), but also lost many of important industrial centers and had to evacuate most other beyond the Urals. Compared to this strategic bombing was a nuisance (oil refineries excluded). Still, the USSR build 102,000 AFV:s, of which 79,611 were tanks. Germany produced 76,000 AFV:s, of which 25,006 were tanks. Most blatant mismanagement perhaps occured in the Reichsluftfahrtministerium, were constant struggle crippled both production and development (despite some famous jets flying at the very end, most war time projects were failures). Only during the emergency fighter programme of 1944 did production numbers rise significantly - but mainly for the cheap and by then outdated Bf109. Not very impressive considering the potential...
                    Scenario / Mod: The Rising Sun - Conquests
                    Graphics: Conquests buildings

                    Comment


                    • OK, not a bug, but more of an 'eye-candy' enhancement I'd like to see in C3:C! In Civ2, you were able to go into your military advisor screen, and see how many of your different types of units were destroyed-and when! Am I the ONLY person who missed that feature in Civ3?
                      Anyway, just a thought !!

                      Yours,
                      The_Aussie_Lurker.

                      Comment


                      • i dont think that's easily patchable, but i ranted about it long ago.

                        ideally, there would be some code that would seperate it first into wars, then into battles.

                        for example, when i first declared war on Rome, it would begin a new section. when i killed that Roman spearman near Veii, it would log the info down. using turn and map proximity, it could identify specific "battles" and seperate those.

                        this would be most useful in PBEM, but i'd love to see it in SP as well. a nice log of everything i killed, as well as everything i lost
                        "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
                        - Ender, from Ender's Game by Orson Scott Card

                        Comment


                        • Originally posted by pawel

                          Well, I don't think that this is the right thread to debate the details of WWII history. Let me just, as an example, compare AFV production figures of Germany and the (communist!)Soviet Union, which not only had a much smaller industrial base to begin with (steel production was only 1/3 of Germany during the war), but also lost many of important industrial centers and had to evacuate most other beyond the Urals. Compared to this strategic bombing was a nuisance (oil refineries excluded). Still, the USSR build 102,000 AFV:s, of which 79,611 were tanks. Germany produced 76,000 AFV:s, of which 25,006 were tanks. Most blatant mismanagement perhaps occured in the Reichsluftfahrtministerium, were constant struggle crippled both production and development (despite some famous jets flying at the very end, most war time projects were failures). Only during the emergency fighter programme of 1944 did production numbers rise significantly - but mainly for the cheap and by then outdated Bf109. Not very impressive considering the potential...
                          I agree that this is not the place to discuss WW2 History, but let me just say that when most historians study the effects of the Bombing campaign most focus upon the production of munitions. To truly understand the effects of the bombing campaign, it is more proper to examine the entire logistical system and its effects upon frontline units. It should be said that as much as 40% of the bombing raids were not directed at production facilities but upon the transportation and logistical infrastructure that supports a modern army (Marshalling yards, POL storage, bridges ect.....) Anyone who has read reports from German units will soon note the critical shortages that these units faced in WW2, some shortages occurred as early as 1942. (A simple examination of Rommels Africa campaign will see a very large discrepancy between # of tanks on hand and # of operational tanks, this is due to lack of spare parts which were caused by attacks on the Marsailles marshalling yards as well as air and naval attacks based on Malta)
                          * A true libertarian is an anarchist in denial.
                          * If brute force isn't working you are not using enough.
                          * The difference between Genius and stupidity is that Genius has a limit.
                          * There are Lies, Damned Lies, and The Republican Party.

                          Comment


                          • pawel, Mad Bomber, please settle this between you by PM or open another thread in the appropriate forum.

                            Comment


                            • I originally posted this in the bug thread but then realized I should probably make this suggestion here as well:

                              Originally posted by Willem
                              No, they've changed the way Hidden Nationality units work so that you can no longer attack cities with them unless you are at war. I just discovered that myself in my current game when I went to remove a French city that was built behind my lines.
                              Incidentally, I think it would be great if they would add pop-up text simlilar to when you try to attack with a worker or catapult ("non-combat units cannot capture cities")...it could say something like "hidden nationality units cannot capture cities unless at war". I think this would help reduce confusion and frustration.

                              Comment


                              • What exactly happens now when you try to attack a city with such a unit? Nothing? An automatic war declaration? If it's the former, I don't think it's that bad...

                                Comment

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