Announcement

Collapse
No announcement yet.

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

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • There is already a recon mission for airplanes. Was it removed?

    Comment


    • no.

      different one now

      i dont understand this. whena bomber bombs a square, it shows the units / tiles near it. when it's done bombing, it hides the tiles, and REVERTS to the "old" terrain info, so you dont see updated craters.

      why cant the bomber pilots mark where units / terrain info was?
      "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 lockstep
        Barracks should not be a requirement for Civil Defense. Currently, you can't build a Civil Defense if you own Sun Tzu's (free barracks) and a city did not actually construct a barracks in advance.
        This is not correct for C3C. I just finished an epic game with Sun Tzu's and was able to build a Civil Defense in all my cities, very few of which had ever built barracks. If such a bug existed in PTW, it's fixed now.

        Comment


        • You're right, I just checked. It works.

          Comment


          • Originally posted by Pyrkaige
            This is not correct for C3C. I just finished an epic game with Sun Tzu's and was able to build a Civil Defense in all my cities, very few of which had ever built barracks. If such a bug existed in PTW, it's fixed now.
            The bug was reported today in the general forum, but I didn't take into consideration that the player might still use PtW and not Conquest. Sorry about that.

            Obviously, Firaxis/Breakaway fixed this bug when they introduced the Temple of Artemis wonder - free temples, obsolete with Education - and noticed that this made cathredrals (which come before Education) impossible for a bunch of cities.
            "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

            Comment


            • I have to contribute with one "must have" for next patch.

              Javelin Thrower needs to get defense unit strategy flag removed, since it's too expensive unit to be used for defense (you'll use Spearmen instead).

              Even Bowmen doesn't have defense strategy flag, so it would be strange to have Javelin Thrower with it.


              P.S.
              Similar thing for Musketeer which still has offense unit strategy, although unit has now attack of 2!?!

              Comment


              • One question (haven't tested it yet):
                Privateer has 3.0.0 bombardment, zero range, but RoF 0?!?

                Does that zero ranged bombardment work at all with RoF of 0?
                If not, then I suggest chance to value of 1.

                Comment


                • A Follow up to the Bombardment choice tweaking.

                  Later in the turn the attached image occured. - Available workers on automatic responded in force to repair the battle damage, however, since the damage removed the roads, no worker arrived able to do any work, and hence more workers were called to repair the damage. -

                  In normal automated workers, there is a limit of 2-3 workers assigned to a task. In damage control this limit does not exist. While this allows pollution to be quickly cleared, it sometimes causes this problem. the implimentation of a 'ceiling' of 10-20 workers per damage control task should be simple, since the code already exists for other tasks to limit to 2-3 workers. No other game mechanics should be affected, and the AI will benefit from this as well, since the AI always has all it's workers on auto.

                  [Edit] - This also reveals an exploit... - Bombard a tile on the border with Arty until you cause damage that removes the roads.... Next turn when all the available AI workers are on that tile, move an infantry onto it - Wham, You just collected 80% of the AI's workers. Rinse & Repeat. The AI will be lucky to have a single worker in 3 turns, and you just got a whole bunch of free workers with little effort. - Gonna try this out - will report back

                  Thanks

                  Kevin P.
                  Attached Files
                  Last edited by Backpack; November 14, 2003, 18:09.
                  ---- "What gunpowder did for war, Blake has done for the AI" - Diadem ----

                  Comment


                  • Originally posted by player1
                    Does that zero ranged bombardment work at all with RoF of 0?
                    Yes, it works. That's the way we had archers in the AU mod.

                    Comment


                    • Originally posted by Grazzit
                      I want to see Auto recon added. We used airplanes to scout the ocean not 4,000,000 ships. With an added auto recon air missions, more planes would be built and used, so the antiair units and fighters would be needed more.

                      Or make a new unit "PBY-16" and make it have no atk but have a range of 50. Allow it to have repeated recon missions with waypoints. Its upgrade would be F-111 and then SR-72. 8D
                      I am all for something like this, I find it real annoying to have to go back to send out the recon plane.

                      Comment


                      • Originally posted by Master Zen


                        How so? Is it the human's fault that the AI doesn't know how to use artillery and hence must refrain from doing so itself? Hell, if an "exploit" is definied as doing anything the AI doesn't do then practically the whole way people play SP would be considered one.

                        I have to agree with you MZ. If someone made 20 or more arties, they could have made some other units. Either way it would be tough on the AI. I no longer subscribe to the idea that if the AI does not use it, it is an exploit.

                        Comment


                        • Originally posted by alexman
                          Yes, it works. That's the way we had archers in the AU mod.
                          I re-checked both v1.17 of the AU mod (for PtW) and v1.06 (the last version for vanilla Civ3). Archer type units have a RoF of 0 in v1.17, but a RoF of 1 in v1.06. Also, Firaxis/Breakaway gave them a RoF of 1 when they introduced zero range bombardment in Conquests. I didn't use the PtW version of the AU mod, so I have no clue if zero range really worked with v1.17. Alexman, could you please shed light on the issue?
                          "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

                          Comment


                          • There was a suggestion by beta testers posting at CFC forums that AI now mass artilillery units.

                            I've see AI arties outside cites now, but have yet to see them massed, and most AI usually builds 6 or 7 of them at least, but still likes to station the vast majority in core cities where they sit there collecting dust until your armies arrive at the city gates. By that time, it's already too late.

                            I can understand the AI's preference for stationing large amounts of troops in its core cities. Otherwise, they present themselves as easy targets, given they lack the intelligence to shift units around the same way a human player can.

                            But with respect to artillery, this rule should not apply and the AI should deploy these with a large stack of defenders on hills nearly the border to take potshops at a city and then move in with offensive units.

                            A possible item for alex's list?
                            AI:C3C Debug Game Report (Part1) :C3C Debug Game Report (Part2)
                            Strategy:The Machiavellian Doctrine
                            Visit my WebsiteMonkey Dew

                            Comment


                            • Dexters, I'm not clear on why there is a needed difference in AI strategy between offensive ground units and artillery, and I'm not sure how to present an easy solution either.

                              lockstep, a can confirm (again ) that you don't need a ROF for a zero-range bombard unit to work (bombard units take only one shot on defense anyway, so ROF doesn't matter).

                              Comment


                              • I guess I just wanted to hear it again.

                                Maybe you should add 'The zero range bombardment nazi' to your signature.
                                "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

                                Comment

                                Working...
                                X