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

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  • Originally posted by Master Zen
    I for one was among those who advocated eliminating the hardcoded distinction between MGLs and SGLs. Same was also said about removing the hardcoded unlimited movement from railroads. Unfortunately, the answer was quite simple: those changes would require to much code change to be worthwhile.
    Well if they found it too difficult to implement then, I'm sure it's out of the question for a patch. I'm removing the suggestion from the first post.

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    • I don't agree that the new land bombardment needs to be 'solved'. I like it, as do many others as shown in a poll here.

      I'm not sure that either of the solutions to naval bombardment are right either. How about the AI not bombard cities at all unless it has ground forces in the area or about to land?
      (\__/)
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      • Many of the others who voted that they like it (I was one of them), still think that artillery is too powerful. I voted for it because I like the way the new system works, certainly better than the old way.

        Anyway, I updated my suggestions above. If we can't agree on something, I will not add any bombardment suggestions to the first post.

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        • Well, bunkers to improve defence would be good. They are in the game already though. Civil Defence, but they come later.

          Does your option 2 include the possibility of walls not being targeted by bombardment? That would be best.
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          • Naval bombardment solution #4 should be amphibious forces or ground troops in the city radius....

            Then it would get my vote.
            "Stuie has the right idea" - Japher
            "I trust Stuie and all involved." - SlowwHand
            "Stuie is right...." - Guynemer

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            • 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.
              "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

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              • Originally posted by notyoueither
                Does your option 2 include the possibility of walls not being targeted by bombardment? That would be best.
                I didn't intend it to be the case but you can easily mod the game to be that way (although you won't get the walled city graphics). Walls are the only improvement that protects units from bombardment and you need on average three extra catapults to destroy walls before you can get to the units.

                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.
                  Whoa! Are you sure? That's a good one!

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                  • 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.
                    That's a bug if it is true.
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                    • Originally posted by notyoueither
                      How about the AI not bombard cities at all unless it has ground forces in the area or about to land?
                      How about a BIG SIGN, with a BIG ARROW pointing to where the AI is going to invade??!!

                      It is probably better to have the AI risk losing shipping for no gain than to do that. I still say that the FEAR of the AI following up with a couple transports full of troops adds a lot to the game.

                      --
                      BTW, I would like for jungle and forest to give an added bombardment-defense bonus, from a realism perspective. Probably a lot more practical than giving units less chance of being SEEN at all in such terrain.

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                      • about to land?
                        As in same turn.
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                        • Alexman -

                          Ground Units Bombardment - I would vote for Solution 2 as the referred simple solution but there is a problem with this solution, walls can't be built in cities above size 6, so this requires even more changes. - therefore I support do nothing (For Now) - It does need to be addressed in some manner.

                          Naval Bombardment - I perfer Option 4, but again, this may be too difficult to impliment simply.

                          Air Units - What Air units... I haven't seen an AI air unit yet, so No opinion.


                          Some Further simple suggestions -

                          On the Victory Status Screen - Have it display the difficulty settings. - The screen already exists. The data must be in the save file somewhere. I can't count the number of times I've started a game, and finished it 3 weeks later. In the interim I forget... what did I set the difficulty on. ( I float in the midrange difficulties depending on the challange I want and the map choices I made)

                          [Edit] - I also realize it shows when you load a game what difficulty you chose, but first you're assuming that I reload the game, and second we have a second difficulty slider now for AI agressiveness. This info should also be displayed

                          Secondly - The AI is bombing tile improvements - however, someone may want to tweak it ever so slightly....

                          See attached Picture - THere was a luxury in range, but the Dutch decided to bombard the tile with a worker on it (And no hitpoints) - They ended up damaging the marshland and destroying the road... Big Whoop. Either the AI was trying to hurt the worker, or it thought marsh was prime real-estate needing to be removed from use.

                          Thanks again for sompiling all this and getting an organized response.. organized.

                          Kevin P.
                          Attached Files
                          ---- "What gunpowder did for war, Blake has done for the AI" - Diadem ----

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                          • Initial post updated.

                            I think we have found a commonly accepted solution (#4) to naval bombardment, even if it's not a particularly easy one.

                            Comment


                            • Originally posted by alexman
                              Whoa! Are you sure? That's a good one!
                              I haven't tested it for myself - but look at this thread: http://apolyton.net/forums/showthrea...hreadid=101588.

                              I also remember that - about a year ago - a board member reported that he had modded the Military Academy so that it did not require a victorious army, but five barracks. He noticed he was unable to build the academy because he also owned Sun Tzu's.
                              "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 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

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