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  • The 1.1 patch list

    Things the first patch should take care of (please add):

    Note: since we now have a separate bug list, let's take it for granted that ALL of these will be fixed for sure. In here I will only list features and minor additions.
    Everything that will typically take more effort than a first patch allows, such as fully implemented MP, is left out of the list, but we will have more lists later!

    Features
    (I] Additional editor features (events!, flat world scenario's, wonder status)
    (II] Techs/units/civs/wonders expandability
    (III] Hotseat MP
    (IV] Civ2->Civ3 map converter
    (V] All-partners trade overview
    (VI] Search resource function
    (VII] Accelerated start

    Minor additions
    (1) Correct Earth maps
    (2) Access (right-clicking) to Civilopedia from everywhere
    (3) Zoom function in editor
    (4) Save command (overwrite last save)
    (5) All rivals showing on foreign advisor screen
    (6) Visibility of borders in forest/jungle
    (7) Create embassy button in diplomacy screen
    (8) Offering a city for sale should provide full city screen info
    (9) Zoom-to-city option in case of disorder

    Options
    (a) Displaying battle odds
    (b) Buttons activated on first click
    (c) Setting for leaders frequency
    (d) Setting for fresh water percentage on random map
    (e) Larger range for water %
    (f) "Are you sure?" on clicking end-of-turn button

    For later
    Retuning of default corruption, culture, weariness, aggressiveness, diplomacy
    settings.

    LOVE FIRAXIS!! LOVE FIRAXIS!!
    Last edited by Ribannah; November 5, 2001, 11:34.
    A horse! A horse! Mingapulco for a horse! Someone must give chase to Brave Sir Robin and get those missing flags ...
    Project Lead of Might and Magic Tribute

  • #2
    fix slow scrolling on the new detonators.
    -=-NakaNaka-=-

    Comment


    • #3
      Full MP !!!!!
      GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71

      Comment


      • #4
        * all screens especially the diplomacy polished to accomodate 16 civs at once
        * civilopedia link from within production decision points (as civ2)
        * a report showing odds before a battle is attemped (as in SMAC)

        Comment


        • #5
          1. AI must start war (with human and WITH OTHER AI's!) much more often.

          2. AI must offer more equeal deals (like map on mapm, not map on map+gold)

          3. AI must be more diplomatic. It offers deal too rare.

          4. Privateer must have attack = 2

          Comment


          • #6
            Um.

            1. AI must start war (with human and WITH OTHER AI's!) much more often.
            During the two games I played the France and England were smacking each other around, on and off, for about 2000 years.

            In another game I had a 3 way alliance against Persia and they had a 4 way against us. It was quite cool...

            Comment


            • #7
              Please give the zoom in and out more levels. It is either too close or way too far.

              also, the editor needs the zoom function.
              You bet!

              Comment


              • #8
                * Make an option to have buttons activate on the first click, not the second.

                * Have the AI enforce it's borders against other AIs.

                * Fix the bug where Palace screen seems to stop showing up after your first game.

                * Allow links to the Civilopedia by right clicking in the selection box in town for improvements/units.

                * Nuke the Germans

                * Agree with the comment to make the AI more aggressive against other AI civs. VERY VERY rare that they fight each other.

                * Minor bug where if you capture a city, and then disband it via settler, the settler is a (Barbarian). (Not a fluke occurence, has happened at least 5 times)

                Comment


                • #9
                  *fixed start positions for each nation

                  Originally posted by Grunthex
                  * Make an option to have buttons activate on the first click, not the second.
                  Defently that one too
                  This space is empty... or is it?

                  Comment


                  • #10
                    Originally posted by NakaNaka
                    fix slow scrolling on the new detonators.
                    I second that. I have a 1.3ghz athlon with a geforce 3 and it scrolls poorly. But there is a temporary hack....intstall the ver 14 drivers and it works better.

                    Comment


                    • #11
                      AI civs let other AI civ units pass without a right-of-passage agreement. Fix this!!!!!!
                      Tutto nel mondo è burla

                      Comment


                      • #12
                        Double Post
                        Tutto nel mondo è burla

                        Comment


                        • #13
                          *Make ctrl+s => save the game as the last file saved (like in other programs like MS word) and ctrl+shift+s => save as

                          *And when clicking on a city I want to view the city screen, not activate a random unit

                          *And a last thing (for now), make a nice icon, the icon for the exe is just so **** ugly
                          This space is empty... or is it?

                          Comment


                          • #14
                            Originally posted by ADG
                            *Make ctrl+s => save the game as the last file saved (like in other programs like MS word) and ctrl+shift+s => save as

                            *And when clicking on a city I want to view the city screen, not activate a random unit

                            *And a last thing (for now), make a nice icon, the icon for the exe is just so **** ugly
                            Icon--agree!

                            City screen--Under preferences you can uncheck the preference that the units defending a city are shown on top of the city. Then you won't activate them when you click on the city. (but you can't see what units enemy civs have defending, either!)

                            Cheers.
                            Tutto nel mondo è burla

                            Comment


                            • #15
                              Originally posted by ADG

                              *And when clicking on a city I want to view the city screen, not activate a random unit
                              You have to double-click on the city if you want to bring up the city screen.

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