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  • #76
    Originally posted by Sn00py
    I would like the U.N. to have more options too, but how would you implement resolutions and sanctions to civ3?
    I would like to second this one. I feel a little sadden with the end game options in general. The space race and other features such as the UN could be much more exciting. The end game ought to be a highlight, and not a thought of "Oh Boy! I can start a new game."

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    • #77
      A small one, but on top of my list:

      If another civ captures one of my cities, and I'm able to recapture it on my next turn, this shouldn't trigger the other civ's mutual protection pacts.
      "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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      • #78
        Surprised to see that event scripting didn't make it even after all this time, these patches and an add-on pack.

        Anyway- I'm enjoying actually playing the regular game for now, with few grieves built up so far.

        Maybe a little unit tweaking would be nice. I don't believe in Explorers for instance, and piracy (Privateer) isn't terribly exciting either. I realize that last one could result in exploits, but there has to be a way to make it more interesting than this 2-attack weakling unit that is chased by priority as well.
        Also I have the feeling that some units come to be so late in the game to be almost worthless; alternatively, space ship techs could be postponed a bit.

        So I guess I came up with a taste of the myriad of small changes I personally would like to see. Ah well.

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        • #79
          I have been a single-issue whiner for unit-trading for a long time now, and I'll continue to be one until worms eat my eyeballs.
          (or until they implement it at last )
          "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
          "I never had the need to have a boner." -- Dissident
          "I have never cut off my penis when I was upset over a girl." -- Dis

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          • #80
            Don't feel bad about it, Spiffor ! I tend to focus on Unit Trading and 'Commodity Trading' Myself! From what I've read about Conquests, though, it appears that I might be able to mod in a....limited form of intra-Civ Commodity trading via the reverse capture the flag idea!

            Yours,
            Aussie_Lurker.

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            • #81
              Another thing I would like to see improved is sea unit movement rates. It's annoying how a ship can take 20+ turns to circle the globe!

              I suppose you could just mod the movement rates to be much higher, but that creates other problems. For one, exploration would be way too quick. For another, it would be too difficult to defend your coastlines against bombardments and landings.

              I guess what I'm saying is, it would be nice if they could find a way to have movement rates higher, but without the drawbacks.
              "Every time I have to make a tough decision, I ask myself, 'What would Tom Cruise do?' Then I jump up and down on the couch." - Neil Strauss

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              • #82
                Xorbon:
                I have modded my game so that ship movement is higher, and it isn't unbalancing at all. What you have to do is to keep ancient ships at low speed (4 moves a turn for me), and to boost modern ships at high speed (15 moves a turn for me). The progression between both extremes should be exponential, but not too steep.
                Sea exploration is generally well underway when you have navigation anyway, so you don't have to bother about this for every boat discovered past Navigation
                "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                "I never had the need to have a boner." -- Dissident
                "I have never cut off my penis when I was upset over a girl." -- Dis

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                • #83
                  They could make water tile move costs = 0 if it meets the following criteria :

                  1) It is within your borders
                  2) It is within the borders of a civ you have a RoP with
                  3) It is not within any civ's borders.
                  4) Your ship has no survival issues ending its turn in it
                  5) No unexplored territory will be revealed by your ship moving there.

                  Basically, explored open ocean and friendly coastline all have rail.

                  If it still proves to be too hard to defend one's coasts, they could have foreign, non RoP squares count as "unexplored" even when they have been for criteria #5.

                  So if your border extends (say) 3 tiles from the coast, foreign non-RoP bearing ships with a 2 range visibility would start expending move points 5 tiles out.

                  One couls also make it so ships of actively hostile nations exert a move-cost inducing ZOC within their bombardment range, and get passing shots if one tries to just sail on by.

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                  • #84
                    Hi Guys,

                    I have the following suggestions of how to balance up land and sea movement-especially in the Industrial age and beyond!

                    1) When moving along a RR, entering a city costs either 1 MP, or ALL MP's remaining!

                    2) When travelling along a RR, a unit cannot attack, but can only defend! In order to attack a unit, the unit travelling on the RR tile must first move onto a non-RR tile!

                    OK, from the naval end.

                    1) This first one, I believe, can already be modded! Give Coastal, Sea and Ocean tiles a movement cost of 1, 2 and 3, respectively. Massively increase Movement rates for ALL naval units, but have most ancient units pay the movement cost for travelling in sea and Ocean squares, Middle Ages units ignore Movement Costs of Sea Squares, and Industrial Units Ignore ALL movement costs. Late Industrial and Modern units Treat all terrain as roads-given them a movement of 3x normal!! This should eliminate the problems of 20+ turn circumnavigation, whilst still limiting the ocean-going capacity of galleys and caravels!!

                    2) The second suggestion is on my 'wish-list', and that is the ability to 'rebase' naval units between friendly cities, that possess a commercial dock and/or port facility, within X squares of each other (with no cost to movement). In addition, it should be possible to build a Naval Base terrain improvement, to which you can rebase naval units (for those big, ocean-going journeys)!

                    Anyway, just a few ideas. I'd like to know what you all think !!

                    Comment


                    • #85
                      Originally posted by The_Aussie_Lurker
                      1) This first one, I believe, can already be modded! Give Coastal, Sea and Ocean tiles a movement cost of 1, 2 and 3, respectively. Massively increase Movement rates for ALL naval units, but have most ancient units pay the movement cost for travelling in sea and Ocean squares, Middle Ages units ignore Movement Costs of Sea Squares, and Industrial Units Ignore ALL movement costs. Late Industrial and Modern units Treat all terrain as roads-given them a movement of 3x normal!! This should eliminate the problems of 20+ turn circumnavigation, whilst still limiting the ocean-going capacity of galleys and caravels!!
                      The BTM mod did something like this and it worked very well. I like how yours works even better. It would make for a very fast paced naval game. The only problem is intercepting those fast moving modern era fleets.
                      Seemingly Benign
                      Download Watercolor Terrain - New Conquests Watercolor Terrain

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                      • #86
                        Random Events
                        Better diplomacy
                        News Report
                        Political system something like GalCiv
                        For Civ4 i would add 3D as well

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                        • #87
                          No need for 3D, I'd rather use the CPU cycles for a better AI.
                          Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                          Then why call him God? - Epicurus

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                          • #88
                            I'm not too charmed by ideas that might be interesting an sich, but would also complicate the game with additional rules and exceptions. I think this goes for the "only defend on RR" idea, for example.

                            I did think of another trivial thing to improve, so I'll throw it in for good measure: improve the horrible sound effects & background music!

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                            • #89
                              Originally posted by The_Aussie_Lurker

                              2) The second suggestion is on my 'wish-list', and that is the ability to 'rebase' naval units between friendly cities, that possess a commercial dock and/or port facility, within X squares of each other (with no cost to movement). In addition, it should be possible to build a Naval Base terrain improvement, to which you can rebase naval units (for those big, ocean-going journeys)!

                              Anyway, just a few ideas. I'd like to know what you all think !!
                              A lot needs to be done with Naval units. I like the rebase idea. I usually use an island for these things. However, when there is no more free land to occupy, it is difficult to help my allies.

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                              • #90
                                1. worker governor
                                We have a city governor, why not have a worker governor so we can automate workers for faster play time and yet order their improvement preferences.

                                2. Display turn # and not just year

                                3. option to display sea/land trade routes

                                4. change trading so trading is based on value to AI receiving trade item and not to civ giving trade item

                                5. Dare I say Civ4

                                -- PF

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