Announcement

Collapse
No announcement yet.

Atn: Firaxis - Request For Some Features In Next Patch

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

  • #16
    I would like to see the nuclear units become more destructive. I don't think that they do enough damage now. Radiation, pollution some other effect than a few citizens lost. It makes nuclear missiles no different from other conventional weapons. I don't think the lack of damage is really accurate either. Shoudln't there be more incentive not to use them as well. I don't know about advocating some kind of MAD system, but something needs to be done here.

    Comment


    • #17
      Complete documentation

      Complete documentation, like with any 'normal' piece of software.
      e.g., ALL of the hotkeys, also listed with their subject; explanation of the yellow dots in the foreign relations screen (embassies), ....

      Perhaps in a PDF file available for download at both Infogrames and Firaxis.

      Comment


      • #18
        I'd like see a new concept introduced to units in CIV 3.

        When the right of passage is not active, AND the "trespassing" unit is not at war with the culture within whose borders it lies, then there should be a cumulative demoralizing factor eventually leading to DEFECTION. But how long should these intruding units be allowed inside one's borders before defection is certain? I figure 1 turn within the other's border is an oops! - with no penalty - each turn thereafter the odds increase that the offending unit will defect. It would be cool to get a bonus like that, too - a unit that my civilization perhaps could not even produce yet.

        Thanks Firaxis for a great game!

        Comment


        • #19
          UPDATED LIST 11/05/01

          Expanded Gameplay Features:

          1) Stack Move: Many have felt that the ability to move units in stacks would be VERY helpful, almost necessary for late game play.

          Problem: Given that there are usually considerably more units in this game than in previous Civ games, the one by one movement of each unit can rapidly become a mind numbing proposition.

          Suggested Solution: Please allow for stack grabbing and moving. No combat advantage is needed or requested, but we need ability to move more than one unit at a time.

          2) Ability to see active agreements from foreign advisor screen.

          Problem: There is no way right now to see all your all active agreements in one place, and it becomes quite tedious to get a list of all the agreements we have at one time, and they are always changing.

          Suggested Solution: Create a link/button on the foreign advisor screen that will bring up a list of *all* current diplomatic agreements and the turns left before they can be canceled. This is would be great!

          3) The ability to see what resources ALL other empires have. The ability to see ones they are using or trading to others or even receiving from others.

          Problem: The only way to know what resources another empire has is to search the whole map looking for specs of rubber and oil. And there is no way to know if/what they are trading to other empires, or if/what they are receiving from others. No Way At All.

          Suggested Solution: Make it possible to see other empire's active trade agreements. This can be done easily on the Trade screen. Make it so when you click on an empires name in the "can trade with" box, all their resources pop up under the "trade agreements" box, rather than yours.

          If anyone has a hard time understanding what I mean just ask, and I will Explain better and post a pic.

          4) Link to the Great Library from city build queue.

          Problem: You need to exit city screen and then goto Library and find the unit/improvement you are looking for, just to see what is does.

          Suggested Solution: A link that will take you right to the specific entry in the GL for the item you select.

          5) Add short-cut key to the GL (great library)

          Bug List

          Shift-I for worker automation doesn't seem to work.

          Comment


          • #20
            I just wanted to second the bombardment request. I guess I can believe that units in cities / fortresses can survive bombardment, but I think it is absolutely ridiculous that bombers cannot sink ships. Please fix / change this.

            Also, I would like some sort of indicator when cities are either in Civil Disorder or if they will be next turn due to growth.

            One last thing--fix the city list on the city advisor from refreshing every 2 seconds. The sort features are worthless when the list keeps resorting. I don't understand how something like this gets released.

            Comment


            • #21
              Originally posted by Timeline

              5) Add short-cut key to the GL (great library)
              What's the great library? The civilopedia? The shortcut is ctrl-c. No-one ever seems to read the readme.

              Comment


              • #22
                Originally posted by Pembleton


                What's the great library? The civilopedia? The shortcut is ctrl-c. No-one ever seems to read the readme.
                Thanks Pembleton. For your info I *did* read the readme but didn't see it in there, and before posting this request I looked all through the manual just to make sure.

                In CTP II I guess it was called the Great Library .

                Well my excuse is I did some work on the CTP2 GL for Wes and the Med Mod Project, so that name is stuck in my head.

                Comment


                • #23
                  Problem: The only way to know what resources another empire has is to search the whole map looking for specs of rubber and oil. And there is no way to know if/what they are trading to other empires, or if/what they are receiving from others. No Way At All.


                  Well, you can see what extra resources they have (for trade) by the trade screen, but having a button that highlighted where resources were on the main map would be very nice.
                  “I give you a new commandment, that you love one another. Just as I have loved you, you also should love one another. By this everyone will know that you are my disciples, if you have love for one another.”
                  - John 13:34-35 (NRSV)

                  Comment


                  • #24
                    *List Updated*

                    Show your support by bumping this thread!

                    Comment


                    • #25
                      This might be a bit too much to ask for the next patch, but I'd like more automation options for my workers. Say an automation screen that lists all the terrain types and and listed next to them a set of check boxes that allow to choose what type of improvement to do. I'm stunned that the pathfinding seems to have improved so much, I'm not seeing nearly as many of the "wandering settlers" as I did in SMAC, but they make such stupid decisions. I have about 50 of them set to automate on my home continent, and the mined over a bunch of irrigation while I wasn't paying attention and caused starvation in a city. I know that if I had used shift-a to set them to automate this wouldn't have happened, but I got lazy for a few turns and just hit the automate button. Since I can't find a way to deautomate all of them all I can do is click on each one individual until they are all deautomated and reset their orders.Also, a build irrigation to would be nice.

                      Comment


                      • #26
                        Options

                        1.More Options for the World Generation

                        Resources are part of the world just like temperature, water & climate are.

                        Strategic Resources = Rare Normal Excessive
                        Luxury Resources = Rare Normal Excessive
                        Bonus Resources = Rare Normal Excessive

                        Normal would be leaving them at the levels they are at now.

                        More options for the temperature, climate, worldage, & landform. I want to see the glacier poles cover 30% of the world or try to survive on a map with a vast arid desert!

                        Sidenote: Currently Archipelago on Huge Maps are not islands... it's more continents with some islands. Someone else mentioned this as well.

                        2.More Options in the Editor

                        I haven't played Alpha-Centuri, but I have heard people say the editor was very impressive.

                        Since this thread has a bug list on it too...
                        Bugs:
                        1.It's way too easy too not only only rack up gold on Deity, but also stay at the top of the tech race. All you have too do is go to the bargaining table of every civ you know on every turn(before they have the chance to trade thier techs to other civs). When you see a civ has a new tech; trade then a lump some of cash for it. Then go around and trade that tech to every other Civ you know for gold per turn. Keep repeating this process and you will not only be racking up a ton of gold, but you will also be staying right near the top of the tech race.
                        1st problem with this bug is the AI should have NEVER have sold a tech it had for gold... EVER. The AI should want to stay in the lead of the tech race. 2nd problem is the AI shouldn't offer that much per/turn gold for a tech.
                        Last edited by Pyrodrew; November 6, 2001, 04:31.

                        Comment


                        • #27
                          Disorder

                          I would like the game to automatically bring up the "Disorder Report" menu when your citys go into civil disorder. As it stands right now, it flashes to your citys quickly at the beginning of your turn and continues on to the next report without pausing. This makes it very easy to miss a city that is in disorder.

                          Comment


                          • #28
                            List Updated

                            Needed Gameplay/Balance Tweaks and Features

                            1) An escort mission for bombing runs.

                            Problem: It will (hopefully) be somewhat possible to protect your airspace once fighters work how they're supposed to, but, it will almost impossible to use bombers with any effect against the AI unless fighters can be used to protect bombers. This is something that must be looked into as many gamers have expressed frustration.

                            2) Allow Bombers and Fighters to have a random chance of scrambling if they are sitting on an aircraft carrier that is attacked.

                            Problem: Iron clad taking out a carrier-full of fighters and bombers - need I say more? Carriers are currently the most powerful and effective naval combat vessel on the seas today - but that aside, what fun is it to have a weak, slow, unit, that is almost worthless?

                            3) Privateer too weak for balance against other ships in it's time.

                            Problem: Simply put, players don't seem to be using them because they are too weak.

                            3) Nukes must be slightly increased in effectiveness.

                            Problem: It's driving people crazy, and no, they aren't going to get used to it. As mentioned Cruise Missles do more damage than nukes more times than not, and a group of artillery is actually capable of doing more damage than the nuke itself. Also, nukes are increadibly expensive for their use - the result? People won't build them after long.

                            This one may be considered a bug by most, but I just ask you to look into it.

                            Comment


                            • #29
                              Resources and Diplomatic Information

                              First, I like the idea of being able to see all the resources other empires have but I would like to take it a step further. It seems to me that FIRAXIS has already made a tie between resources and the map, i.e. being able to tell you what city resources that you're using are closest too. I hope they can leverage that to give us a resource locator, much like the city locator. They give you a list of resources, organized as strategic, luxory, etc... and you select a specific resource and the map will move to the tile that contains that resource. Obviously if you haven't explored the area where it is located, it shouldn't be displayed. I've been playing on the 180x180 map with large continents and whenever a new resource becomes available, its like a bug hunt going tile by tile to see where they are!
                              Second, I really miss the amount if information you got from your embassies. I think the foreign advisor screen has lost alot of its usefulness. Maybe I haven't found this yet, so if this is already readily available someone please tell me! I would like to be able to see in one place what the other empires governments are, how much gold they have, the list of techs they have completed and what they are researching, the list of their cities. I know I can get there government from the military advisor screen, and I can get how much gold they have and techs they have researched that I haven't and cities they have when you try to negotiate a trade, but it seems to me that I shouldn't have to contact the other leaders just to get info about them!
                              Third, the city locator. This is a small nitpick, but how is that list ordered? I know the capitals are at the top, which is nice, by why isn't the rest of the list alpha, or alpha by empire? Having to scroll through to just find a city is a pain. Please make this a little more structured. Even plain old alpha would be a great improvement.
                              FIRAXIS, you guys have made an awesome game that has already sucked up way to much of my time! Hopefully you can fix a couple of these things along with the other suggestions in this thread to help remove some of the micro-management and make it more fun!

                              Comment


                              • #30
                                I agree with everything that's being suggested, but I've got one quibble that I think would be easily addressed.

                                You have the ability to turn off unit animations for friendly or hostile units. I'd like the option to not show friendly movements at all. The best scenario would be a toggle that only showed friendly unit movements when they breached your border. That'd greatly speed things up in the late game when you've revealed most of the map. As it is right now, I go and make lunch or watch TV while the AI units zip around interact with each other for upwards of 3 minutes.

                                Comment

                                Working...
                                X