Announcement

Collapse
No announcement yet.

Interface and other complaints (Civ3 is flawless and perfect types need not read).

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

  • #31
    Re: Re: Interface and other complaints (Civ3 is flawless and perfect types need not read).

    Originally posted by Chowlett
    however, pressing R doesn't seem to do anything, I actually have to click the railroad button
    the shortuct for railroads is shift+R
    Co-Founder, Apolyton Civilization Site
    Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
    giannopoulos.info: my non-mobile non-photo news & articles blog

    Comment


    • #32
      Never mind, just answered my own question with the manual - it's shift-R. Which I don't think is made clear on the button.
      The church is the only organisation that exists for the benefit of its non-members
      Buy your very own 4-dimensional, non-orientable, 1-sided, zero-edged, zero-volume, genus 1 manifold immersed in 3-space!
      All women become like their mothers. That is their tragedy. No man does. That's his.
      "They offer us some, but we have no place to store a mullet." - Chegitz Guevara

      Comment


      • #33
        "R" is the road key
        "ctrl + R" or "shift + R" is for railroad
        Im sorry Mr Civ Franchise, Civ3 was DOA

        Comment


        • #34
          Well, it happened to me. In fact, it's not "R", it's "Shift +R". The screen shortcut is just wrong.

          Yes it's stupid to have pushing Shift+R while in any other Civ game it was simply R. Easier and make sense. But well, the whole Civ3 interface is a mess, so no surprise.
          Science without conscience is the doom of the soul.

          Comment


          • #35
            ..can't resist ...must jump on bandwagon..

            ...It's Shift+R for railroads
            tis better to be thought stupid, than to open your mouth and remove all doubt.

            6 years lurking, 5 minutes posting

            Comment


            • #36
              so i guess this railroad question is answered then ?!
              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

              Comment


              • #37
                Originally posted by Dev

                Your point is?

                Your point is?


                You're a halfwit. Sometimes one has to troll a troll.

                Comment


                • #38
                  I'm going nuts moving my 30 unit army one by one.....
                  - No group movement is just stupid player griefing...
                  use the goto function.
                  It's the same as with civ2, thus for sure not worse.
                  The goto function works ways better then in civ2.

                  count:
                  civ3: +1
                  civ2: +0

                  I'm going nuts when after moving 5 units from a 10 unit stack it suddenly decides it's more much better to active a worker 5 screens away than to activate unit #6 of my current stack.
                  - logic....
                  I agree, it's silly......but again....
                  going nuts about such a minor thing, nah.
                  BTW, it happened in civ2 as well.

                  count:
                  civ3 +0
                  civ2 +0

                  I'm going nuts when i try to get a clear overview of my units in a given tile.
                  - Inexcusable rushing...
                  Civ2 had the popup that didn't show all units if you got more then 10 (20?) stacked. the 'right-click' functionality of civ3 solves everything.

                  count:
                  civ3 +1 (2)
                  civ2 +0

                  I'm going nuts when I want to semi-end the turn for a given unit but I can't, there's no way to skip a units turn without completely ending it.
                  - Skip turn should pull the unit from the "next available unit" rutine BUT you should still be able to manually click and move it.
                  The [s]entry function in civ2 is gone :-(
                  But 'w' and 'space' when it comes up again in the end isn't that bad, is it ? There are worse things.

                  civ2 worked the same way btw.
                  (I could think about another 100 orders as well:
                  - wait until all horsemen have moved
                  - wait until the worker finished it's road
                  - wait until my friends arived

                  it's a very minor thing to get angry about. Going nuts.... naaaah: take your medications

                  civ2 +1 (1)
                  civ3 +0 (2)

                  I'm going nuts when the governor starts producing a Galleon after finishing a battleship.
                  The 0.005 secs on screen msg about finished unit building jobs is a joke, give me a pop-up menu and kill the damn governor for christ sake.
                  civ3 has: shift-right click: chose new production item
                  civ3 has: governor that works (if you instruct him right )
                  civ2 continued to build whatever you just built, thus if you missed it it 'll keep on building a temple for eternity. That's for sure not a plus.

                  count:
                  civ3 +2 (4)
                  civ2 +0 (1)

                  The late game is such a management grief that I quite frankly don't bothert playing much into the industrial age when I get 20 cities, 70 workers and 70 military units ot keep track off.
                  same as civ2

                  Another thing that is immensly annoying in my world is that it doesn't update everything at the start of your turn, for example
                  why does it have to cycle through 5 cities that just produced something before it announces the tech advance that lets me build the new improvement I want to start building in those 5 cities ?
                  works as in civ2.
                  Your cities are done one by one. When enough science has been gathered you get your new advance. Doesn't work different then in civ2.

                  The civ3 interface has some more plusses:
                  - change production orders from domestic advisor screen
                  - commercial overview that actually works in the advisor screen
                  - Science Advisor screen that does much more then the civ2 one
                  - Foreign Advisor that gives a nice overview

                  I think there's more.....
                  but compared with civ2 I found only 1 thing that was better in civ2 (the 's' thingy) and EIGHT (8) improvements in civ3.
                  And that's just only out the top of my head.

                  When playing you'll allways find things that could've been better.
                  I tell you, with games like civilization you can improve the interface until eternity ! I'm happy that they haven't spend so much time on it that the other parts of the game weren't that good.

                  The thing with you is that you dislike the game, and everything you can use to backup your feeling will be used by you.

                  CyberShy
                  Formerly known as "CyberShy"
                  Carpe Diem tamen Memento Mori

                  Comment


                  • #39
                    Re: Interface and other complaints (Civ3 is flawless and perfect types need not read).

                    Originally posted by Dev
                    I'm going nuts moving my 30 unit army one by one.....
                    - No group movement is just stupid player griefing...
                    The problem is the dynamics - what if you have units with different moves or moves remaining, do you want to start leaving units behind like a car with parts falling off?

                    I'm going nuts when after moving 5 units from a 10 unit stack it suddenly decides it's more much better to active a worker 5 screens away than to activate unit #6 of my current stack.
                    - logic....
                    This annoys the piss out of me, especially with the games poor graphical performance.

                    I'm going nuts when i try to get a clear overview of my units in a given tile.
                    - Inexcusable rushing...
                    The lack of a truly informative interface is the problem. An additional information box is needed in this game for this and many other items. Think about this, Civ has always had alot of information available at a glance, until Civ3...

                    I'm going nuts when I want to semi-end the turn for a given unit but I can't, there's no way to skip a units turn without completely ending it.
                    Wait or fortify. Wait skips to the next unit but will come back to this one, fortify fortifies the unit but you CAN reselect the unit and change the orders if you decide you need him to do something else later in the turn.

                    I'm going nuts when the governor starts producing a Galleon after finishing a battleship.
                    The 0.005 secs on screen msg about finished unit building jobs is a joke, give me a pop-up menu and kill the damn governor for christ sake.
                    Agreed - the governor should be totally removable, and producing a military unit should mean the next item in the queue is the SAME UNIT. Freaking privateer BS, I actually had a city build one because I didn't see it.

                    And yes, the little joke messages during the change of turn suck $hit through a straw. What city am I supposed to be looking at? I've got 20 of them on the damn screen? Oh look, fire, guess I get to go around the map later playing Who's Rioting Now?

                    The interface is a step back in my opinion...

                    Venger

                    Comment


                    • #40
                      Originally posted by CyberShy

                      use the goto function.
                      It's the same as with civ2, thus for sure not worse.
                      The goto function works ways better then in civ2.
                      The pathfinding is better the actual mechanics are not. Expecially with the Ctrl-Shift requirements for it.

                      Civ2 had the popup that didn't show all units if you got more then 10 (20?) stacked. the 'right-click' functionality of civ3 solves everything.
                      I shouldn't be clicking for information that should already be visible. Civ requires information, and I shouldn't be clicking or pressing for it.

                      civ3 has: shift-right click: chose new production item
                      civ3 has: governor that works (if you instruct him right )
                      civ2 continued to build whatever you just built, thus if you missed it it 'll keep on building a temple for eternity. That's for sure not a plus.
                      Uh, no, you have it wrong. First, if I just build a legion, when that legion is activated I know what city it was produced in and can click it at that point.

                      Second, if you produce a temple, and don't change, you get a message every turn telling you "Hey chief, you already built one of these here). Which is infinitely better than what we get now in Civ3.

                      The civ3 interface has some more plusses:
                      And numerous minuses - the lack of onscreen information is appalling.

                      The thing with you is that you dislike the game, and everything you can use to backup your feeling will be used by you
                      Another fanboy hall monitor - you couldn't just address his concerns about the interface, you have to give your little whiney Civwhore commentary. You can't help it, you've apparently got whatever little bit of self esteem tied up in Civ for some reason, so when somebody points out the Emperor's new clothes you get threatened. He even posted it in the title - he wants information from people who don't have a hangup that they cannot bear critical examination of their sacred cow.

                      Venger

                      Comment


                      • #41
                        Originally posted by CyberShy
                        The thing with you is that you dislike the game, and everything you can use to backup your feeling will be used by you.

                        CyberShy
                        Man, I knew when I the guy mentioned about wanting to stop units everybody would pile on. Yes you can use the wait command to basically do what he wants.

                        But his main point is true, the interface is in the way more than it should. Frankly, I don't give two ****s if Civ2 had the same silliness; first it was a different game, second it was designed years ago.

                        Unit grouping is a must. Everything takes way more units than Civ2, what was a interface lack there has snowballed. I still don't trust the go-to for any distance or complexity, admittedly improved as it is.

                        Those .005 second messages are a joke, as he said. Blink and you miss the revolution. Can they be logged somewhere?

                        Too many keycodes and not enough right click.

                        He is also right I am sick of jerked to China when the action's in Africa. Would a next unit command instead of an auto go-to be so terrible? Maybe as a toggle option to speed simpler turns but slow the important ones.

                        Dreamer I know.
                        "Is it sport? I think it is. And does affection breed it? I think it does. Is it frailty that so errs? It is so too." - Shakespeare, Othello IV,iii

                        Comment


                        • #42
                          Is there a way to turn of the pop-ups BETWEEN turns?

                          You know the ones---Japan is building HG BLA BLA BLA

                          Man -the turns take so long and then u heve to sit there and monitor the monitor and hit enter 15 times because a civ built a wonder and everyone else switches to something else--

                          or of course the old--- civ gets a WoW enabling adv.,promptly trades it to all others and whole world starts building said WoW--scenario.
                          Die-Bin Laden-die

                          Comment


                          • #43
                            Guys, I think we should demand the Sentry function to be back again. Even if it's only with the sole purpose of not having to hit space to a damaged friendly unit inside our borders. In Civ 2 you just pressed "s" and the unit would recover until it had all hitpoints back to the maximum.

                            Bring back the Sleep function!
                            "BANANA POWAAAAH!!! (exclamation Zopperoni style)" - Mercator, in the OT 'What fruit are you?' thread
                            Join the Civ2 Democratic Game! We have a banana option in every poll just for you to vote for!
                            Many thanks to Zealot for wasting his time on the jobs section at Gamasutra - MarkG in the article SMAC2 IN FULL 3D? http://apolyton.net/misc/
                            Always thought settlers looked like Viking helmets. Took me a while to spot they were supposed to be wagons. - The pirate about Settlers in Civ 1

                            Comment


                            • #44
                              Re: Re: Interface and other complaints (Civ3 is flawless and perfect types need not read).

                              Originally posted by Chowlett


                              For the simple reason that science accumulates city by city. If the first 5 cities in the upkeep cycle don't push you over the tech edge, then you won't get the tech until the 6th city succeeds in doing so.
                              Why can't the science be summed at the beginning of the turn?

                              You're being an apologist for poor design.
                              "When all else fails, a pigheaded refusal to look facts in the face will see us through." -- General Sir Anthony Cecil Hogmanay Melchett

                              Comment


                              • #45
                                CyberShy, your point seems to be that if something is stupid in Civ3, that's okay because the same thing existed in Civ2.
                                "When all else fails, a pigheaded refusal to look facts in the face will see us through." -- General Sir Anthony Cecil Hogmanay Melchett

                                Comment

                                Working...
                                X