Announcement

Collapse
No announcement yet.

What would u like Fixed in civ 3?

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

  • #31
    1- Corruption
    2- Combat: some units didn't have really any defensive or offensive advantage in open field. Also, all the rest...
    3- Moving around units in a stack
    4- More realistic city defections
    5- Multiplayer
    6- Colonies
    7- There is no need to research anything at the higher difficulty levels, I can buy all the techs I want. Could be more realistic, price maybe too low and other civs do not always have advantage to seel technology
    8- Pillaging what we want and not in a specific given order
    9- Borders respected realistically (has to make sense...)
    10- Possibility of blocking a passage, but possibility to not chose to block or not!
    11- Some kind of simple history log. Should note when wars
    took place, civs were conquered, diplomatic agreements
    violated, etc. A little like Age of Kings' ending would be great.
    12- Air bugs
    13- Better ability to make scenarios
    .
    .
    .
    etc.
    etc.
    (there's all kind of little things here and there that I don't have just here)
    Go GalCiv, go! Go Society, go!

    Comment


    • #32
      Originally posted by markusf
      anything else need fixing?
      Is it just me, or does it appear that a number of "good" elements present in Civ II were left out of Civ III? If so, why? Legal concerns, what with Brian Reynolds no longer present? Or something else?

      CYBERAmazon
      "I may not agree with what you have to say, but I'll die defending your right to say it." — Voltaire

      "Wheresoever you go, go with all your heart." — Confucius

      Comment


      • #33
        Just in case it has not been mentioned before:

        - In the city screen, add info about the probability that the city will defect to another civilization within, say, the next five turns. (Graphically, add a 'defection box' with some nice symbols to the right hand side of the garrison box.)

        - In the civilopedia, reveal the factors/formulas that are reponsible for city defection. The current level of info about defection in Civ3 is like the level of info about city growth in CtP2.

        - After an advance has been completed, transfer excessive science points to the next advance in the research queue. At the moment, the game rewards excessive micro-managing of the science rate.

        - After a city has completed a unit/improvement/wonder, transfer a maximum of 10 excessive shields (this equals the cheapest units) to the next item in the build queue. Reasoning: see above. Hint: this feature was already included in SMAC.
        "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


        • #34
          A few items:

          *On the Science Advisor screen, make the text fit properly, currenlty the name and amount of turns are cut off and can not be seen until choosing the advance and closing out of the Advisor screen.

          *What is the purpose of the Stealth Fighter? It's not an upgrade to the Jet Figther since it cannot do Air Superiority; is it just a watered down Stealth Bomber? If so for what purpose since you get both air planes with the same tech?

          *The current helicopter would benefit from being able to transport 2 units. Also an attack copter would be nice.

          *Paratroopers need a bit more range.

          Comment


          • #35
            Re: Re: What would u like Fixed in civ 3?

            Originally posted by Ralf


            Is that really true? Was the rifleman fortified in a fortress on top of a mountain, or what?
            Open ground and no city walls. I couldn't believe it. So i did some experimenting. I had saved before i attacked and when i reloaded and attacked again without shutting down civ the exact same results happened. I closed civ opened it up again and i attacked and i didn't lose a single tank. This to me means that A, all the combat is predetermined at the start of every turn. B There is a formula and someone will figure it out. Everyone will then know there are only certain turns your supposed to attack and you will lose next to no units. I develop PROFESSIONAL software and i can tell you if we released something like civ 3, everyone would be fired the next day. Its as if the game has never gone through end to end testing to weed out the most basic of bugs.
            Join the army, travel to foreign countries, meet exotic people -
            and kill them!

            Comment


            • #36
              Make the game absolutely flawless so the whiners will stop posting thread upon thread about how much the game sucks!
              "To live again, to be.........again" Captain Kirk in some Star Trek Episode. (The one with the bad guy named Henok)
              "One day you may have to think for yourself and heaven help us all when that time comes" Some condescending jerk.

              Comment


              • #37
                Originally posted by Monoriu
                My list:


                Add: Change Samurai graphic. They did not fight in kimono - they wore armor (Civ2 had it right). Stats are fine - many samurai fought on horseback, so 2 movement is justified.

                Add: Make colonies more than marginally useful, even a zero radius would help against instant absorbsion by another player.

                ---------------------------------------------------------------------------------
                37. Change name and graphic of Iroquois unique unit: mounted warrior. It doesn't make sense at all. The units stats are ok.

                And some people even say that I often think the game is perfect

                Comment


                • #38
                  Just a few things...

                  1. Allow a more efficient way to combat corruption. The system is fine, but a courthouse is like destroying a mountain with a firecracker.

                  2. Borrow a diplomatic option from SMAC; the ability to ask a civ to 'call off your war against my friend...' . This will allow you to prevent yourself from having to re-declare war with a civ via a MPP without suffering reputation loss.

                  3. Fix the air-superiority missions.

                  4. Add the ability to 'kick' certain units out of your territory, i.e. settlers and workers. This will allow you to force the encroaching bums out without having to declare war.

                  5. Allow bombardment to sink naval units and allow for a small percentage chance to bombard a land unit to death.

                  6. A sort of SALT treaty for two civs to limit their nuclear arsonal to a fixed number.

                  7. Fix colonies so that they cannot be 'assimilated into an enemy city radius. Also allow the colony to act as though it had a harbor in terms of sending the resource to the rest of the empire. This way you can have an over-seas colony without the need for a city.

                  That's about it for me...the other combat fixes and such really can't be fixed IMHO in a patch this soon, so I'll wait patiently.
                  Making the Civ-world a better place (and working up to King) one post at a time....

                  Comment


                  • #39
                    my upgraded list

                    1- Corruption
                    2- Combat: some units didn't have really any defensive or offensive advantage in open field. Also, all the rest...
                    3- Moving around units in a stack
                    4- More realistic city defections
                    5- Multiplayer
                    6- Colonies
                    7- There is no need to research anything at the higher difficulty levels, I can buy all the techs I want. Could be more realistic, price maybe too low and other civs do not always have advantage to seel technology
                    8- Pillaging what we want and not in a specific given order
                    9- Borders respected realistically (has to make sense...)
                    10- Possibility of blocking a passage, but possibility to not chose to block or not!
                    11- Some kind of simple history log. Should note when wars
                    took place, civs were conquered, diplomatic agreements
                    violated, etc. A little like Age of Kings' ending would be great.
                    12- Air bugs
                    13- Better ability to make scenarios
                    14- Rebalanced towards something realistic nukes
                    .
                    .
                    .
                    etc.
                    etc.
                    (there's all kind of little things here and there that I don't have just here)
                    Go GalCiv, go! Go Society, go!

                    Comment


                    • #40
                      Um, N. Machiavelli, i hope you meant that youwant planes to be able to attack ships.

                      cause bombardment doesn't make sense against ships, its a free attack without fear of retribution. if the planes can sink the ships, the ships should have a shot of shooting down the planes.
                      By working faithfully eight hours a day, you may get to be a boss and work twelve hours a day.

                      Comment


                      • #41
                        My updated Civ 3 wish list:

                        I. Bugs
                        1. Air superiority is broken
                        2. Precision bombing is broken.
                        3. ¡§Million gold bug¡¨ ¡V ability to offer or demand 9999999 gold from the AI.
                        4. Family size in demographic screen appears to be broken.
                        5. In the science advisor screen, some advances with long names do not show number of turns till completion.
                        6. Possible bug: Nuclear plants have a 150% production bonus, against the 50% bonus of all other electricity plants.
                        7. Coastal fortresses are broken. It won¡¦t fire at enemy ships.
                        8. Palace screen is broken. In some games, it won¡¦t prompt me to access the screen when an upgrade is due.
                        9. Possible bug. Cities that are not on the same continent as the capital city and is not connected to any harbour can still receive bonuses from all luxuries if it is connected to an AI port city by road.
                        10. City sorting in the domestic advisor screen is broken.
                        11. Hanging Gardens do not seem to expire. I can still see 3 happy faces next to it in the city screen even after it is supposed to expire.
                        12. Fortified units in a fort doesn¡¦t seem to make opportunity fires.
                        13. Icon for building railroads incorrectly lists the command to build railroads as ¡§r¡¨ when in fact it should be ¡§shift r¡¨.

                        II. Gameplay Fixes and Balance
                        1. Corruption. There needs to be more ways to deal with corruption. A corruption cap, anti-corruption city specialists, anti-corruption units, more anti-corruption city improvements, or a switch at the beginning of the game to choose corruption levels. The courthouse is very ineffective as it is.
                        2. City defection. Happens too easily with no warning whatsoever. Losing all units inside the city is completely unacceptable. There should be more effective means to counter it, some sort of vague warning, and the majority of the city garrison of the defecting city should be moved away from the city, not eliminated. It is also too easy for a recently defected city to go back to its original owner.
                        3. Tech trading. It is too easy to play ¡§tech broker¡¨ now. I can check with all AI civs each turn and buy all the new techs available, then sell it to the rest of the civs for a large amount of gold per turn. On Emperor and Deity settings I don¡¦t need to research anything.
                        4. Option to choose real random civs when starting game. Right now civs that have a similar cultural background are a lot more likely to start near each other.
                        5. Option to use civ 2 HP/FP system. (not my request)
                        6. Option to give individual unit type more hit points.
                        7. Faster scrolling and shorter time between turns.
                        8. Global warming. Happens too early and the sun icon doesn¡¦t tell me how likely I¡¦ll get global warming.
                        9. Change name and graphic of Iroquois unique unit: mounted warrior. It is not historical while the other unique units are. The units stats are ok.
                        10. Option for melee combat between air units and ships.
                        11. Option to refuse AI diplomatic victory and proceed to fight the rest of the world.
                        12. Modify world generator to prevent areas without any source of fresh water from appearing too often. Small islands are ok, but sometimes a large part of the main continent is blocked off from any rivers by hills and mountains.
                        13. Colonies. Colonies should have borders to prevent them from being aborbed too easily, and I should be able to build a harbour in it to make overseas colonies useful.
                        14. Mutual protection pact makes it very difficult for AI civs to make peace. Example: Civ a and Civ b have a MPP. Both Civ a and b are at war with civ c. Civ a makes peace with civ c, but when civ c attacks civ b again civ a is forced to declare war on civ c again.
                        15. Ability to remove/upgrade units in an army at a cost.
                        16. Submarines: AI can see subs, if I move a submarine inside an AI civ¡¦s border, it will send me a message to remove it even though he has no sub-seeing units nearby.
                        17. Allow civs to build the non-unique versions of their unique units. For example as the Romans I can¡¦t upgrade my warriors to swordman.
                        18. Leaders should appear in the capital city. It is too easy to lose a leader when he appears from defensive victories.

                        III. Interface
                        1. Ability to move units in stack.
                        2. Option to choose pop up menus for city disorders, production of military units, pollution, WLT_Ds, appearance and disappearance of resources, and when the city build queue is finished.
                        3. Option to tell a city to produce a military unit indefinitely until told otherwise.
                        4. New pillaging option that allows me to choose what improvement to pillage. This is particularly useful for getting rid of forts inside my territory that I don¡¦t need anymore.
                        5. Show 1/3 and 2/3 movement points remaining in the bottom right info box.
                        6. Managing large numbers of units is a pain. I need a new command to move a type of unit first, and a new command to move all the units in a tile first.
                        7. Space bar should end a unit¡¦s turn, but if it has movement points remaining, I should be able to re-activate it within the same turn if I change my mind.
                        8. Option to access screens with single click.
                        9. Key board shortcuts need a revamp, some of them are too complex or too anti-intuitive.
                        10. Option to show grid with city production boundaries super-imposed.
                        11. Ability to save and load several pre-designed production queues.
                        12. Once I have built a hydro/solar/nuclear plant, there is no need to show coal plant in city production menu.
                        13. Once I have built/acquired a wonder that gives a city improvement in multiple cities (e.g.), I should have the option to sell all existing city improvements of that type.
                        14. Ability to delete save games in game.
                        15. Ability to see all of my diplomatic and trading agreements in a single screen.
                        16. Summarise the current ¡§advice¡¨ of the foreign advisor about culture, attitude, military strength, scientific achievements of AI civs in a single screen. Also please show AI civ government status somewhere more prominent.
                        17. Summarise the relationships of all AI civs in a single screen in table form.
                        18. When right-clicking on a stack of units, the info box should have a highly visible indicator to tell if the unit has moved or not. (imagine when I have a stack of 40 units in a tile and have to sort which unit has moved¡K..)
                        19. Too hard to see borders in jungle tiles.
                        20. Ability to access Civlopedia in city production menu.
                        21. Show health points of units in the right bottom info box.
                        22. Option to turn off warning box when I mine an irrigated tile, and vice-versa.
                        23. Show status of working (including its current work and turns till completion) when right clicking on it. (Auroch¡¦s idea)
                        24. On the Domestic Advisor screen, mark cities that are in some unusual condition (WLTED, Food Shortage, Illness, Civil Disorder, etc). (Auroch¡¦s idea)
                        25. Ability for city finder to sort cities alphabetically.
                        26. Option to turn off the palace screen.
                        27. Location of embassy creation button (star next to capital city) is not intuitive. Should be able to access the option via foreign advisor screen.
                        28. When I move a mouse over an action icon (at the bottom of the screen), it only displays the help lines at the instant when my mouse moves over it. If my mouse stays there and the next unit comes up, I won¡¦t get the help text until I move my mouse away and then move it over to the icon again.

                        IV. New Features
                        1. Scenario editor and maker.
                        2. New option to read the ¡§histograph¡¨ the way civ 2 presented it.
                        3. In game editor that allows me to make and save a custom civ by choosing a background civ, 2 civ traits, and a unique unit from the existing list.
                        4. Multi-player.
                        5. Unit casualty list.
                        6. Future techs give benefits.
                        7. Ability to trade units with AI civs.
                        8. Unit sentry mode back.
                        9. Show wonder benefits in an info box when one is built.
                        10. Some kind of history log. (Auroch¡¦s idea)
                        11. Borrow a diplomatic option from SMAC; the ability to ask a civ to 'call off your war against my friend...' . This will allow you to prevent yourself from having to re-declare war with a civ via a MPP without suffering reputation loss. (N. Machiavelli¡¦s idea)
                        12. Add the ability to 'kick' certain units out of your territory, i.e. settlers and workers. This will allow you to force the encroaching bums out without having to declare war. (N. Machiavelli¡¦s idea)
                        13. Music. The ability to pick what music to play, and add/delete pieces to the existing list.
                        14. Ability to disband city if population is low.
                        15. Strategic resource finder for the entire world.

                        V. ¡§Exploits¡¨
                        1. ¡§Lumberjacking¡¨, the practice of repeatedly planting, and destroying forests to get shields, should be weakened.
                        2. Shouldn't be possible to sell city to AI, re-capture city in the same turn, and sell it again in the same turn.
                        3. Shouldn't be able to sell luxury for lump sum, then destroy road on the luxury tile and sell it again next turn.

                        VI. Spelling, Grammar, and Civlopedia
                        1. Civlopedia to show formulas used for demographic screen
                        2. Fix raidroad description in Civlopedia.
                        3. Fix modern tank description in Civlopedia. Textual description says only oil and rubber is required and missed aluminum.
                        4. In democracy, the domestic advisor addresses me as "Mr" in one city improvement production complete pop up box, then "Sir" in the next, then alternates between ¡§Mr¡¨ and ¡§Sir¡¨.
                        5. Make a patch for the manual's index. "Diplomacy" isn't even listed. Neither are "Spy" or "Colony". Of course, these things can be found, but at least basic concepts should be listed to save the trouble of hunting them down. That's what an index is for. (Auroch¡¦s idea)
                        6. Civlopedia should explain the benefits of WLT_Ds.
                        7. When the Indians cancel a trading agreement, they say: "Greetings. While we have enjoyed trading with you, we feel that this arrangement is not longer good for our people. It is time for the deal to end." (HunterAssassin¡¦s point)

                        VII. AI
                        1. AI should upgrade its outdated combat units a lot more often.
                        2. AI should stop patrolling its borders to shorten the time between turns. Instead, it should fortify units at borders.
                        3. AI should stop sending settlers to build a city where it is surrounded by another civ. It is irritating, and the city has a high chance to defect: it doesn¡¦t benefit the AI itself in the long term.
                        4. AI has a tendency to send a large stack of mobile units (e.g. cavalry) to attack deep inside my territory unprotected by defensive units.
                        5. AI doesn¡¦t use bombarding land units often enough.
                        6. AI doesn¡¦t defend strategic resource tiles.
                        7. AI doesn¡¦t defend itself adequately at the very beginning of game. Its too easy to take out an AI civ right after the start at Deity level.
                        8. AI doesn¡¦t build forts often enough.
                        9. Diplomatic AI should remember past transgressions a lot more often. Too easy to break peace cities without consequence now.
                        10. AI assigns too much value to dead end techs such as music theory, and theory of gravity when the relevant wonders have already been built.
                        11. AI puts too much value on useless border cities in trade.

                        Comment


                        • #42
                          Um, Kc7mxo, I meant what I said

                          Originally posted by Kc7mxo
                          Um, N. Machiavelli, i hope you meant that youwant planes to be able to attack ships.

                          cause bombardment doesn't make sense against ships, its a free attack without fear of retribution. if the planes can sink the ships, the ships should have a shot of shooting down the planes.
                          No, actually I meant exactly what I said. I already changed each of the modern vessels (Destroyer and beyond) to have the 'Air Superiority' ability at a shortened range. The AEGIS Cruiser, for example has a farther range and the chance to intercept is higher than the Battleship. The only problem is, the Air-Superiority function doesn't work at present time, but if it were to be fixed, then you could bring an AEGIS cruiser in your Battleship group and set it to 'Air-superiority' at the end of it's movement to protect you from those nasty bombers/fighters. It adds complexity and realism as well as displaying that, for a time, aircraft ruled naval warfare.

                          Besides, that brings up another function I would have liked to seen imported into Civ3; counter-bombardment. That way, land-based RADAR artillery and cruisers can exchange blows etc.
                          Making the Civ-world a better place (and working up to King) one post at a time....

                          Comment


                          • #43
                            I've read half the thread, but it got too long and repetitive, so I will just post what I would like to see fixed.


                            I'd like to see a coloured bar that tells me which civ is having it's turn.

                            Sentry mode would be very helpfull, I can't see why it was taken out? Maybe you guys forgot about it? Sentry mode was very useful.

                            Within the combat system, you need to go through all the units that WILL be destroyed by a unit that cannot be destroyed by the defender. So for example, if a Galley is attacked by a Battleship, then without CHANCE/PROBABILITY, the Galley WILL/MUST SINK. Yes, a warrior, could possibly destroy a tank, but a tank could not defend itself against a cruise missile.

                            There seems to be little Civilization Intelligence, I can't find out what government the Egyptians are, for example. I have to actually go and talk to them to find out how much money they have and other stuff, this is certainly strange. I should have a screen that tells me everything I know about every civ I have an embassy with.

                            Could you tell the AI to not continously move its units around? It doesn't seem to fortify very much at the borders, and it should sentry or fortify ships/units in strategic/important places.

                            I once had a game, where my neighbour put about 30 (no kidding) workers, on to the same tile (I had to sit there for ages), and you know what they did? Built a road, a freaking road, 30 workers onto the same spot?

                            Do the wonders expire? I'm not sure yknow? I hate going into the pedia everytime, if wonders do expire, a window should popup reminding me.

                            When I put a worker on Auto and it has no work left to do, it should automatically fortify itself in the nearest city, and when it does have work to do (like clear pollution), all the workers should head off to that tile and do its job, then head back to the city fortify and wait for the next job.


                            Oh and Infinite Terrain. Actually, while I am on the editor, could you put in form boxes instead of drop down menus? The editor would be much more flexible if we could choose the number or whatever we want, instead of a predefined number or whatever. yknow?
                            be free

                            Comment


                            • #44
                              The three things I want fixed all relate to combat, as I see it it is the part of the game that sufferred the most in Civ 3.

                              1: First the difference in hit point as units get more modern is to low, giving unrealastic results, e.g a warrior beating a legion

                              2: The modern units need tweaking, e.g. range for missles

                              3: The last and most anouying is that air power can not sink ships, what the **** was that supossed to repersent

                              Though in general I would of liked to have more units?
                              I have walked since the dawn of time and were ever I walk, death is sure to follow. As surely as night follows day.

                              Comment


                              • #45
                                Please fix the easy exploits / Teach the AI diplomats

                                Great thread!

                                I hate the easy exploits and tactics which base only on stupid repetitive actions:

                                1. Lumberjacking: Please, raise the bonus to 15 shields and make it that it takes at least 10 times longer to replant forests.

                                2. Techtrading and taking advantage the AI diplomats love for peace:

                                Perhaps you can Limit the diplomatic contacts per round to two civs. and make it possible to contact a civ only one time per round. You should be able to offer peace only when didn`t make any aggresive move against the other player in this round. The AI should remember when you brake peace agreements within 5-10 rounds after make peace and should not talk to you for a long time.


                                3. Settler are to cheap:

                                To make it settler it should take at least 4 population points and even double the costs of settler. The way it is the earth is totally settled with advanced civs before 1 AD.
                                Thats is not realistic besides it should be a mayor decision to found a new city.


                                4. Ancient and middle age ships up should get lost on sea sometimes.

                                The advantage on modern ships should be that you are quite sure to reach your destination but even 200 years ago sending ships around the world was a mayor risk.... (By the way the spanish armada never reached its destination).


                                5. Prevent the Trojan horse....(Giving over cities to the AI)

                                When giving over a city to the AI all your military units should be removed out off the neigborhood of this city and a defensive unit asigned/ created in the city (Naturally the human player should pay for the unit )

                                6. The barbarians are to weak!!!!!!!!!!


                                7. Give an optinonal screen what an automated worker can do a la smac.....


                                8. PLease, speed up the game.....

                                Comment

                                Working...
                                X