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  • #16
    Originally posted by Venger


    Come on, put some thought into it...

    Venger




    57. Colonies are useless now.
    58. There is no need to research anything at the higher difficulty levels, I can buy all the techs I want.
    59. Option to turn off warning pop up box when I want to change a mine to irrigation, and vice versa.

    Comment


    • #17
      Monoriu,

      Excellent list.

      I don't agree with #5 though, AI patrolling its borders. This makes complete sense. Also, #53 and above I either don't know or agree with.

      Comment


      • #18
        they should fix civ3 that way it becomes a strategy game again.
        that´s why I agree to almost all points here. (ZOC, combat system, corruption, etc.)

        and I think the most annoying point is that the resource system is broken. food is the only resource which is really important. shields and trade resources are almost useless. I think especially that´s why civ3 is only a one-dimensional game and can´t be compared with civ1 and civ2.

        the way the AI cheats is pointless. I mean I oftenly read in the civ2 forums that people who cheat against the AI were told that they would only cheat themselves. but here we´ve got it other way round. I find it pretty pointless that the AI cheats so obviously. for example when I played deity all AI civs have settled down their second city in the same turn I finished my first warrior.
        this is an obvious sign that the AI in civ3 isn´t anything better than in civ2. he just has to cheat massively.
        actually I shouldn´t care about how much the AI cheats, since I almost only have MP in mind. OTOH how will I ever find out whether I will be a strong MP player when I have to deal with an opponent cheating this way and all I can do against it is a strategy which has nothing to do with MP and which won´t ever work there?

        and civ3 needs to run faster, way faster. I´ve seen people sleeping away during civ2 games. I don´t want to figure out what have to expect in civ3, where the engine is that slow
        justice is might

        Comment


        • #19
          It would be nice when making a worker Auto-Hunt Pollution, they stayed doing that, and if there is no pollution, just sit in the nearest city until more pollution occurs. Rather than having to send more pollution hunters out each time some more occur.

          Move stacks.

          Sentry mode.

          Ability to wake all units of a certain type (ie: all tanks) from military screen. So that when im at peace, i can 'sentry' them in a city, and when war is declared, get them rolling asap.



          btw oedo: Firaxis already admitted that the AI gets production bonuses on Deity (and other levels above Regent).
          If you dont want the AI to cheat, play Regent.
          I'm building a wagon! On some other part of the internets, obviously (but not that other site).

          Comment


          • #20
            Oh, and not have the Governor contacting me every time a new building is built, if there is already something in the build queue for that city to build. ONLY contact me when the build queue is finished!!
            I'm building a wagon! On some other part of the internets, obviously (but not that other site).

            Comment


            • #21
              Originally posted by Skanky Burns
              If you dont want the AI to cheat, play Regent.
              no way, too easy

              the point is not that the AI cheats in general (he also did in civ2 already). the point is that the AI cheats too heavily. a production bonus is ok, but several 100% production bonus is ridicolous.
              justice is might

              Comment


              • #22
                From what i remember of what Soren said, the *only* cheat the AI gets is a production bonus!! It still uses the same code to plot its moves, build queue, wars, etc, but gets to build stuff for 60% of its shield value, rather than 100% (on Deity).

                And below Regent, the human gets the production bonus, on Chieftan builds stuff at 50% cost. Theres a table written somewhere in the forums with what bonuses you/the AI gets on each level, but cant remember where. Good luck finding it
                I'm building a wagon! On some other part of the internets, obviously (but not that other site).

                Comment


                • #23
                  Originally posted by Monoriu
                  My list:
                  1. Corruption. Rampant corruption is ok, but there must be a lot more ways to deal with corruption. The courthouse is a joke right now.
                  [...]
                  56. Ability to move over AI units with a right of passage agreement with me. I know there are real issues with units of 2 civs stacking together, but why can't I move over it if I have the movement points to do so?
                  Wow
                  I especially agree with 1, 2, 4, 15, 20, 23, 28, 31, 32, 33, 38, 39, 40, 41, 43, 44, 45, 48, 49, 52, and 55.

                  I disagree with 56. Go around. heh.

                  Now my list:
                  1. Add a 'next-unit' button, (or fix the bug) for those times when the computer doesn't seem to realize that your unit has used up it's movement and then takes 20 minutes to find the next unit if you hit 'Wait'. (usually happens after a unit uses up it's MP by bombarding, gets promoted, captures a city, etc).

                  2. Corruption level is fine the way it is, but there should be some way to reduce it other than just the courthouse. (It should be costly but worth it.) And/or some way to have distant bases/outposts.

                  As it is, you must build a town with a harbor if you want that resource halfway around the world...because a colony doesn't tie into your transport network automatically. Those small, distant, corrupt cities are difficult to keep, they tend to defect and take their garrisons with them. Colonies just disappear. You can fortify troops nearby to retake the town, but that results in war, with you labeled the aggressor! Even if you don't retake it, the opponent still gets upset that your troops are trespassing on 'his' new territory.

                  There should be at least some way of staking a claim to avoid cultural assimilation of such an outpost. I'd like an 'outpost' or 'base' 'non-city' similar to the colony, but with the ability to build harbor or airfield facilities, and unable to be peacefully assimilated. It should project that non-assimilable trait out to any colonies connected by road/rail. If someone cuts the road/rail, then the colony would be assimilable, but that would be...if not an act of war, one that would highly piss off the owner (like trespassing).

                  Hmm...but it should somehow not be abusable by civs making unassimilable barriers of outposts (which would screw-up the cultural expansion mechanism.) Requiring it to be tied to one or more colonies might be sufficient. And no more than one outpost per colony.

                  3. (low-priority) Similar to Monoriu's #43, a new trade agreement 'Hire Mercenaries', which allows the purchaser to control a selected group of the seller's units for 20 turns. It would be interesting.

                  4. Most importantly, More Information! I've wasted ridiculous amounts of time examining every unit, city, and screen each turn to try to get some idea of what's going on.

                  Suggestions:

                  A) On the unit list that pops up when you right-click, show
                  the status of the workers (Ready, Irrigating, Mining,
                  Building Road, Deforesting, etc). This could perhaps be
                  easily done just by using different colored text. Also, turns
                  to completion.

                  B) At the start of the turn, instead of flashing around from city
                  to city blinking subliminal messages at me, then making me
                  wait through a dozen advisor questions one at a time, give
                  a single 'State of the Empire' summary (with conditions
                  hyperlinked to the appropriate advisors, if necessary).

                  C) On the Domestic Advisor screen, mark cities that are in
                  some unusual condition (WLTED, Food Shortage, Illness,
                  Civil Disorder, etc). Blinking animations on the map are
                  nice, but don't help much.

                  D) Have the Foreign Advisor at least have some clue as to
                  how other nations feel toward each other. (See also:
                  Monoriu's #20, 38, 39, and 40)

                  E) Make the 'books' (lists ranking civs by different criteria
                  such as wealthiest, happiest, etc.) that pop up once in
                  each game continually updated and available throughout
                  the game so I can see how the civs compare. (this is
                  similar to #39 above)

                  F) Perhaps a list of improvements by city...that is, a list of
                  cities showing the improvements in each. (So you can see
                  at a glance which cities have, for instance, barracks).

                  G) Some kind of simple history log. Should note when wars
                  took place, civs were conquered, diplomatic agreements
                  violated, etc.

                  (low-priority: )
                  H) Ability to right-click unoccupied tiles while in the city screen
                  to see what the production would be if you put a citizen
                  there. Having to jiggle the citizens around and then put
                  them back where they came from (or exit back to the main
                  map, check the terrain, and then go back to the city map)
                  is just a nuisance.

                  I) Have the trade advisor be useful... Perhaps icons for civs
                  that have techs which you don't, or lots of gold. Have him
                  give advice about what other civs want. (eg: "Egypt might
                  like a mutual protection pact." or "The Germans might be
                  interested in Philosophy.")

                  J) Have the military advisor be more useful... Perhaps giving
                  hints or strategic notes. ("Babylon has a strong navy, but
                  it's army is relatively weak." or "Greece is well-prepared
                  defensively, but unable to launch a major offensive.")

                  K) 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.

                  Okay, there's my ideas. I love the game as-is, but it can be improved. Most of those improvements wouldn't alter the game mechanics and shouldn't be too difficult (except perhaps the outposts and intelligent advisors, but I think at least the outposts would be worth it).

                  Originally posted by TrailerParkJawa
                  2.) odd AI reactions. I was in a world wide battle, everyone attacked the french and me. we were allies. after 20 years
                  the french decided the agreement was no longer needed. HUH ?
                  we were both still being attacked by the rest of the world.
                  That's not necessarily an odd reaction. The same thing happened to me (allied with the Egyptians against the world due to a complex web of mutual protection pacts). Why? Cleopatra wanted to make peace with one or two of the belligerents. Doing so would have violated our agreement. I wanted the same thing, so I was happy with it. Now I can focus on defeating the Aztecs, rather than spreading myself thin fighting a three-front war. My other former enemies have put an embargo against me, but at least I'm no longer at war with 'em.

                  Comment


                  • #24
                    my pet peeves

                    1. ai patroling - why can't the ai just fortify in strategic positions? it would speed up the game, and patrolling isn't that useful anyways if the ai just fortified most of its units in the right places.

                    2. how corruption is modeled. i find it to be a cop out. the # of cities and distance from capital aren't a very logical way to model corruption. my main problem is this, it should be possible to have a HUGE and efficient empire if you do certain things correctly, but as it stands now its not possible. i can understand making HUGE and efficient empires very hard to hold onto(more civil wars + new civs breaking off would be good) and get in the first place but it should be possible. it should also be possible for your core cities to have corruption given certain circumstances or failures on your part.

                    3. all the air bugs.

                    4. game speed would be a lot better if it was faster during turn waits, popups, and music/cd slow down.

                    5. combat needs to be tweaked a little to make it a bit more realistic. i feel it's about 80% of what it should be. i do like the fact that you need to use combined arms but it is sometimes a bit silly when you lose 10+ times in a row.

                    6. more options when starting a game. make it possible to have 16 civs on a standard map by adjusting the game rules to be workable. i'd like to play with more civs on a smaller scale instead of managing huge empires and hundreds of units when i could be using all the game features with all the fun in a much quicker progressing game. why is controlling 100 units more fun than controlling 30? (btw, if anyone knows how to implement this with the editor, speak up man!).

                    6. (cont'd) i'd also like more adjustable sliders(2x movement, science research rates, amount of resources/luxuries, etc) actually in the game instead of having to use the editor. basically more accessibility.
                    Last edited by pg; November 24, 2001, 12:46.
                    Eschewing obfuscation and transcending conformity since 1982. Embrace the flux.

                    Comment


                    • #25
                      We need the ability to make scenarios!
                      Rome rules

                      Comment


                      • #26
                        More-

                        60. Mutual protection pact makes it very difficult for AI nations 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.
                        61. Nuclear plant too productive? It has a 150% production bonus, against the 50% bonus of all other electricity plants.
                        62. In democracy, the domestic advisor addresses me as "Mr" in one city improvement production complete pop up box, then "Sir" in the next, then "Mr" again......
                        63. Railroad description in Civlopedia is wrong.
                        64. Modern tank textual description in Civlopedia is wrong, it only says it requires oil and rubber when in fact it also requires aluminum.
                        65. Coastal fortresses won't fire at AI ships.
                        66. In some games, the game won't prompt me to the palace screen when its due for an upgrade.
                        67. 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.

                        Comment


                        • #27
                          Re: Border Patrol, Difficulty, Colonies, Lumberjacking, & Corruption

                          Originally posted by Raleigh
                          I don't agree with #5 though, AI patrolling its borders. This makes complete sense. Also, #53 and above I either don't know or agree with.
                          Border patrol doesn't make sense. If those units were fortified in a city or near the border (via a mini-wall) that would be more effective. Border patrol simply wastes time, makes those units defense weaker & makes the game last longer. Additionally, if 3 units are on their chaotic border patrol with a city that has only 1 tile of extra border, that makes the city have 3 less units in it when I choose to invade with my knights or tanks.

                          2. Corruption level is fine the way it is, but there should be some way to reduce it other than just the courthouse.
                          As people have stated elsewhere the courthouse is completely ineffective (not even +1 shield) sometimes even with Democracy & 'WeLovetheKing'.

                          the point is that the AI cheats too heavily. a production bonus is ok, but several 100% production bonus is ridicolous.
                          People claim they've won on Diety. If you cannot win at Diety or Emperor play the next level down. They shouldn't make the hardest level just easy enough for YOU to win it.

                          57. Colonies are useless now.
                          Not useless, twice I've needed to make colonies because the borders cities I conquered could not reach the resources. Another time no city could be built near where the resource was located... a colony worked perfect. Although I will agree colonies could be improved & be made more useful. The AI even built a colony once.

                          Lumberjacking should be weakened.
                          The lumberjacking is fine. It's the forest planting which is too fast & easy to do which can result in plant-cut-plant-cut-plant-cut. But if someone starts in a heavy forest (not good growth), they should get a strong production benefit for lumberjacking.

                          1. Corruption. Rampant corruption is ok, but there must be a lot more ways to deal with corruption. The courthouse is a joke right now.
                          Unfortunately, the AI isn't smart enough to deal with corruption as fast & as good as a human. So I would have no problem if corruption as a whole was decreased because this would help the AI out more than the human players.

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                          • #28
                            I can live with alsmot everything except the tech trading bug. When i can buy a tech for 400 and sell it for 2000 (to all the other AIs) in one turn something is very wrong. It is way way to easy to simply trade techs with the AIs to completely hamstring them and end up permently in a tech lead and having all there money for no effort.

                            I haven't any good suggestions for how to fix it though
                            Do as you would be done by

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                            • #29
                              anything else need fixing?
                              Join the army, travel to foreign countries, meet exotic people -
                              and kill them!

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                              • #30
                                Re: What would u like Fixed in civ 3?

                                Originally posted by markusf
                                2. Combat (i lost 10 tanks to a single rifflemen)
                                Is that really true? Was the rifleman fortified in a fortress on top of a mountain, or what?

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