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  • #31
    More Bugs Discussed Here

    Great patch. I hope reducing corruption doesn't affect the high number of powerful enemy civs that survive until modern age.

    There are 3 other bugs I saw discussed here that don't appear to be addressed in readme.txt

    1) Recon missions off aircraft carriers leave some sqares permanently visible.

    2) Coastal Fortresses do not take shots at passing enemy ships.

    3) SAM Air defense does not appear to shoot down planes.

    4) Ships revealed by recon dissapear immediately after attacked but not destroyed by a bomber during the same turn.


    Also. HOW IS AIR SUPERIORITY INTENDED TO WORK? The manual is vague...

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    • #32
      Wow! What a list! It really does look like Firaxis is listening. Thanks!

      While the pessimistic part of me looks at this massive list and thinks, hmmmm, sure were a LOT of things wrong with this game, the optimist in me can hardly wait to get the patch and start playing again!

      Comment


      • #33
        Re: comments

        Originally posted by volcanohead
        4. Scripting language: can Firaxis confirm this will NOT be developed?
        V
        yeah please tell us Firaxis..

        Comment


        • #34
          Originally posted by Cavalier_13
          Lovely.....I like the new changes coming up.

          I was wondering if any of the fixes were going to help with the time between turns as they do tend to get rather high in the later game.

          All in all, nice fixes, and hope to see that patch soon!

          Cavalier
          the main change is that you can stop the computer from even showing you certain moves. For example, if you are tired of watching your workers move around the map while automating, just turn off "Show Automated Moves" in the Preferences Window. The same could be done for friendly or enemy civs. This speeds up the end turns a great deal...
          - What's that?
          - It's a cannon fuse.
          - What's it for?
          - It's for my cannon.

          Comment


          • #35
            Re: Re: Civilization III v1.16f Additions/Changes/Fixes

            Originally posted by Gramphos

            Is there a reason for this?
            Is there a limit currently?
            It has to do with the way the city network is calculated (for determining resource access and other things). Since each civ needs to have all this data stored in memory, the memory footprint expands exponentially as a factor of the max number of cities. Increasing this further would dramatically increase the amount of RAM needed to play the game from what I understand.

            Currently (v1.07f) there is a limit, but I think it's lower than 512, and the game will crash if you exceed it, which is probably the cause of a lot of the reported errors users are associating with large savegame sizes. I believe this is also the cause of the so-called "tile of death" bug, so the patch will solve this, albeit by disallowing additional cities after the limit is hit.

            Dan
            Dan Magaha
            Firaxis Games, Inc.
            --------------------------

            Comment


            • #36
              Originally posted by Xeinth
              Wish costal bombardment had been fixed. Does this mean they are still worthless? Other than that, looks great. It will help a lot! I will be interested to see the magnitude of the corruption fix.

              X
              As far as I am aware, coastal fortresses work as designed. They always fire at passing ships, but you only hear a sound effect/see a result if it hits. The calculation is the same for units with ZOC, which basically treats those units as temporary artillery units with one shot at passing units.

              Also, the offense value of the coastal fortress is not very high, so one of the reason people have not seen mauch of an effect is that the coastal fortress has a very low chance of hitting modern ships. Of course, this value is in the editor, so if you want to increase the probability of hitting passing units, just increase it.
              - What's that?
              - It's a cannon fuse.
              - What's it for?
              - It's for my cannon.

              Comment


              • #37
                I can't help but think Firaxians are complete idiots

                Great....so uhhhh....where is the combat modification? Do warriors still beat our tanks? Thanks for increasing the probability of assimilation through culture too!! I just found that my cities didn't revert back very often. I mean when I take over a city of the AI, I don't want to keep that thing for 5 turns. Seriously, shouldn't that be around 1 turn or at most 2 turns? And I just love the tech cap change!!! 40 turns for republic!! I can't wait. And no more rush building wonders...simply brilliant!! 100 turns for a wonder is right up my alley. Any faster and I would think maybe I'm making progress in the game, but this way I feel like the game will go on forever, because as you know I just can't get enough of this game. I could go on and on, but somehow I don't think you really meant this game to be a big hit.

                http://www.ensemblestudios.com/aom/screenshot.shtml That is a real game. That game has play testers testing it from the very day it was in the works. That game has popularity and top notch support. Take notes.

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                • #38
                  Very good of both Soren and Dan to show up! Thanks for the input guys.

                  One other issue on the turn speed is the inability to move units in stacks - can you rate putting stacks in as an easy/hard/almost impossible programming task?

                  And am I right in thinking that the changes in culture make it harder for the AI to capture citiies but easier for the player? How great is the change?

                  Good work!

                  V

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                  • #39
                    While this patch does not address every change that I would like in the game (examples include stack movement, accessing the Civlopedia from the city menu), I think some of the critics here are being overly harsh. This is a pretty good list for a first patch, and I highly doubt that Firaxis is even close to being done with the development of this game. That said, hehe, I would like some further clarification of SAMs and coastal fortresses: are they now working as intended, or is there still little reason to build them? The changes to corruption are somewhat vague, but I am sure they will be clearer by time the patch is released. I particularly liked the change allowing police stations to lower corruption; I did not object as much to the corruption rate (though I feel it was too high and the reduction was in order) as to the fact that there was so little that the player could do to counter it after a certain point.
                    I remember every detail. The Germans wore gray, you wore blue.

                    Comment


                    • #40
                      Re: I can't help but think Firaxians are complete idiots

                      Originally posted by EnigmaticGod
                      That game has play testers testing it from the very day it was in the works.
                      An approach Bruce Shelley learned off Sid Meier, who has used it for all his games...
                      Världsstad - Dom lokala genrenas vän
                      Mick102, 102,3 Umeå, Måndagar 20-21

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                      • #41
                        Let me just say that pushing the turns for new techs to 40 turns will:

                        1. Slow down the beginning of the game.
                        Now we will have a slow, boring begining game, in addition to the boring middle, late game. Hurray for that...
                        2. Increase the technological gap between bad players and good players (including AI).
                        I'm sure this increase of turns was exactly to make the opposite, but good players will remain good players, while bad players will always take some time to become good players.
                        3. Discovering a 40 turn tech could become suicide for that civ, since that tech can be discovered at a much lower number of turns if other civs already discovered it.

                        When is the 2nd patch coming out?
                        "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

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                        • #42
                          lol Don't even try it snap. This game didn't have playtesters, not like AOM has. AOM has REAL players playing it, guys who played Age of empires 1 and 2 and who were experts that competed in tournaments. This game at best had a few lame brained programmers who fiddled with the units and then put a stamp of approval on the game.

                          Comment


                          • #43
                            Originally posted by Zealot
                            Let me just say that pushing the turns for new techs to 40 turns will:

                            1. Slow down the beginning of the game.
                            Now we will have a slow, boring begining game, in addition to the boring middle, late game. Hurray for that...
                            2. Increase the technological gap between bad players and good players (including AI).
                            I'm sure this increase of turns was exactly to make the opposite, but good players will remain good players, while bad players will always take some time to become good players.
                            3. Discovering a 40 turn tech could become suicide for that civ, since that tech can be discovered at a much lower number of turns if other civs already discovered it.

                            When is the 2nd patch coming out?
                            The min and max turns for research are now in the editor, so feel free to change it to whatever you think is more appropriate.

                            Dan
                            Dan Magaha
                            Firaxis Games, Inc.
                            --------------------------

                            Comment


                            • #44
                              Originally posted by Zealot
                              Let me just say that pushing the turns for new techs to 40 turns will:

                              2. Increase the technological gap between bad players and good players (including AI).
                              Ahem ... didn´t a vast majority of forum members pray for that?

                              BTW, min. and max. number of turns to discover a tech can now be changed in the editor.

                              Edit: Dan Magaha answered Zealot while I was still typing.
                              "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


                              • #45
                                Thanks again Magaha!

                                "The min and max turns for research are now in the editor, so feel free to change it to whatever you think is more appropriate."

                                Yes, feel free to change our shoddy workmanship. We can't actually make the game so there is a standard way of playing. Instead we encourage you to finish the development of the game by moding it and changing the rules in order to tweak the gameplay for us. We would like to thank all our beta testers of apolyton for their cooperation and their hard earned money. Have a problem? Talk to our lawyers.
                                Last edited by Guest; December 5, 2001, 13:51.

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