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    2) How was corruption tweaked? # of cities, distance from capitol, both?
    * Corruption effects have been reduced.

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    • Originally posted by Hywel Dda
      That sounds like the submarine bug. Were the friendly units your ships attacked subs? If so it's been fixed.
      Yes, you are correct. My mistake. I must have read too fast.

      I can live without city starting positions (at least until I start doing scenarios). . . so for all intents and purposes, I consider this patch (and hence the game) to be darn near perfect.

      Coolio!

      H

      Comment


      • was there a problem found on 256x256 maps? every game i've played on that map size ends up crashing well before the modern age, (winxp fully patched) and i know its not due to haveing reached the max number of cities (well, i'm pretty certain of that, it was like 800 bc still)

        just wondering,

        otherwise it looks great.

        i do have a few feature enhancement requests though:

        unit stacking and stacked movement

        supported resolution above the default, i know it can be set higher but i'd really like to get more than 8 civs on the diplomacy window (i run at 1600x1200)

        on grid mode it be nice if the city radius (not cultural radius) was highlighted a different color to help make it out (like civ2 when patched)

        modify the combat somewhat, i really take issue with an iron clad defeating a battleship. i just cant see any number of ironclads defeating H.M.S. Dreadnought or an iowa class battleship (of any era WW2+). personally, a combo of civ 2 firepower and CtP combat style is what i prefer but i'll stay off the crack :P

        while playing the game i noticed that not every command had graphical button (i had to use keyboard shortcuts) mabey i just missed the buttons, it just seems odd that they would not be all centrally located.

        ability to trade units

        the ever requested multiplayer (play by email!)

        Random starting locations/neighbors!

        thanks for the work.
        Last edited by Jahi; December 5, 2001, 16:39.
        I spend most my money on Wine, Women and Song.. the rest i just waste.

        Comment


        • Im curious about the Great Lighthouse Change. Was the lighthouse not designed to allow ocean travel(ie was this a bug because I wasnt aware the lighthouse was broken)?

          I think limiting galleys to sea square until navigation or magnetism are researched will really affect gameplay on Island or high water % maps. If you start out isolated on an island or small continent by the time you can get to those techs(especially researching them on your own without trading) you will be so far behind in tech if the ai's have contacted each other that it will be very difficult to catch up on higher difficulties and there wont be any unoccupied territory to colonize anyway.

          Do others see this as a positive change? Im more surprised at it than upset, but am interested how other people feel about it.

          Comment


          • So is the nVidia refresh bug still not fixed?!?

            I'd be happy with such a bug fix alone...
            "Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way. "
            -Bokonon

            Comment


            • Re: Patch ETA and Ramblings

              Originally posted by Gen.Dragolen Still can't get used to the idea of a regular unit killing a more advanced, vetran unit in a fortified position on a hill. I could see it if it was an elite unit, but not a bunch of cherries.
              Zulu's with nothing more than spears defeated the English armed with muskets - That is a historical fact.
              "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music." - Kristian Wilson, Nintendo Inc, 1989
              AIM/YAHOO: Vonotar1975 MSN/EMAIL: vonotar@lastlands.org ICQ: 123236923

              Comment


              • Hey guys, this is my first post, i just wanted to say thanks for patch, its got 90% of what I was looking for in it (stackable movement being the other 10%).
                Also, I just wanted to say that costal fortresses do work, I've seen it. But I think for it to really be useful, you have to be playing on a arpigealo map (sp??, map with lots of islands). Ive found a map like that really slows down the game though, and requires lots of naval units.
                A slower game means that its very very late in the game before I move on to advanced ships that costal fortresses are ineffective against. So theres more chance a galley or frigate will be approaching than an ironclad or destroyer.

                oh yeah, too bad about the Great Lighthouse fix, there goes my strategy, but a quick clarification please. Does that mean my ships can't sail into ocean squares at all? or that they just can't end their turn on an ocean square?

                Comment


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

                  Originally posted by EnigmaticGod
                  Great....so uhhhh....where is the combat modification? Do warriors still beat our tanks?
                  I'm Glad it remains this way.

                  And I just love the tech cap change!!! 40 turns for republic!!
                  Great Change, I like it!

                  I can't wait. And no more rush building wonders...simply brilliant!! 100 turns for a wonder is right up my alley.
                  Another important game balance that stays.
                  Firaxis, Don't take adivce from realtime gamers!

                  Comment


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

                    I have some questions about some of these changes:

                    * Shield bonus from clearing forest can only be received once per game.
                    Is this once per square or once per city?

                    * Palaces and spaceship parts can only be built in one city.
                    Does this mean that if one city is building thrusters, no one else can build any other spaceship part at all? I recall my last game would not let me build thrusters in two different cities, so this change confuses me.

                    * The maximum number of turns it can take to research an advance has been increased from 32 to 40.
                    Why was this put in? Wasn't it taking long enough to develop tech?


                    Other than these, the patch looks good. Can't wait to get it!

                    * Robinson
                    Frye: I know Big Vinnie said he was giving me the kiss of death, but I still say he was gay.
                    Leela: Did he use his tongue?
                    Frye: A little.
                    -- Frye and Leela, Futurama, "Hell is Other Robots"

                    Comment


                    • Re: Re: Patch ETA and Ramblings

                      Originally posted by Vonotar


                      Zulu's with nothing more than spears defeated the English armed with muskets - That is a historical fact.
                      Ah yes and they drove us back to homeland and assualted our isle with thier galleys and conquerd us.

                      lol

                      Im sorry Mr Civ Franchise, Civ3 was DOA

                      Comment


                      • Re: Re: Re: More complaints

                        Originally posted by Dravin


                        Ctrl + N IIRC automates a worker to connect all your cities with roads.
                        Actual, Ctrl-N automates a worker to connect all your cities AND your resources with roads. It would be nice if there was a
                        "Shift-Ctrl-N" to do the same task except with railroads.

                        Shift-R is build railroad. Ctrl-R is "Build road to target square"

                        One MAJOR MAJOR change I would like is the ability to set a worker as with Shift-P, except to set the worker to go to a city and fortify if there is no pollution on the map. Then, if there is new pollution, they wake up and go clean.

                        It's very tiresome in the late game to have to continually activate/fortify workers, especially since I tend to have LOTS. I'd rather just assign 6-8 workers to pollution cleanup and never worry about them again.

                        My super-wishlist at current that is not addressed in the first patch:

                        . Stackable units
                        . Worker pollution automation (as described above)
                        . This one might take some explaining...appropriate AI monitoring. That is, I want to be able to say, "Show me all movement by Civ's I am not at peace with, and show me no movement by Civ's I am at peace with, unless they cross my border."
                        . I would like to see a "Denial of Passage" pronouncement. After some number of asking someone to leave your territory, I think you should be able to make a declaration that any further border violation by that civ is an automatic declaration of war. This is in hopes of preventing the "despite being told every turn, the AI sends units into my territory" problem.



                        - ICMB

                        P.S. Thanks, Firaxis!

                        Comment


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

                          Originally posted by Dan Magaha FIRAXIS


                          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.
                          ugh. I hope you are misunderstanding, or you need better programmers.
                          "Barbarism is the natural state of mankind... Civilization is unnatural. It is a whim of circumstance. And barbarism must always triumph."

                          Comment


                          • Dan, Soren, Jeffrey and all the people at Firaxis:

                            Thanks for doing such a herculean job so quickly. We know that you sacrificed a great deal of personal time for this (as all top-notch developers do).

                            Well done. (Pretty please, stack movement in next patch?)

                            -----

                            ProblematicDog

                            What a jackass. Go take a purge.
                            "Entia non sunt multiplicanda praeter necessitatum." — William of Ockham

                            Comment


                            • Re: Re: Re: Re: More complaints

                              Originally posted by ICMB


                              Actual, Ctrl-N automates a worker to connect all your cities AND your resources with roads. It would be nice if there was a
                              "Shift-Ctrl-N" to do the same task except with railroads.

                              Shift-R is build railroad. Ctrl-R is "Build road to target square"

                              One MAJOR MAJOR change I would like is the ability to set a worker as with Shift-P, except to set the worker to go to a city and fortify if there is no pollution on the map. Then, if there is new pollution, they wake up and go clean.

                              It's very tiresome in the late game to have to continually activate/fortify workers, especially since I tend to have LOTS. I'd rather just assign 6-8 workers to pollution cleanup and never worry about them again.

                              My super-wishlist at current that is not addressed in the first patch:

                              . Stackable units
                              . Worker pollution automation (as described above)
                              . This one might take some explaining...appropriate AI monitoring. That is, I want to be able to say, "Show me all movement by Civ's I am not at peace with, and show me no movement by Civ's I am at peace with, unless they cross my border."
                              . I would like to see a "Denial of Passage" pronouncement. After some number of asking someone to leave your territory, I think you should be able to make a declaration that any further border violation by that civ is an automatic declaration of war. This is in hopes of preventing the "despite being told every turn, the AI sends units into my territory" problem.



                              - ICMB

                              P.S. Thanks, Firaxis!
                              I am pretty sure that you can get the functionality you want out of your worker (re: pollution) once the patch comes out using shift+A. Using that command, the worker will auto-improve land, but they won't switch mines/irrigation or chop down forests. They will, however, clean-up pollution, then go back to cities and just wait for more pollution to appear. In this patch, automated units ('A' or shift+'A') will now skip their moves instead of waking up. Workers with "orders" (road-to, clean up pollution, build road network) will still wake up when done.
                              - What's that?
                              - It's a cannon fuse.
                              - What's it for?
                              - It's for my cannon.

                              Comment


                              • Goodbye Columbus & Ponce de Leon

                                Originally posted by Doti
                                oh yeah, too bad about the Great Lighthouse fix, there goes my strategy, but a quick clarification please. Does that mean my ships can't sail into ocean squares at all? or that they just can't end their turn on an ocean square?
                                Agreed. Great Lighthouse went from being a GREAT wonder before the patch to being the piece of crap it was in Civ2 again. Sail on only sea squares... that & 25cents will get me a bag of potato chips.

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