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  • #76
    Re: General Idea: Railroads granting shared food storages

    Originally posted by Optimizer
    If Farmlands are brought back from Civ 2 to take over the food bonus of Railroads, the Railroads could benefit a civ's food supply in a more logical way:

    Cities connected by Railroads should have a shared, regional food storage. When the storage is filled, the happiest city would grow (if it is allowed).

    This adds
    *realism, (Railroads transport food to where it is needed; they do not produce it.)
    *strategy (You can now specialize your cities on food, industry or something else.)
    *and beauty. (The landscape wouldn't be filled by rail.)

    This would also decrease micromanagement in the late game.
    This is a truly awesome idea. I tip my hat to you, Optimizer!
    "I was a young man with unformed ideas. I threw out queries, suggestions, wondering all the time over everything, and to my astonishment, the ideas took like wildfire. People made a religion of them." - Charles Darwin

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    • #77
      Having read this entire thread to this point, I add...

      There are MANY great ideas here. I can hardly wait for a revved-up editor so we can see a lot of these ideas come to life.

      As far as non-editor, FIRAXIS-please-change items I think we must demand:

      - Stacked movement of units
      - Manhattan Wonder made a minor wonder
      - Change of the Longevity wonder
      - Ability of bomber units to sink ships
      - Culturally flipped cities no longer eliminate opposing troops (actually I think that some defection of troops should occur based on hit points: conscripts 90% chance of defection, regulars 50%, vets 20%, elite 10%, armies 0% and they expel the rest of them similarly to the way you get expelled after being warned - unceremoniously dumped outside the city border.)
      - An incredibly powerful editor (like we were promised )

      Civ2 is a much better game today than it was a year after it was introduced. It's way too early to give up on Civ3. This is a great game and if we're allowed to really modify it like we obviously want to, we should be able to make (almost) all these wishes come true. We're counting on you, FIRAXIS.
      "I was a young man with unformed ideas. I threw out queries, suggestions, wondering all the time over everything, and to my astonishment, the ideas took like wildfire. People made a religion of them." - Charles Darwin

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      • #78
        Re: Re: Re: MAKE REAL ALLIES!!!

        Originally posted by Vivisector



        HEY! I got CTP2 but haven't really played it. I noticed the forum is dead. How do you customize it - plz tell me! Have you got a script or something I could see?
        Get the mod pack and follow the directions. CTP2 is a really great game if you mod the dodgy AI. I wish Civ 3 had many of the features CTP2 has...
        Try http://wordforge.net/index.php for discussion and debate.

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        • #79
          I'd like to see a cap on the number of units that can fit on one tile at one time. Right now you can have so many units in one city that it totally unbalances the game. The unit limit from Civ 2 should be restored.
          Try http://wordforge.net/index.php for discussion and debate.

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          • #80
            I want to sink ships with planes and artillary I think it was totally unfair not the allow this in the game. Also can you please get the AI to use his navy in some way
            I have walked since the dawn of time and were ever I walk, death is sure to follow. As surely as night follows day.

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            • #81
              RE: mid-late game lack of things to build:

              Allow multiples of the same improvements but with diminishing returns...i.e. 2nd temple costs 2x gives .5 culture/turn, .5 happy faces. Gives something to build instead of forcing war or nothing. Otherwise, attach more different improvements with existing techs. I like the idea of diminishing returns though, to me this is the essence of decision-making, weighing tradeoffs... ...Less likely to unbalance things?I just hate not having anything to build. Too little is bad, too much is ???

              This might be more of a stretch, but the AI needs to be more variable so that the stuff that works in one game won't work in all or with all of the opponent civs. As it stands, the tech trading thing is an exploit since the AI will essentially trade itself into obscurity. And all of them do it all of the time. What I suggest is this. Along with having some variability in each of the priorities that the AI uses (with some civ-specific tendencies thrown in), keep a file that keeps track of what is succesful and what is not, sort of a natural selection. The intrinsic amount of variability from ideal can be a function of the number of civs on the map and the evolution should continue until the player 'resets' the AI. I may be in left field here, but according to what I got from Soren's chat, this could be in line with the priorities scheme they used to make the AI move. Is it implementable? Someone tell me that...

              -mm
              If Bush bought America, why shouldn't he sell Iraq?

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              • #82
                That just sounds too complicated. But here's an idea we can all enjoy:

                Allow foreign workers to assimilate!

                On my latest Marla Earth game, I've got more Indian, Babylonian, Egyptian and Persian Workers than my own Germans. They're so slow...

                If city inhabitants have a chance to "convert" to Germans, then let these workers convert, too.

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                • #83
                  Re: Desires For Future Civ3 Patches/Expansions

                  I totally agree with this part. Upon buying the game over Christmas, I spent hours building up my civilisation. After declaring war upon France I sent forth my troops and commenced bloody murder upon said civilization. After around 30 or 40 turns France decided that they wished peace as my men were decimating their territory. My troops return home, and returning through an area that wasnt prime city building land, found that the Aztecs had set up a network of cities...

                  Further movement showed that the aztecs had done this around 1/3 of my coast, cutting off my territory and reducing my resource input. Scouts were sent out to uncover the situation with other fledgling colonies upon my continent, within a turn or two of my scouts arriving close to my coolonies i found that they were surrounded by enemy cities.

                  In the end after many hours of trying to culturally conquer them, i had to resort in all out warfare, which ended with 3 civilizations reduced to the bare minimum, (mine included)

                  After starting a new game I decided to try what the Ai had done to me.... impossible unless i wished to declare war, but the AI had done this to me on several occaisions without starting war!

                  The only way is to build the city upon the very edge of an enemy border, which is risky enough if the city does not receive adequate defence or decides to switch allegiances.

                  In any case a later patch to fix this problem would make my life a lot happier

                  [2-4-17****) The AI needs to respect other Civ’s borders more, especially human players,; not to mention the AI needs not to plop a city in the middle of your empire


                  *************


                  Has anyone found a map/scenario editor that I can use to create senario maps, eg The foght for American Independance. Perhaps Firaxis can endorse a map editor than has this feature, and help the programmer to develop the editor.

                  Thanx
                  Last edited by Kev.jigy; January 10, 2002, 12:58.

                  Comment


                  • #84
                    New Suggestions


                    Interface and Unit Commands
                    10-12-141
                    Instead of poping up a separate window/message about a wonder being building, instead at the end of the turn pop-up one single window/message about all the various wonders that have been started and by whom.
                    10-12-142 In accord with the previous suggstion, perhaps the city completion and build orders could be incorperated into a single window/message that you can view at one time and change at one time at the beginning of your turn (end of the AI's turn)
                    10-12-143 Have an option to pop-up ALL message at the end of the AI's turn (and the beginning of yours). That way you can leave the computer while the AI takes its turn
                    10-12-144 Include more info in the diplomacy contact screen. Currently it only shows the name of the Civ. Include beside it their current attitude toward you, perhaps their color, and any other useful information. This would help if Firaxis does not to decide to fix the foreign minister screen for more than 8 civs.


                    Suggestion to do some previously mentioned points differently

                    AI
                    2-8-21**) The AI needs to build more fortresses along its borders and place units inside them. This will prevent from the AI aimlessly wondering around, which in turn will speed up the turn of the AI.
                    The AI should be taught to just simply fortify or skip the turn instead of patrol like a human does.

                    I would like to suggest this point as extrememely vital(*****):
                    4-8-33****) When a city revolts all units should not be lost mysteriously; instead a fight should be put up by the units.
                    I don't know the solution to this problem, but it needs to be fixed. This should apply to what happens during a cultural revolt. I don't see how many of these cities could overthrow obviosly superior firepower.

                    7-9-54$) Allow for trading of military units with other Civs.
                    I think this is quite realistic and should be included.

                    7-11-56**) Also include a Mutual Protection Pact that can be targeted towards just one Civ, instead of just a MPP that is against all Civs.
                    This would be quite helpful. I would raise the ranking.

                    Comment


                    • #85
                      A few questions/comments...

                      (1) It would be nice to have a "last updated" note on the list

                      (2) Does anyone know whether Firaxis is taking these suggestions into consideration? Has there been any indication that they are indeed working on another patch?

                      (3) Has anyone else encountered the problem with the Trade advisor that I mentioned in my earlier post (a few above this one)?

                      Thanks,
                      Ollie

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                      • #86
                        The rivers running through the Deserts all have flood plains, which provides some sort of food source. So why can't rivers running through the Plains not have Grassland along it's banks?

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                        • #87
                          Bring back public works!

                          As many people have commented about the tediousness of workers taking the fun out of the game, I would like to see the possiblity of the public works system implemented in some form. Perhaps one of the following ideas could be used.

                          a) An option when generating a new game to use public works instead of workers

                          b) Certain government types would perhaps use the public works system instead of workers, reflecting different policy-making.
                          Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                          Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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                          • #88
                            This is quite a monster thread so i haven't had time top read the whole thing so forgive me if i'm duplicating here, but two features i'd really like to see here are:

                            Partizans

                            I really miss Partizans, without them there is no real model of civil war in the game, (and not just communist Partizans this time either, but any civ with Nationalism- a sense of national identity) there's no way of modelling Contra's or the Viet Cong type situations, sure resistance is fine but they take no actual military action, they don't break transport networks for instance- which would be particularly challenging in a game where strategic and luxury rescources are so important. In fact if thats all they did- that and hide out in mountains and jungles defending themselves and sabotaging improvements that'd be just great.

                            Torpedo Bombers

                            I've mentioned these before but in case i wasn't heard by significant ears i'll say it again Torpedo Bombers!. air units that can actually sink ships would be great- make em weak so you need a few of em to sink each carrier- but how else can things like the battle of Midway get recreated without TBombers! ya can't have a self-respecting war with another significant power withoput torpedo bombers, thats what i recon. The AI's tactical skills seem adequate to wield this weapon and have it wielded against in my opinion. Also it would make naval battles even more tactically exciting and challenging.

                            thanks for listening.
                            Freedom Doesn't March.

                            -I.

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                            • #89
                              ...other than the EXtremely important need for landmarks in the game....

                              ... the editor for Units would benefit from having a checkbox for
                              1) causes war weariness if destroyed in its civilization
                              2) causes war weariness if destroyed in attackers civilization

                              This would be darn helpful in scenarios cuz:

                              When a leader dies on the battlefield, that civilization needs a strong hit of war weariness.

                              If a "Refugee" unit or a "Peacekeeper" unit is killed by my civ, then my civ should feel increased war weariness.

                              Okay, the real reason I want this feature is because I want to have a "Satyagrahi" unit. This unit would not attack, but could be used as a human shield by nations not wanting to go to war. If killed, the attacking civ gets a hit in the war weariness department.

                              It would of course be part of a scenario involving India's independence, where non-violent conflict carried the day. But the unit would come in handy for other civs too. OBTW, Gandhi as a military leader....that's pretty silly. I know Firaxis wanted familiar faces... but that's absurd. Better they should have included Oz as a civ and flying monkeys as the UU...that would happen before Gandhi would lead an army in war.

                              Okay....back to the topic... need that effect on war weariness... please.
                              Question Authority.......with mime...

                              Comment


                              • #90
                                What are the chances?

                                Hello everyone,

                                I really do like this game, but reading these posts really makes me think what
                                a great great great game this could be. Many of the suggestions here I agree with. My question, What is the chance that these will be implimented(sp) into a patch? I hope (Firaxis, Infogrames) sees these requests and puts them in a future patch. Whats the chances and what if any has the best chance of going in it?

                                Thanks for your time,

                                Bilas

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