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  • Originally posted by Grrr


    As for tech seepage, the main point is that it goes faster or slower depending on map size as well as difficulty level. I don't like the ideas of small wonders as the AI never builds them!
    Well then that gives you a particular advantage by actually utilizing them doesn't it?

    Comment


    • Originally posted by Willem
      Well then that gives you a particular advantage by actually utilizing them doesn't it?
      ADVANTAGE!!!, ADVANTAGE!!!

      That is exactly the reason I don't like small wonders!!!!

      I want the AI to be a challenge. I think tech seepage will be a way to get this!
      Grrr | Pieter Lootsma | Hamilton, NZ | grrr@orcon.net.nz
      Waikato University, Hamilton.

      Comment


      • I've seen Japan or the Zulu beggining to build the Millitary Academy Sm wonder, so that guy who said they don't build smalls is wrong.

        ANNOYING BUG: the riflemen in my game seem to make horse whinnying noises when they run(the enemy chinese do) and my cavalry grunt when attacking which sounds stupid..
        I've tried editing the AMB file, maybe i've messedup something.

        Comment


        • This is just to show people the AI knows how to build Small Wonders.. notice the computers american Intelligence agency, should prove useful against the chinese who we're at war with.

          edit: Oh.. and the reason they are on wealth is to pay me the 140 gold per turn for giving them steel.. i used my leader to build scientific evolutionary wonder, and beat everyone else in the technology market
          Attached Files
          Last edited by Admiral PJ; January 12, 2002, 20:12.

          Comment


          • Originally posted by TechWins
            More Space
            GAMEPLAY: I'd like to see the Civ 2 option of "Don't restart a killed civilization" re-instated.

            Cal it a legacy from a tour in Vietnam, but when I kill something I expect it to stay killed and I really don't appreciate it popping up in some new location for me to have to kill all over again!!!

            Bill

            Comment


            • My comments on the list:

              6-2-44***) When a city defects culturally nearly all military units should automatically defect to your nearest city, and you should be made aware of what city the units went to and from what city they came.
              I am against this, I think it would be too easy to retake the city with those units, even if it means that you have to declare war, I think that you should loose most units or all, but you should have a warning before your city defects.

              11-1-84***) Include a modern coastal fortress, along with the regular coastal fortress, that way it would be possible to attack modern naval units with the fortress.
              There is no modern equivalent for a Coastal Fortress, I think it should not be included

              4-4-29**) Don’t allow for building production swapping. A 50% shield cost should take place when a unit in production is swapped to a wonder or improvement, an improvement is swapped to a unit or wonder, or a wonder is swapped to a unit or improvement. Basically the same way Civ2 handled this; in that only do this at the higher levels, Regent and above.
              I think that this should be optional, I actually like the flexibility of being able to change production, but I hope that the AI does the same when she needs to.

              12-10-95*****) Continue to solve the overabundance of corruption problem.

              14-1-106*****) INCLUDE THE ABILITY TO GROUP A STACK OF UNITS TOGETHER!!!
              This two would be my top priorities for a patch, also for garrisoned units not to activate when Upgrade All is used.

              Comment


              • I have read the original post but not the followers, it's way too long!
                Here's my idea, they may have been listed already.

                General Ideas:
                ***: When a city is taken from another country, the citizens should not be unhappy about drafts from the previous country. Instead, they should be happy for some turns since the cruel oppression has come to an end.

                **: Add a item in the menu to highlight a certain resource in your world map. Searching the entire map for resources especially coal is too hard, damaging to eyes and not a job suitable for such a great leader as us.

                *****: Optimize the algorithms for city building, capturing and razing, current algorithms are so slow that those actions often take 20 seconds or longer in the modern age.

                Next are comments, if I agree with the point I won't make comments about it, that would save much space.
                Comments on :

                5-3-38***)
                Naval units are made slow to make Magellan's Expedition useful, that's correct to my view.

                6-1-43***)
                Colonies can be assimilated into another nation by now, I have experienced this.

                6-2-44***)
                This process should be associated with the happiness of the people in the defected city.

                8-2-61***)
                Don't think so, because Democracy punishes war too much they won't be liked by people who want to launch major wars.

                12-10-95*****)
                I found that the corruption is acceptable in the current version, but I do believe that police stations should reduce more corruption than they currently do.

                13-1-103***)
                Don't agree. CIV 3 was made to make eras very significant in the development of the civilization.

                14-5-110**)
                That's not true, civilization should be able to upgrade to a unique unit since they have mastered the technique of that unit.

                14-7-112***)
                No. If everyone can upgrade swordsmens to better units, they can build a lot of warriors very early in the game and gain great benefits later.

                Comment


                • Originally posted by Lawrence


                  14-7-112***)
                  No. If everyone can upgrade swordsmens to better units, they can build a lot of warriors very early in the game and gain great benefits later.
                  Swordsmen should at least be able to upgrade to a Rifleman. It would get it out of the construction queue when you hit the industrial era at least, same with Longbowmen, provide Rifleman don't require any special resources. I've done that with my Spearman as well, rather than having them upgrade to Pikeman. I treat the Pikeman as an "elite" defensive unit used only for my front lines and vulnerable cities. Hopefully this way, I'll be able to avoid the Tank vs Spearman dichotomy I've been hearing so many people complaining about. And it saves me the the hassle of changing my default production queue everytime there's a new unit.

                  I don't see the problem with stockpiling units for later, since you still have to pay for them out of your treasury. That at least puts some limits on the numbers you can have.

                  Comment


                  • The real challenge of the game is what economists sometimes call "Opportunity Cost".

                    If you choose to do X, you cannot do Y. and vice-versa. You need to prioritize.

                    e.g. You can produce military units or build infrastructure, but not both at the same time. You can mine this tile or you can irrigate it but not both. You can build a temple or a factory but not both at the same time. Which is more important now?

                    This is why these two things MUST BE CHANGED!
                    (I have heavier changes in mind, but for a patch these two are relatively SIMPLE to enact.)

                    1. CULTURE SUBTRACTION (This could be a checkable option).

                    Burning down other people's cities should be an atrocity. Betraying someone or using weapons of MD should be too.
                    Atrocities should subtract culture (or you can think of it as negative culture, people are less likely to join your barbarous civ).

                    As it is now, whether or not you wage war doesn't negatively hurt you - only if you wage it poorly. Even a warmonger develops infrastructure to boost production and tech, which both contribute towards a cultural victory anyways.
                    It should be set so that if you always commit atrocities (which make conquering easier), this should make a cultural victory harder!
                    Killing an enemy will sure reduce their culture, but it should hurt yours too.

                    2. CITY IMPROVEMENT for FOOD, not RR
                    (this could be checkable too, I just want the option of not seeing RR everywhere!)

                    An option for something other than RR to give food bonus.
                    Otherwise, everything ends up being RR'd and really ugly.
                    It's a one-size-fits-all solution that removes real decision-making - there's no suspense as to whether this is really in your best interests - it always is the right thing to do.
                    Proud Citizen of the Civ 3 Demo Game
                    Retired Justice of the Court, Staff member of the War Academy, Staff member of the Machiavelli Institute
                    Join the Civ 3 Demo Game $Mini-Game! ~ Play the Civ 3 Demo Game $Mini-Game!
                    Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux.

                    Comment


                    • I want my Civil wars back but I want it in a more historical context. If you suck at making your people happy on a wholesale level, then you deserve alot of your empire making themselves an autonomous unit. Also I think your allies should at first be stand offish to the new power (this happened during the US civil war) and shouldn't make alliances right off the bat. And I want it so you can trigger one if you capture a capitol I loved it when that happened, chaos is good!

                      Comment


                      • Reducing Pop-ups
                        3 ways that should help


                        Well, first off I haven't really had any problems with pop-ups in Civ III. However, there is some potential for problems.
                        1. If you have a slow computer poping up messages takes longer and slows things down.
                        2. For future scenarios pop-ups could be a big problem. This was a pretty bad problem in some Civ2 scenarios where you couldn't even start the scenario before going through many, many pop-ups.

                        My idea has 3 parts.

                        1. Wonders & War Declaration
                        Instead of poping up separate messages for each little thing like wonders and war declarations, a single (scrollable) window should pop-up with all the messages on it at the end of the AI's turn. It would include all wonder and diplomatic declaration messages and any other similar pop-ups.

                        2. City Completion and Build Orders
                        At the start of your turn, instead of poping up a separate message for each city, include all the city messages in one pop-up message which you can look over and change only the ones you need to.
                        Each city should still have the zoom to city option so you can look at a city and return back to that window when you are done with the city.
                        An option to center the window on the specified city may be helpful too.
                        Perhaps this whole idea should be an option since it could be a little harder to play the game this way.

                        These two suggestions would result in only 2 pop-ups during the AI's turn, except for when the AI contacts you for diplomacy.
                        I would suspect with a little work, both of these ideas could be implemented without major changes to CivIII. Simply keep all the message in memory till the end of the AI's turn and then show them in a single pop-up.



                        The following suggestion is just as an option.

                        3. Save all message till end of turn.
                        This is an option to save all messages till the end of the AI's turn. This would be for those times you want to go away from your computer while the AI takes it's turn. By doing this, the AI can finish it's turn and when you come back you can then read all the messages instead of having to sit there and click on 'em one by one.
                        I'm not sure this would be possible to do with the diplomatic agreements the AI starts, so this idea may just have to be ignored. However, if it can be done, then the AI would just wait till the end and then send any messages to you about diplomacy. Also, to help the player, there should be another window to pop-up at the end with information on any wars or battles between your units so that you won't miss anything while you were gone from the computer.

                        Comment


                        • I'd like to be able to demand resources from a civ I'm at war with, as a requisite for peace. Right now I can't propose peace and demand resouces all in one go, and that seems a little unrealistic.

                          Ex. I'm at war with the Aztecs, who have a supply of oil, which I want. Mainly I'm in the war BECAUSE I want this oil, and I'll conquer them if I need to. BUT I'm perfectly happy to make peace provided they supply me with oil. So I propose peace in exchange for oil. Done.

                          On a related note it should be possible to demand from a civ their ONLY supply of a certain resource, ie say in the above example the Aztecs only have one source of oil I should still be able to demand from them oil (of course if they agree they're without oil, and because of the should be less likely to agree).

                          AND, I'd like to see some way of getting resources from civs that haven't researched to that resource yet (like getting uranium from an industrial-era civ), though I imagine that would be difficult to implement.

                          Everything I've said here should apply to both strategic and luxury resources.

                          Comment


                          • Originally posted by Admiral PJ
                            I've seen Japan or the Zulu beggining to build the Millitary Academy Sm wonder, so that guy who said they don't build smalls is wrong.

                            ANNOYING BUG: the riflemen in my game seem to make horse whinnying noises when they run(the enemy chinese do) and my cavalry grunt when attacking which sounds stupid..
                            I've tried editing the AMB file, maybe i've messedup something.
                            Funny you mention this. On mine, the riflemen make a gunfire sound when they run, which is OK, but seems a little odd. The cavalry start out making the same gunfire sound when they attack, followed by a little whinny. Later in the game tho, the gunfire sound stops, so the cavalry become silent in battle or make a little whinny. This must be a bug. Or have they developed into Stealth Cavalry?

                            Comment


                            • Originally posted by Herodes
                              My comments on the list:



                              I am against this, I think it would be too easy to retake the city with those units, even if it means that you have to declare war, I think that you should loose most units or all, but you should have a warning before your city defects.
                              Not only should there be a warning, but also, depending on the number of units garrisoned, there should be rioting instead of outright defection. I've had cities defect without warning a couple of times with about 10 tanks in them. This is not only VERY annoying, but also extremely unrealistic. Read or watch Blackhawk Down. Even in the worst circumstances, you're not going to lose your whole force because of a civilian uprising.

                              Comment


                              • Originally posted by Kilroy_Alpha
                                I'd like to be able to demand resources from a civ I'm at war with, as a requisite for peace. Right now I can't propose peace and demand resouces all in one go, and that seems a little unrealistic.

                                Ex. I'm at war with the Aztecs, who have a supply of oil, which I want. Mainly I'm in the war BECAUSE I want this oil, and I'll conquer them if I need to. BUT I'm perfectly happy to make peace provided they supply me with oil. So I propose peace in exchange for oil. Done.

                                On a related note it should be possible to demand from a civ their ONLY supply of a certain resource, ie say in the above example the Aztecs only have one source of oil I should still be able to demand from them oil (of course if they agree they're without oil, and because of the should be less likely to agree).

                                AND, I'd like to see some way of getting resources from civs that haven't researched to that resource yet (like getting uranium from an industrial-era civ), though I imagine that would be difficult to implement.

                                Everything I've said here should apply to both strategic and luxury resources.
                                Yes! Good point. Right now you have to fight indefinitely to get resources you need. Sometimes you have to conquer most or all of a civ because you want a resource near the border - you attack, and then they won't acknowledge your envoy until you've practically eliminated them. It should be possible to attack, demonstrate your superiority, and then settle the dispute without totally crushing them.

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