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  • until it gets fixed try this...

    Its awful when you have many units in a recently conquered city and there´s a rebellion in the city, and all your armies disapear like if they have entered in a worm hole.
    I have seen several complaints about this issue and here's my solution: send along some settlers and workers when you are going to conquer a city. build a road into the city under your attacking units and have your settlers stacked with the attackers. as soon as you take the city move in a settler and add it to the population of the city (larger cities might require two or three settlers). If half the population are your citizens, there will be no revolt.

    It should be obvious but you must reduce the enemy population before doing this.
    "we more often need to be reminded than informed"

    Comment


    • Re: until it gets fixed try this...

      Originally posted by hoonak
      I have seen several complaints about this issue and here's my solution: send along some settlers and workers when you are going to conquer a city. build a road into the city under your attacking units and have your settlers stacked with the attackers. as soon as you take the city move in a settler and add it to the population of the city (larger cities might require two or three settlers). If half the population are your citizens, there will be no revolt.

      It should be obvious but you must reduce the enemy population before doing this.
      Why bother with Settlers? Workers can join a conquered city as well and the secure city that produced it will only lose 1 citizen, as opposed to 2 with Settlers. And they require less shields as well. Settlers are only useful for creating a new city.

      Comment


      • Re: until it gets fixed try this...

        Originally posted by hoonak If half the population are your citizens, there will be no revolt.
        I may be mistaken, but I believe that Dan from Firaxis did not include number of citizens of your own nationality as a factor in determining the likelihood of a culture flip... in which case, adding settlers will accomplish nothing.

        -ollie-

        Comment


        • Why bother with Settlers? Workers can join a conquered city as well and the secure city that produced it will only lose 1 citizen, as opposed to 2 with Settlers. And they require less shields as well. Settlers are only useful for creating a new city.
          I prefer settlers to workers for two reasons:
          it adds two people of my nationality to the city and
          it leaves worker(s) available to improve the city.

          I may be mistaken, but I believe that Dan from Firaxis did not include number of citizens of your own nationality as a factor in determining the likelihood of a culture flip... in which case, adding settlers will accomplish nothing.
          The people that are added to the city are not rebelling. This reduces the percentage of rebels and lessens the chance of a culture flip.

          In any case, having a city immediately revert to it's former ownership is ridiculous.
          "we more often need to be reminded than informed"

          Comment


          • Re: Stack movement

            Originally posted by Demolition
            One more time: Stack movement.

            Also:
            Other Civ can not trade discoverys that they didnt discover.
            Ex. If I invent Democracy and give/trade it to Zulus then they shouldnt be able to pass it on to another nation.
            Why shouldn't they be allowed to trade that discovery? It would be illogical for them not to be able to share that knowledge with others.
            MonsterMan's Mod: http://www.angelfire.com/amiga/civ3/

            Comment


            • Originally posted by hoonak

              I prefer settlers to workers for two reasons:
              it adds two people of my nationality to the city and
              Aah, I didn't realize they created 2 citizens.

              Comment


              • I would very much like to see a worker management screen. I have never been satisfied with the ratio of mines vs. irrigation improvements used by the workers when they are on automatic. I would like to see a new management screen where you could change the ratio, indicate how many to stack on a particular job (more than 2 at a time for pollution patrol), etc. I think that this would be a nice feature for those who want more macromanagment tools.

                Comment


                • Well I've already said it once or twice before but I'm going to say it again. I want a preference to turn off the Wonder pop ups when they're completed. If I create my own Small Wonders, the game tries to crash everytime they come up. I thought using the Civ3CopyTool would solve the problem but it's still happening. Everything works fine before and after, it's just when the splash screen comes up that I have the problem. I'm only able to recover because of my Norton Crashguard, and sometimes even that doesn't help.

                  Edit/ Never mind, I understand now. I didn't account for the spaceship parts.
                  Last edited by Willem; January 22, 2002, 00:38.

                  Comment


                  • 1: If i'm a neutral nation, and two (or more) of my "friends" are at war with each other. I would like a way to act as a mediater for those two (or more) to make a peace treaty. I would like to see the AI do this as well.
                    (**)

                    2: I would like there to be a small chance that bombardments could destroy a unit (say, 1/32 or 1/64).
                    (***)

                    3: There should be an even smaller chance that an ICBM or a nuke could destroy a city out right (say, like 1/64 or 1/128). This is dependent on the population and the number of improvments there are.
                    (**)

                    4: I would like to make a "pill - box" type of fort that could be built at a coast line, and have a range of 1 square. When enemy units try to land, the pill box fires at each unit within range per its controlers turn, until either the pill - box is destroyed by land/sea/air bombardment or is "captured" by those enemy units. Of course if you fortify your troops there, it will have the same effect as a regular fort when attacked by land units as well. If your enemy was able to destroy your units stationed at the pill-box, there is a chance that the pill-box will be destroyed in the process, and removed from the screen.
                    (*****)
                    Last edited by Thrawn05; January 22, 2002, 13:05.
                    I drink to one other, and may that other be he, to drink to another, and may that other be me!

                    Comment


                    • speaking of being stuck between warring parties...Ive noticed a culture problem.....this may just be a algorythm problem or something else....but EVERY time I save a game (currently playing at regent 1990's) then reload the the save, it seems that during the very next turn, 1 or more of my cities get "deposed" or my culture borders shrink....i've tried this many times saving different years even backing up and replaying same yr...then when get past it a few stopping and saving, but no matter what it seem next turn...I lose a city this should be fixed !!!

                      and we need a sentry or stacking view i'm wearing out my spacebar because i dare not fortify all my units with 2 parties at war on either side of my border...ive stayed neutral but need to check each city every turn, only way is to leave units unfortified

                      Comment


                      • I have a few suggestions.

                        1 - Combat between units of different ages should be weighted. For instance ( using the manual method for calculating winners of rounds ). So as it stands, when a horseman attacks a musketman, the horse has a 33% chance of winning, and the musketman a 67% chance. ( 2 + 4 = 6 ) If you added perhaps 5 to the more advanced unit's total for each difference between ages ( so a ancient vs industrial would have a bonus of 10 ). Perhaps the bonus would be different for each difference between the ages, so ancient vs medieval might have 5 point, medieval vs industrial 10, or some such, and it would be cumulative for multiple age differences.
                        2 - Air units should be able to destroy naval units, as air power is now dominant in naval warfare. Otherwise the system is fine. Air and naval units should also have greater movements and ranges ( air greater range, navy greater movement ).
                        3 - Reduce corruption in general perhaps, improve effectiveness of government and improvement corruption reduction.
                        4 - Put a mini-map in the editor.
                        5 - Armies should have greater capacaties, or should have a 3 capacity for ancient, 4 or 5 for medieval, 5 to 7 for industrial, and something between 8 and 10 for modern, with Pentagon improvements also scaled. This would represent the increase in size of armies through time.
                        6 - A unit that wins against another unit from a more advanced age should have a chance to spawn a leader irregardless of elite-ness or not. And the greater the difference in ages, the greater the chance. This would reflect the great leadership that would be necessary to defeat units that are much more modern. This would only be useful or recommended if my first suggestion were also emplaced.
                        7 - The ability for stealth aircraft and jet fighters to go beyond their range from a city with an airport for gold, with greater extensions costing more. This would reflect in-flight refueling procedures.
                        8 - Manufactured goods for trade. Cities would have a chance to develop an industry that produces some manufactured good, which would appear as a resource, with cities with higher production having the greater chances for this, as well as being in a more advanced age, with prerequisites for each type of good. These goods would boost production for the city, with close by cities also getting some bonus, determined by distance and transportation in between cities, increase it greatly for some improvement, wonder, or unit, and could be traded for high prices. So a development in steel industry might improve production in that city and give a somewhat larger bonus to a close city connected by railroad than to a further one connected only by road. And when building, let's say a tank, a bonus would be given, or say only half the shields would be required. Bombing by bombers, jet fighters would be able to destroy this. Maybe make the industry dependent on having some resourse, such as steel requiring iron, clothing game, cars rubber and oil. It's complicated, but it would be cool. Perhaps an option to turn it off.
                        That's all I can think of for now. javascript:smilie('')

                        Comment


                        • I demand immediate satisfaction!

                          Print a new manual, and UPS it to all of us!
                          "Dave, if medicine tasted good, I'd be pouring cough syrup on my pancakes." -Jimmy James, Newsradio

                          "Your plans to find love, fortune, and happiness utterly ignore the Second Law Of Thermodynamics."-Horiscope from The Onion

                          Comment


                          • dangit, forgot....

                            Oh yeah, try to fix the pollution worker problem. I hate having to manualy move my guys all over when the computer only assigns 2 workers per pollution tile.

                            And how about a better Naval movement philosophy? I dont mind changing the stats a lot, but I feel dirty doing so It just makes me laugh that my tanks just went from Lima to Detroit in 1 turn, but my naval fleet took the same time to cruise from NY to Cuba.
                            "Dave, if medicine tasted good, I'd be pouring cough syrup on my pancakes." -Jimmy James, Newsradio

                            "Your plans to find love, fortune, and happiness utterly ignore the Second Law Of Thermodynamics."-Horiscope from The Onion

                            Comment


                            • some snazzy stuff I'd like to see

                              1. automate workers to just do roads/ railroads or irrigation. I want to turn my worker loose and ignore them.
                              2. a current version of the complete and up-to-date manual would be nice. I can already hear peole saying "It's on the CD" or "Check the tech notes at Firaxis's site" . NO. That is not what I want. I want to be able to look at an up-to-date manual right now and I do not want to have to download anything or f**k around with acrobat reader. It would not be hard to turn the whole thing into an HTML doc, dump it onto the server and link to it. Then it's simply a matter of updating the HTML doc whenever there are changes or additions.
                              "we more often need to be reminded than informed"

                              Comment


                              • FIRAXIS, READ THIS!!

                                1. Submarines and privateers on TRADE ROUTES damage the opposition's commerce and trade in real wars. Protecting commerce is a navy's real purpose, not constantly bombarding "improvements". Wooden ships shouldn't do that at all. Navies cannot attack trade (or even diplomats or caravans) in Civ III and it hurts the game.

                                2. Bombers can sink warships in the real world. But not in Civ III!!!

                                3. Great Leaders should supply a Combat Bonus even after forming an army.

                                4. I want a Cheat Mode.

                                5. I want to be able to make SCENARIOS.

                                6. I want to be able to toggle OFF the nuclear war option; i.e., no Manhattan Project.

                                7. Less Culture Flipping with no more mysteriously vanishing garrisons. As the game is now we have to raze city after city.

                                8. Nuclear submarines should be far less visible than regular subs. SSN's stay submerged; SS's mostly ran on the surface (as in WW II) being diesel powered subs.

                                9. I want crusader and cruiser units back.

                                10. Less corruption.

                                11. STOP THE AI CHEATING!!!!! The AI cheats shamelessly from handing out free techs to AI civs to having ocean-going galleys. I've seen it over and over. It destroys the game for me more than anything. The AI must STOIP BREAKING ITS OWN RULES. Advantages and bonuses are one thing; outright cheating is something else.

                                12. Bring back the Eifel Tower and its effect on civ's opinions of you. The Statue of Liberty can have a similar effect.

                                13. I WANT CANALS!! Why isn't the Panama Canal a Great Wonder??

                                14. "Broadway" and "Hollywood" can both be Small Wonders creating Happy Faces for whatever civs build these movie and musical advances.

                                15. I want a "naval bomber" unit for use off carriers. It would be cheaper than normal bombers.

                                16. STOP the land-grabbing AI settlers that wander around your territory and build cities on any open piece of land. They also build on deserts and tundra! THIS MUST STOP. Also, if they build close enough to encroach on your borders it constitutes an act of war.

                                17. Any rival's city built close enough to a colony of yours to eliminate the colony is committing an act of war against you.

                                18. We need an easy way to check the status of alliances with other civ's while discussing peace with the hostile civ. We also need the capability of making a joint peace with our ally.

                                19. We should be able to move AS A GROUP a bunch of individual units. Example: a force of, say, fifteen offensive units attacking an enemy's territory could be moved TOGETHER - thus saving me a lot of tedious work.

                                20. Units from DIFFERENT AGES should get a combat bonus against those from an earlier age. Therefore, we will be less likely to see longbowmen destroy cavalry, for instance. Say a 25% bonus per age.

                                21. I want more HISTORICALLY ACCURATE unit values. For instance. . .longbowmen should by English-specific and have a strong defensive value against knights. War Elephants should have a weak defensive value. Neither should have "airlift" capability!


                                Thoser are just some of the changes needed in Civ III - a very flawed game.
                                Last edited by Encomium; January 23, 2002, 02:22.

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