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  • probably for an expansion pack

    These ideas, like many in this thread, probably wouldn't be done in a patch but...

    1. Global Surveillance. CTP has the Globesat wonder giving its builder worldwide surveillance ability. In SMAC, as soon as you built an orbital unit or improvement you can see the whole world. Civ3 has the satellite tech but no satellites. Global observation should be a small wonder or the result of a city improvement as all major powers are satellite capable. This was a huge oversight by FIRAXIS.

    2. Saddam's Supergun - Great/Small wonder. Okay, this might sound crazy but I think some really powerful artillery during the industrial era would be fun. Remeber the gun Saddam was building in western Iraq, pointed towards Isreal. I think we should be able to build one of these. It should have, maybe, 4 shots per turn and can strike any tile in the world and can destroy units. Forget culture points, now that's a worthwhile wonder.

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    • Actually, I got this idea from Draxx, so here is what he wrote in another thread:

      Is there any key i can press to repeat the very last order I just gave??? say i have two air units, i re-base one to Turkey, the other one pops up waiting for orders... i want to hit a single key and have it re-base to turkey as well...


      While the recently implemented stack movement allows every unit of the same type in a square to move to a new square at once, and the hopefully soon-to-be implemented (please, please) stack bombardment feature will allow my 100 artillery pieces (or bombers) to bombard to same square in less than 30 minutes of playing time, a repeat feature would be nice too. For instance, I want to airlift units from different cities to one destination. With the repeat key, I would move the unit to an available airport and press "repeat." The unit would then automatically fly to the same place as the previous unit.

      Anyway, that's my thoughts on the matter. On a side note, thank you Firaxis for your efforts in producing (and supporting) a great game.
      The Electronic Hobbit

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      • It has been said by others in other threads, but i'd like to repeat it here : it would be nice if you can decide in the editor if a terrain type can have a city on it. Currently, mountains forbid the player to settle them, but no other terrain. It would make the game more interesting for some if they can check this for desert or tundra for example (but since not everyone would be happy about it, that's why I think this should be in the editor)
        "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
        "I never had the need to have a boner." -- Dissident
        "I have never cut off my penis when I was upset over a girl." -- Dis

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        • People, keep in mind that you are talking about ideas for the next PATCH, not an entirely new game or expansion.
          Thanks!
          ==========================
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          • id like an option to turn pollution on/off i know you can change it in the editor but 1 button would be easier like call to power.

            id also like some better resource options and trades...

            1 question? why does the computer always gang up on me? id eventually take over a continent and bang 10 - 12 comps r sharing everything to get me? and i didnt even declare war on them??
            Man causes all problems. No man, no problems. - Stalin

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            • In the editor, I would like the ability in the small wonders area to select what model of corruption a building will reduce. Meaning a flag for either the centralized or the communal model.

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              • Oh, here's one that's REALLY EASY!

                In the editor, allow improvements to have the features of small wonders and wonders, allow small wonders to have the features of wonders, and allow wonders to have the features of small wonders. Why is that restricted, anyway? If you wanna play the game a certain way, even if it imbalances everything, that option should be available.
                Yes, I am the King of Babylon.
                No, you don't have to bow if you don't want to.

                <~~Balloons are the BEST!

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                • 1) changes to naval war
                  Units, that don´t have the ability to detect subs, cannot attack subs.
                  Only cruisers and destroyers have waterbombs and use torpedoes to sink a submerged sub! Bombers can´t attack subs, too, they´re designed to bombard cities, ships and land units. Perhaps a ´dive away´ option against fighters would be a solution.
                  Let helicopters be transferred to carriers and give them attack-power against subs.

                  ... i hate it, when battleships or even transports sink my subs after they were detected by a cruiser

                  2) workers and pollution
                  I´m missing a shortcut to set a worker on ´automatic-clear-pollution´ - not only shift-P. After the pollution is cleared, the worker should go on ´sentry-mode´ in a city and wait for the next pollution to appear, and if, then he goes back to work and clears the pollution.

                  3) automated unit movement
                  What about an option for the city governor, to send new-built unit to a certain place. I spend to much time - even with the existing shortcuts - with redeploying new units to the area, where my transports are waiting for them.

                  4) army
                  Until now armies only enhance power, but reduce flexibility on the battlefield. If i have 3 armies with 4 tanks in each of them, i have up to six strong attacks instead of 12 weaker attacks - so there could be another advantage of armies in the patch: shared logistic for the units in the army, so units in armies could have lower maintenance cost.

                  ... and as mentioned before: changes for the ´corruption´-problem and the ability for air units to sink ships.

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                  • Originally posted by Nebulus
                    Bombers can´t attack subs, too, they´re designed to bombard cities, ships and land units.
                    What's wrong with bombers throwing water bombs once the sub is detected?

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                    • hmmm...have you ever heard of a B17 oder a modern stealth bomber carrying water bombs? I think, that´s the job for fighters and helicopters, not for level bombers.

                      Comment


                      • Originally posted by Nebulus

                        2) workers and pollution
                        I´m missing a shortcut to set a worker on ´automatic-clear-pollution´ - not only shift-P. After the pollution is cleared, the worker should go on ´sentry-mode´ in a city and wait for the next pollution to appear, and if, then he goes back to work and clears the pollution.
                        With 1.17f, the Shift-A will work as you describe. If there's nothing for the Worker to do, it will sleep in a city until pollution appears, after which it gets back to work.

                        3) automated unit movement
                        What about an option for the city governor, to send new-built unit to a certain place. I spend to much time - even with the existing shortcuts - with redeploying new units to the area, where my transports are waiting for them.
                        Yes that would be excellant! Sometimes I might have 3-4 cities making the same thing, and it would be great if I could set up a common rally point for those units.

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                        • Seems to me this thread is 1/2 for patch requests, 1/2 wish list for civ4.

                          My patch requests would be to tone down corruption to a reasonable level, give the man-of-war the ability to kill instead of bombard (this took a lot of the bite out of the English UU), and lastly, give me the option to turn off pollution (ala CTP). It is tedious, to me at least, to spend a lot of time constantly cleaning that stuff up and I feel like Sid is trying to make some kind of political statement with it at my expense.

                          My wish request would be that all ships (well, most anyway) have the ability to carry at least one unit as passenger. Isn't it silly that a caravel can carry a unit and a battleship can't? They should be able to carry a marine unit at least, like they did historically. Maybe an alternative would be a shore party unit, that can only be carried on military ships like battleships, carriers, and subs.
                          BTW- I always that that it would be cool if you could carry a spy unit on a sub...

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                          • Something cool could be added : auto explore. In huge maps, exploration units are many, especially after discovering of navigation, when your boats can at last sail the oceans. I suppose the AI has a specific way to manage exploration units. Maybe we could ask the player's ones to act as AI's ones (i.e automatically) by pressing a button... This way we won't have to spend much time just to swipe the pesky black areas off the map.
                            As virtually any unit can explore unknown areas, they all should be able to auto explore. Naturally, the one choosing if they auto explore or not is the player.
                            "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                            "I never had the need to have a boner." -- Dissident
                            "I have never cut off my penis when I was upset over a girl." -- Dis

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                            • Originally posted by Nebulus
                              hmmm...have you ever heard of a B17 oder a modern stealth bomber carrying water bombs? I think, that´s the job for fighters and helicopters, not for level bombers.
                              Stealth bombers...no. But most bombers can easily be outfitted for dedicated ASW (anti-submarine warfare) duty. The main aircraft for the U.S. is, of course, the P-3C Orion (to be rplaced by the P-7). The P-3 uses sonobuoys and magnetic anomoly detection (MAD) equipment to find subs and surface ships, then uses MK-50 torpedoes and Harpoon anti-surface missles to kill the targets.

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                              • I'd like to see a couple civs added, namely the Mongols. I'd also like to see something done about the advances that do nothing but allow the next advance in the tree. Philosophy is a good example; in CivII if you were the first to discover Philosophy you got 2 extra advances, in CivIII you get nothing except the ability to research The Republic. I know that getting 2 extra advances may be unbalanced but I'd like all of the "do nothing" techs to do something, maybe inable the building of a different improvement, small wonder or unit.
                                "Decadent Western Infidel On Board"
                                "Even Hell Has It's Heroes"

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