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  • #31
    Originally posted by Willem


    You arguing over nothing here. Quite obviously some changes will be in store regarding pollution in the new patch. So why not wait and see how they work before complaining?
    Not arguing at all, Willem. What made you think I was arguing? I was just talking about changes I'd like to see in the game, whether they're included in the 1.17f patch (which I doubt based on the list) or in a later patch.

    Are you trying to stifle discussion by arguing that people who want things you don't want are overly argumentative?

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    • #32
      Originally posted by ChrisShaffer


      Not arguing at all, Willem. What made you think I was arguing? I was just talking about changes I'd like to see in the game, whether they're included in the 1.17f patch (which I doubt based on the list) or in a later patch.

      Are you trying to stifle discussion by arguing that people who want things you don't want are overly argumentative?
      No, not at all. And quite obviously I misunderstood you. I apologize.

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      • #33
        Originally posted by Willem
        No, not at all. And quite obviously I misunderstood you. I apologize.
        Thanks.

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        • #34
          1. Wake all command OR make it so you can wake units from the military advisor screen without popping back to the main board everytime you wake one. Mobilizing for war is a pain as is, especially if you have your offensive units spread out.

          2. Cruise missiles need to be loadable on to something (subs, AEGIS missile cruisers, SCUD missile launchers)

          3. Get rid of out-dated units from the production screen.

          4. Although I like the ability to completely repress citizens with enough troops, I'd still like to see them implement a system where by military units could defend against a revolt (fighting partisans or some such)

          5. Bring back fundamentalism!!!!

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          • #35
            Originally posted by bahoo
            Although I like the ability to completely repress citizens with enough troops, I'd still like to see them implement a system where by military units could defend against a revolt (fighting partisans or some such)

            5. Bring back fundamentalism!!!!
            Yes, please bring back Partisans. With the importance of roads as they are now, they would probably add an interesting element to the game.

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            • #36
              Originally posted by bahoo
              3. Get rid of out-dated units from the production screen.
              Yeah!!!

              How about making an replacement unit for some of the units needing a strategic resurce, like the tanks: Make a cheap version of the tank (for those who don't have the nesesary resurces) with the same attack strenght as the horse (Can never remember the name of the best horse rider ) and maybe a point more in defense, just to make it look like we actually has the tech needed to make a tank. It does look pretty ugly when knowing how to make a modern tank, but because of lack of resurces I have to settle with a horseman.

              Just a thought, though I guess it will be to much for a patch, but I am allowed to dream, right
              This space is empty... or is it?

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              • #37
                I think all of us have had this problem at one time or another:

                You have a ton of cities and you're quickley converting the countryside into slick railroads, irrigation, and mines. Of course every city is producing workers at a massive rate, and every time one is finished you have to select it and then automate it.

                I think there should be an option in the governor menu to have all workers automatically automated so that I don't have to waste a million hours a turn designating them automatic.

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                • #38
                  OK, at the risk of sounding repetitive, I have a few suggestions for the next patch (which I accept will not be along for a couple of months!):

                  1) Expanded diplomacy: I know it's been mentioned before, but I would like to see things like 3rd party negotiations, as well as science pacts and environment pacts!! (science pacts are where you gain the benefits of each others research facilities as well as automatic trading of advances gained! Environment pacts are where each side agrees to reduce pollution in every city by a certain amount!)

                  2) Allies should be able to place their units in each others cities and fortresses etc.

                  3) Bring Back Civil Wars in the event of a Civ losing it's capital!! This was one part of Civ2 that I always enjoyed!!!

                  4) Some sort of events language for all those scenario writers who are dying to get started on their scenarios!

                  EDIT: 5) Have enemy roads and rail count as movement on plains, regardless of the actual terrain!! (ie all movement on Roads/RR= 1mp/sqaure in enemy territory, not 1/3mp per square)

                  Anyway, with all of those features in, I'll be INCREDIBLY HAPPY!!!

                  Yours,
                  The_Aussie_Lurker

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                  • #39
                    Originally posted by The_Aussie_Lurker
                    2) Allies should be able to place their units in each others cities and fortresses etc.
                    Adn what would happen if you are allied with 2 civs (have the protection pact with both of them) and one of the civs attack the other civ, which means you have to go to war with your allied (in which you have some soldiers in some cities)?

                    Originally posted by The_Aussie_Lurker
                    3) Bring Back Civil Wars in the event of a Civ losing it's capital!! This was one part of Civ2 that I always enjoyed!!!
                    Oh yeah!!! And then give it a possibility to make the country split into two+ countries. And there shouldn't just pop up a new palace in some other city, you will have to build it again before your country has a capital again!
                    EDIT: And make that a news item as the wonders news
                    This space is empty... or is it?

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                    • #40
                      I want the GoTo-box back, like in CIV2 and SMAC. This drawing a line buisness is absolutely crap! Especially if you have a large empire.

                      Bring back the GoTo-box, Firaxis. Pretty please with sugar on?
                      I love being beaten by women - Lorizael

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                      • #41
                        Originally posted by Kamrat X
                        I want the GoTo-box back, like in CIV2 and SMAC. This drawing a line buisness is absolutely crap! Especially if you have a large empire.

                        Bring back the GoTo-box, Firaxis. Pretty please with sugar on?
                        CTRL+SHIFT+G brings up the goto box. They just didn't mention it in the manual (at least i didn't find it).
                        "Government isn't the solution to our problems; Government IS the problem." - Ronald Reagan

                        No, I don't have Civ4 yet...

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                        • #42
                          A major thing I'd like to see addressed is the ability to keep the AI out of my territory. This, at the moment, is my biggest issue with Civ3, followed closely by the frequently strange combat results.

                          A land unit similar to the privateer could go a long way to keeping the AI from marching its troops\settlers on through without a care in the world. Another way would be to be able to build "walls" around your cultural borders. Something like a city improvement or small wonder that would act as an impassable barrier around the borders of that specific city, or the civilization as a whole in the case of the wonder, unless war was declared first or a RoP was secured would be enough. I'm not sure how simple it would be to program the AI to understand that if such an improvement or wonder was in place, they need to declare war if they *need* to get through or seek a passage agreement, but it doesn't sound difficult. As it stands, RoP serves really no purpose whatsoever. The AI disregards borders whenever it feels like it.

                          The only problem I could see popping up from this is the AI declaring war repeatedly every time it wants to go through for any reason. To avoid this, perhaps the AI should prioritize RoPs over declarations of war if they need through. Just a suggestion.

                          Edit: Actually, which option the AI prioritizes, RoP or declaration of war, should be dependent on their attitude toward you.

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                          • #43
                            Originally posted by LRotan
                            A major thing I'd like to see addressed is the ability to keep the AI out of my territory. This, at the moment, is my biggest issue with Civ3, followed closely by the frequently strange combat results.

                            A land unit similar to the privateer could go a long way to keeping the AI from marching its troops\settlers on through without a care in the world. Another way would be to be able to build "walls" around your cultural borders. Something like a city improvement or small wonder that would act as an impassable barrier around the borders of that specific city, or the civilization as a whole in the case of the wonder, unless war was declared first or a RoP was secured would be enough. I'm not sure how simple it would be to program the AI to understand that if such an improvement or wonder was in place, they need to declare war if they *need* to get through or seek a passage agreement, but it doesn't sound difficult. As it stands, RoP serves really no purpose whatsoever. The AI disregards borders whenever it feels like it.

                            The only problem I could see popping up from this is the AI declaring war repeatedly every time it wants to go through for any reason. To avoid this, perhaps the AI should prioritize RoPs over declarations of war if they need through. Just a suggestion.

                            Edit: Actually, which option the AI prioritizes, RoP or declaration of war, should be dependent on their attitude toward you.
                            This is definitely a common complaint around here, it's one of mine as well. But I figure a very easy way to solve it would be to give Fortresses the old Zone of Control rules. I think they went a bit to far when they got rid of the old rules, they should just have reduced the use of it instead.

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                            • #44
                              How about a patch that deals less with correcting text in the civilopedia and more with making Civ3 more stable with better performance?

                              Isn't that goal of every patch?
                              I drink to one other, and may that other be he, to drink to another, and may that other be me!

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                              • #45
                                Originally posted by Willem


                                This is definitely a common complaint around here, it's one of mine as well. But I figure a very easy way to solve it would be to give Fortresses the old Zone of Control rules. I think they went a bit to far when they got rid of the old rules, they should just have reduced the use of it instead.
                                I agree. That also gave fortresses a real purpose, whereas they aren't nearly as effective in CivIII. The way I see them is that they're just a way to protect units that aren't in cities. All around, this would be an even easier fix than the ones I suggested and no less effective.

                                On a similar note, I played a game earlier today and another problem popped up with RoPs. I signed one with America as the Romans because they had several cities on both sides of my territory. It was just less of a headache to let them on through than to keep telling them to get lost and be summarily ignored. However, over a few turns they started sending workers back and forth and altering *my* terrain in the process. I had a group of four of them standing right outside of Rome irrigating one of my mines. That definitely needs to be looked at for future patches.

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