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  • #46
    Workers currently have the following option when you interrupt their work:

    Yes. The is more important work to do.
    No. carry on.


    There should be a third option......

    Finish work but wait for orders afterwards

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    • #47
      About Specialists : it would be good if their output was modified by the city imrovements (i.e, a taxman in a city with marketplace and bank would produce 2 coins instead of one, 4 scientists in a library town would produce 6 science etc...). That way, having overpopulated cities would be much more useful.

      It would be great if there was a way to add new specialists in the editor, with new possible functions : producing culture, food, shields... pretty anything a city can produce. For example, I want the "artist" specialist in my modded game : I click "add" in the specialist screen, name my specialist, and make him produce 1 culture per turn. If we can add specialists (and make them produce anything we want), some mods could have the SMAC feeling, where better specialists are found when you progress in the tech tree.

      For now, it is possible to condition a specialist to a tech, but not to an improvement. Conditioning specilists to improvements would be nice also : for example, my "mass entertainer" could exist only in cities with a "cinema" (custom building).


      In the Editor, about buildings : I don't know if it is even possible, but adapting the production modificator would be fun. For example, if I want a "mill", medieval like factory, I add it (I assume Firaxis is already aware the editor must make it simple to add buildings), check the "raises production by X%" box, and set this to 20%. Same thing for marketplaces / libray like buildings.


      A small thing about rules : I'd like seeing Railroad being extra productive on forests : for now, when you discovered railroad, you can chop down every forest : the remaining railroaded grassland, if mined, will give you 2 food and 2 shields, instead of 1 food and 2 shields in the forest. Railroaded forests should produce 3 shields instead of 2, so that you have to hesitate before chopping a forest.
      "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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      • #48
        I would add a new governement, it would be:

        Masochism
        Your citizens grow to like cruel oppression! Using "the whip" makes citizens happy!

        Thanks Roy!

        Spec.

        -Never argue with an idiot; He will bring you down to his level and beat you with experience.

        Comment


        • #49
          Originally posted by Spiffor
          About Specialists : it would be good if their output was modified by the city imrovements (i.e, a taxman in a city with marketplace and bank would produce 2 coins instead of one, 4 scientists in a library town would produce 6 science etc...). That way, having overpopulated cities would be much more useful.
          Actually, the whole Specialist thing needs to be reworked, especially the Taxman. It's ludicrous to pull someone off the land who's producing 3 food, 1 shield, and 1 gold, in order to create a Taxman who only produces 1 gold. The only time they're of any use is if the city is overpopulated with no more land left to work, or a very marginal city, like one built in the desert.


          It would be great if there was a way to add new specialists in the editor, with new possible functions : producing culture, food, shields... pretty anything a city can produce. For example, I want the "artist" specialist in my modded game : I click "add" in the specialist screen, name my specialist, and make him produce 1 culture per turn. If we can add specialists (and make them produce anything we want), some mods could have the SMAC feeling, where better specialists are found when you progress in the tech tree.
          I fully agree. I'm rather disappointed to see the same old specialists in the game. There should be much more variety as time goes by, to reflect the increasing complexity of societies, and ones that can affect more than just the basic 3 areas. I'd give some examples, but then I'd just be repeating myself.

          I also thought it would be cool to have a Wandering Minstrel unit, one that just wandered from town to town. And while he was in a city, 1 citizen would be content, and 1 culture point would be added. There could be an upgrade path similar to the Worker, so that by the modern era it would become a "Superstar", or some such thing.

          Comment


          • #50
            Originally posted by Spiffor

            In the Editor, about buildings : I don't know if it is even possible, but adapting the production modificator would be fun. For example, if I want a "mill", medieval like factory, I add it (I assume Firaxis is already aware the editor must make it simple to add buildings), check the "raises production by X%" box, and set this to 20%. Same thing for marketplaces / libray like buildings.
            You can adjust the production values now, though the increases only work in increments of 25%. So a 1 in the "Production" box is 25%, 2 is 50% etc. And Mike has already mentioned to another poster with the same idea that adjustable increases for Science etc. would be a good idea. He mentioned though that other things are more important right now, like starting locations and unit/city placement. I suspect that eventually your wish will come true.

            Railroaded forests should produce 3 shields instead of 2, so that you have to hesitate before chopping a forest.
            There's a way around that now. Simply add a mining bonus to your Forests. The problem is that when the AI civs improve the land, they use the same as the "A" terraform command instead of the "Shift A". Since the game considers Forests an improvement, the "Shift A" command won't allow a Worker to cut down the forest, whereas the "A" will. I've tried it in my own game and my workers will mine the forests, but the other civs will just chop them down.
            Last edited by Willem; February 15, 2002, 17:38.

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            • #51
              Here's one that should be easy: Fix the diplomatic advisor crash when you try to put in more than 16 selecable civiliazations. How hard can it be to just have it default to a picture if one isn't availible for that civ?

              Comment


              • #52
                Originally posted by jimmytrick
                6. leaders of various sorts...these should be randomly spawned (in the ancient times think of these as specific groups such as a royal family or religious sect) and should die out...while alive they should be able to give certain types of bonuses...military, shield production, culture, happiness, less gold coruption, higher wonder improvement, ... these leaders might be subject to being assainated, discredited, bribed or kidnapped by said aforemention spies...etc..

                18. more military units including naval and aircraft, and anti aircraft special unit abilitites

                23. for strategic goods like coal...collect them one per turn per tile of resource...and make the civ build storage facilities (say allow five free per city beyond which a civ has to build depots that could be captured or destroyed) and use them when building units that require them..

                I could go on and on like this but I know no one will have read past number 4 anyway..
                For 6. I'd refine to being caused by completion of non-battle type events - like a ship that goes all the way around the world. or first transcontinental railroad. Maybe combined with the MOO2 mode of appearance.

                18. definitely - and radar (like OP in SMAC), antiair, antiship ratings to go with.

                23. like it, mixed with establishing a cost based on a "world market" availability of a given resource - there are x of coal in the world and you only control x - y of that coal so you can build units based on what's in the depot/turn - what you own, but to buy more costs more based on "the world market value". Probably heresy to suggest something like this. Like the incentives of resources but like to see the concept refined - and I can live with the possibility of a world with 2 oils only - - just an alternative history. Trade of resources/luxuries could go to trading depot contents too - I need 5 aluminums for 5 fighters.

                Of course having played too many wargames too many times I'd go for requiring a barracks to build basic units after a point and special training barracks for certain units - like naval air, tanks, or cavalry, fighters, bombers - just can't build a billion of them in a vacuum

                Comment


                • #53
                  Ideas

                  The following are dies that could be placed in a patch:
                  1. Real long-term defensive alliences, like Civ, Civ2, SMAC, and MOO2 all had, thus allowing you to build long-term friendships with another civ, and improve your chances of simple trades

                  2. Allow the basing of military units from one ally into the cites of the other(s), like in SMAC

                  3. Partisans, which would be more important now that we can crush Cultural reversion.

                  4. A 'stop making war' demand , like in SMAC and MOO2.

                  All of these would bring in lots of more diplomatic intrigue than the game currently has.
                  If you don't like reality, change it! me
                  "Oh no! I am bested!" Drake
                  "it is dangerous to be right when the government is wrong" Voltaire
                  "Patriotism is a pernecious, psychopathic form of idiocy" George Bernard Shaw

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                  • #54
                    Must confess some of my ideas above are fantasy for a patch - maybe civ4.

                    Diplomatic option would like is to give units to an ally - you could proxy war this way without necessarily giving the aided guy your tech. Should have impact of course eventually on relationship with the guy fighting the guy you aided - like having spies discovered.

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                    • #55
                      Who will compile these ideas? Anybody?

                      Make gov-specific buildings operational only under their respective government! In that way, they would become really useful!
                      The difference between industrial society and information society:
                      In an industrial society you take a shower when you have come home from work.
                      In an information society you take a shower before leaving for work.

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                      • #56
                        ok i already posted this somewhere else but i should post it here if this is the official place....


                        Units should be able to GoTo boats.... not sure why they can't, if that's an intentional thing or just a drawback to the interface at the present time.... so i have to move the unit to the square next to the boat and then use the cursor and move it onto the boat by hand.

                        PLEASE FIRAXIS HELP

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                        • #57
                          catapults receive the "artillery bombardment failed." message way too often

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                          • #58
                            Originally posted by DaXX
                            catapults receive the "artillery bombardment failed." message way too often
                            I agree. It's rather a pain having 10 artillery fire and only 1 of them actually does anything. Plus when it does, quite often there's no message as to what I hit.

                            Comment


                            • #59
                              Re: Ideas

                              Originally posted by GePap
                              1. Real long-term defensive alliences, like Civ, Civ2, SMAC, and MOO2 all had, thus allowing you to build long-term friendships with another civ, and improve your chances of simple trades
                              I couldn't agree more here. Alliances shouldn't be 20 turn things just for the purposes of a war. That's what MPPs are for. Alliances IMO should be pseudo-permanent things entailing lasting friendships and such.

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                              • #60
                                Barbarians should be tougher. I set mine on Raging and I still think they're wimps. They should at least raze a size 1 city with no culture if they beat the defending unit. In the event of a raging horde of Horseman, this should be done by the very last unit in the stack, while all the rest do the usual pillaging thing. Maybe this could be tied into the Raging setting.

                                As well, I'd like to have the option in the editor to select the combat experience of the Barbarian units. The current Conscripts don't give my Veteran units much of a challenge, though I realize many people wouldn't share my preference.

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