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Ideas for v1.18f?

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  • #61
    2 things I'd add in the following patch would be to be able to wake all units of the same kind all at once, just like when upgrading them. (it would really help with ICBMs). And also, when I have 60 infantry, that are all fortifed, and I decide to upgrade them all at once(shift+u) they shouldn't get activated, they should stay fortified.

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

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    • #62
      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?
      You have it already silly boy, it's Ctrl+Shift+G. The go to screen will appear.
      -Never argue with an idiot; He will bring you down to his level and beat you with experience.

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      • #63
        Originally posted by fezick31


        CTRL+SHIFT+G brings up the goto box. They just didn't mention it in the manual (at least i didn't find it).
        OK, thanks!
        I love being beaten by women - Lorizael

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        • #64
          Originally posted by Spectator


          You have it already silly boy, it's Ctrl+Shift+G. The go to screen will appear.
          Yes, fezick already said so. I stand corrected (and somewhat ashamed )
          I love being beaten by women - Lorizael

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          • #65
            Science Ratio control

            The patch has fixed some major hair-pulling interface difficulties for me. Here is a smallish one that gets me during every game turn.

            I like to optimize that Science Ratio to spend the least while still getting the minimum time to research.


            The thing is, I have to watch it like a hawk. If I slide it to 70% and let go it often jumps up or down. If I click a hair to the right it won't move. If I click two hairs to the right it jumps more than one increment (eg. not from 70% to 80% but up to 90% ).

            Unless its just ham-handed me it would be great if some way were devised to set this with one click and get on with other things.
            (Feeling like a member of the gang who couldn't shoot straight)

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            • #66
              Try the + and - icons.

              They move the slider 10% at a time.

              Salve
              (\__/)
              (='.'=)
              (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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              • #67
                Ooops, never mind. Just ignore me.

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                • #68
                  Hi ADG,
                  First of all I should point out that my idea for sharing of fortresses and cities applied only to alliances and not to MDP!! If you were allied to 2 nations and they went to war with eachother, then I guess that any city of the cities would not be conquerable as long as your units are there (unless that civ is prepared to go to war with you as well, or vice versa.) Of course, such a situation would inevitably lead to both sides demanding that you cancel the alliance with the other side. To be fair, though, this would work best with increased diplomatic options such as being able to act as a 3rd party in bringing together 2 warring nations for peace talks!!
                  Anyway, I hope that clears things up for you.

                  Yours,
                  The_Aussie_Lurker

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                  • #69
                    Originally posted by DaXX
                    ....
                    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.
                    It's probably because boats can move. If you move a unit somewhere that takes 3 turns and the boat moves - then what? Freeze the boat? You might really *need* that boat the next turn for something else.

                    This one actually makes sense. A land square on the map is still going to be there when the unit finally arrives.
                    HW

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                    • #70
                      Working polluted tiles

                      I'd like to see either of the two:

                      1) Citizens continue working polluted tiles. (Resources could be reduced to 1/2, as in Civ II.)

                      2) When pollution has been cleaned, citizens return automatically to the tile and continue working it.

                      As it is now, I experience starvation in cities because I "forget" to put the citizens back out in the fields.

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                      • #71
                        The thing I would like to see most is the bility to see air units sink sinks and ships be able to intercept planes.
                        I thing this would be best done via unit attributes. So you can control what units are destoyable by air power and what units can intercept air units
                        I have walked since the dawn of time and were ever I walk, death is sure to follow. As surely as night follows day.

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                        • #72
                          I miss spies! I miss the espionage options!

                          Here's some ideas, probably not for a patch, but anyway ...

                          How about this ... a "surrender" condition that can be calculated based on the attacker's strength/HPs vs. the defenders, maybe other factors like military service (what does that category mean or do anyway?). Maybe an attacker can even offer a surrender. "The Persian Cavalry is offering our Pikeman a surrender, should we accept?" or "The Roman Warrior refuses to our demands for surrender."

                          After the surrender, you would have the unit in your possession (like a POW camp) and have three options: TRADE, INTERROGATE, or BRIBE. Trading would work just like workers, but with more value, and maybe just being able to trade back a unit to it's own nation, not to another nation ...

                          INTERROGATIONS: You could get maps, city info, military plans, and maybe even technology by interrogating the POWs. The ability to gain information and amount you could gain could be based on your tech level (If you have espionage, for instance), culture rating, and the defending units loyalty (based on culture, military service and/or status, government, etc.)

                          (after "Interrogate German Horseman" is clicked)
                          "The German Horseman has given us valuable information about the city of Hamburg" (same as investigate city of Hamburg without the cost)

                          Also, you could bring BRIBING back after you have captured a unit. I miss that from CIV II. After you have the unit in your possession, you simply click a button that sets some value on the bribe attempt and hope it works, similar to civ II.

                          Even more fun is maybe a way to have a military campaign to free POWs. Could you imagine taking an enemy city and freeing ten captured, angry cavalry ready to turn around and give a little back to their oppressors?

                          Hmmm ... another idea is to have a new tech, maybe after military tradition, called COVERT OPS, allowing covert units of any type to be built with no nationality markings (more costly than normal units), but some chance of their nationality being discovered when they attack.

                          OK, now for cultural ideas. How about the tech FILM, allowing movie theatres to be built, after five are built you can build a great wonder called Hollywood, that takes some amount of culture to your civ from any movie theatre in any civ that is built?

                          I personally think that the late game needs more culture buildings and options. What about museums or something? This could give people another direction for a win if they want to spend the resources to research and build culturally. More variety of gameplay.

                          How about some late-game techs such as "Cultural Understanding" that allows your civ to absorb a percentage of a cities' culture when you conquer it? Might lead people to not simply raze every city they conquer. Could also help prevent reversion. Might be a nice element to include to vary gameplay styles. What about a tech that allows foreign nationals in your cities to actually GIVE culture to the city, like immigrants have brought their culture to the USA? Captured workers could have a completely different impact now ...

                          How about a way to make the borders between a civ more rich culturally? If your borders touch, why not have an improvement that could "bring in" the international culture and make your civ more rich culturally? Call it an international culture center or something. Could be a nice addition and option to strengthen cultural borders and avoid reversions in non-conquest games.

                          Well, maybe I'm in the wrong thread for these ideas ...
                          Last edited by JFB; February 18, 2002, 10:54.

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                          • #73
                            Originally posted by JFB


                            Hmmm ... another idea is to have a new tech, maybe after military tradition, called COVERT OPS, allowing covert units of any type to be built with no nationality markings (more costly than normal units), but some chance of their nationality being discovered when they attack.
                            You can do that now if you want. Just copy a unit, or more, then give them a hidden nationality. And though the AI doesn't declare war when you use them, he knows they're yours and this affects your diplomatic standing. And yes, the AI uses them as well. You have to keep your eye on your workers, especially near another civ's territory.

                            And you can also build museums, theaters etc. if you want to as well. I agree with you, there should be more of those types of buildings. And no, you're not in the wrong thread for these ideas. That's why I started it in the first place.

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                            • #74
                              Thanks Willem. I thought maybe that was more of a MOD topic than a patch, but glad to know we can talk about them here.

                              I have been wanting to start working on some mod ideas but haven't spent the time to learn and try... yet.

                              By the way, what do you think on the "surrender" idea?

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                              • #75
                                Originally posted by JFB
                                Thanks Willem. I thought maybe that was more of a MOD topic than a patch, but glad to know we can talk about them here.

                                I have been wanting to start working on some mod ideas but haven't spent the time to learn and try... yet.

                                By the way, what do you think on the "surrender" idea?
                                My idea with this thread is for players to point out some minor ways that the game can be changed in order to add more elements to the gameplay in future patches. It's my hope that maybe someone will suggest an idea that gets Firaxis thinking, "Now why didn't we think of that?" Since most of what you mentioned can be done now, it would certainly qualify with my intention.

                                As for the surrender thing, they had something similar in SMAC involving the Probe team, so it's not really that far-fetched. However, I have to wonder how much valuable info a grunt on the field would really have. Maybe investigate city, that's about all. However, it might add an interesting element if you had to set up a POW camp somewhere to hold those captured units until the war was over. Especially if these POWs revolted from time to time.

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