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  • Originally posted by Mike Breitkreutz FIRAXIS

    - Issues with upgrading and fortifying have been fixed (I think that was missing from the readme). If units were upgraded while fortified they will stay fortified after upgrading.
    WONDERFUL!!!! I've been wearing out my "f" key after upgrades!

    "War does not determine who is right - only who is left."
    -Bertrand Russell

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    • An alternative to constantly clearing jungles is to change their value with the editor. The game values are bogus, jungle is virtually a desert by firaxis recconing. Give them 2 food and 1 shield units. Your cities can grow in the jungle but occasionally get cut back due to disease.
      We need seperate human-only games for MP/PBEM that dont include the over-simplifications required to have a good AI
      If any man be thirsty, let him come unto me and drink. Vampire 7:37
      Just one old soldiers opinion. E Tenebris Lux. Pax quaeritur bello.

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      • Still no option to turn off pollution. I can't beleive that I am the only one who finds that aspect of the game to be tedious as hell.

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        • Why is it tedious? My horde of pollution workers deal with it automatically whenever a pollution square pops up. There probably should be an option to trun it off if you don't believe that pollution is a problem though. I wouldn't use it, but to each his own.
          Seemingly Benign
          Download Watercolor Terrain - New Conquests Watercolor Terrain

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          • That's silly. If I build workers, I do so because there's things like roads, irrigation, mines, etc. to build. When I get to the railroad stage where all the improvements I need are done and there's nothing left for them to do, I would rather have them rejoin the population of the cities than chase pollution.
            It's just micromanagement that I don't enjoy.

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            • THANK YOU THANK YOU THANK

              Thank you for compressing the save files!! They are a lot smaller now and don't clutter my HD. THANK YOU THANK YOU THANK YOU!!!

              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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              • Unfortunatly the compressed files don't work in Gramphos' save game editor. They aren't ZIP files either as far as I can tell.

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                • Originally posted by Brutus66
                  Still no option to turn off pollution. I can't beleive that I am the only one who finds that aspect of the game to be tedious as hell.
                  You're not....I hate gross pollution

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                  • Originally posted by Ethelred
                    Unfortunatly the compressed files don't work in Gramphos' save game editor. They aren't ZIP files either as far as I can tell.
                    Well, I don't use that editor, so it won't bother me.

                    I'm just glad they actualy compressed the file, they were too big for most games today IMHO.

                    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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                    • Actually, I think a bunch of them are figuring out the compression. It is supposedly an off the shelf solution that Gramphos can hopefully figure out. $5 says his saved game editor is back in business within 2 weeks.
                      (\__/)
                      (='.'=)
                      (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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                      • I am willing to bet that to. The thing I don't like about the compression is that it bogs down the Autosave too much.
                        Grrr | Pieter Lootsma | Hamilton, NZ | grrr@orcon.net.nz
                        Waikato University, Hamilton.

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                        • Originally posted by Brutus66
                          Still no option to turn off pollution. I can't beleive that I am the only one who finds that aspect of the game to be tedious as hell.
                          Isn't there a way to Edit terrain so that Global Warming has no effect? yea, but the ugly orange squares keeping popping up. I want to be able to toggle off that Culture Flipping nonsense.

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                          • ..........and no specific start points.......

                            omg

                            Firaxis: "Oh, we're working on it!"

                            Yea right.

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

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                            • Still no option to turn off pollution.


                              One quick way to basically "turn off" pollution is to go into the editor and give temples the same abilities that recycling centers and mass transit have. Then every city with a temple (which should be just about all of them) don't have pollution.
                              Of course, this does require using the editor.
                              Your other option is to capture enough workers and use shift-a or similar to make them automatically clean up pollution.

                              Actually, I think a bunch of them are figuring out the compression. It is supposedly an off the shelf solution that Gramphos can hopefully figure out. $5 says his saved game editor is back in business within 2 weeks.


                              People would have to be insane to go against your bet!
                              Agreed, Gramphos will crack it within 2 weeks.
                              I'm building a wagon! On some other part of the internets, obviously (but not that other site).

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                              • First, I'd like to commend and thank Firaxis for continuing to support & improve Civ3!

                                Howver, the key thing which I think needs to be fixed, which kills my enjoymment of the game and causes me not to play it currently, is AI behavior regarding borders & colonization.

                                How it works now :
                                [list=1][*]AI violates borders constantly. You have to nag them to stop. After the 3rd nag, if they are not willing to go to war, the offending units teleport out of your territory. However, if they manage to get far enough toward the other side of your territory by that time, in effect they teleport across your territory instead of back where they came from. Also, if you forget to nag one turn then the 3 turn count is reset.
                                [*]AI nags you constantly about "border violations" at sea when your ships are sailing by.
                                [*]AI plants cities all over the place with no regard to connecting their territory. If you have the tiniest open space in the middle of your territory, they will plant a city there. Sure, it will probably defect to you eventually, but what if you didn't want a city there (the new ability to abandon a city maybe solves that one, but it is still a big nuisance)?
                                [*]Borders move around due to culture & cities being founded. This is unrealistic - the US can't grab a chunk of Canada by building a city just this side of the border.[/list=1]

                                How I'd like the next patch to make it work :
                                [list=1][*]Your land units of any type (even non-combat units like settlers/workers) cannot enter a land tile which is in the territory of another civ with which you are not at war. If you want to go into their territory, you have to declare war first. If they were in neutral territory but now due to a border move they are in another Civ's territory, then they teleport to the nearest tile which is still neutral or belongs to their Civ (ties between neutral tiles being in a direction closer to the nearest tile which is their territory).
                                [*]On the scale of a Civ map, real life recognized territorial waters are much less than 1 tile even on a 256 x 256 world map. Therefore, borders should stop at the coast - water tiles belong to nobody (but this should not affect the ability of a city to use a water tile within its radius). If you are not at war with a given Civ, your ships would be able to pass right through theirs. This also means for a land tile to be in your borders due to a given city, there must be a land path between it and the city in question through other tiles which are in your borders due to that city.
                                [*]The AI should generally never plant a city anyplace on the same continent as one of its existing cities unless it could be expected to like up with the borders of an existing city once the borders of the new city (and the old one if it has not yet done so) have expanded to a radius of 2. In other words, AI would never found a city more than 5 land tiles from an existing city (or 3 tiles from its existing borders, whichever is greater) unless founding its first city on that continent. An exception to this rule would be made for grabbing resource tiles. The AI should also place a high priority on building culture until the borders link up. Yes, I know that "sometimes" it makes sense to plant cities farther away, but the AI cannot be made smart enough to tell when this makes sense and when it doesn't, so its behavior overall will be improved by this rule (which would not affect what humans can do).
                                [*]Once a tile is in the borders of a given Civ, it should stay in that Civ's borders unless a city changes ownership or is razed/abandoned. When a city changes ownership or is razed/abandoned, ownership of all tiles that were within its cultural radius should then be re-evaluated. No tile should ever revert to neutral due to a city changing hands (as opposed to being razed/abandoned), though, despite the reduction in culture of a conquered city - the city would just be at a disadvantage in competition for tile control with nearby higher culture cities. The incorporation of neutral tiles into borders as the culture of a city grows would still work as before.[/list=1]

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