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  • Biggest issues for next patch...

    1. Do something about pollution affecting the production of your cities. It gets very tedious going to every ctiy that gets pollution and having to manually put the guy back to working the formerly polluted square.

    I'd like to see an option in the prefs that would allow me to make it so that pollution does not stop anyone from working the polluted square. (even though they get nothing from it) Since in the lategame pollution is always cleaned up int he same turn this would only save me a lot of tedious clicking.

    2. Minimap in editor.

    3. Anything else???

  • #2
    On that first point, I had that problem until I started having the governer manage my citizens in heavy production cities. Not to say I don't like your idea, but that took care of it for me.

    Jeff

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    • #3
      What about programming the city governor to put the worker in the now non-polluted tile. If a worker is on a tile that becomes polluted then the governor automatically moves the worker to a new square. However, once that 'old' square becomes non-polluted again the governor moves the worker back to the square. I'm not sure with the current structure of the code you'll be able to do this or not, but if you are able to do it, then it would be great if you would add this.
      However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

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      • #4
        Originally posted by TechWins
        What about programming the city governor to put the worker in the now non-polluted tile. If a worker is on a tile that becomes polluted then the governor automatically moves the worker to a new square. However, once that 'old' square becomes non-polluted again the governor moves the worker back to the square. I'm not sure with the current structure of the code you'll be able to do this or not, but if you are able to do it, then it would be great if you would add this.
        it would inadvertently cause many, many, many calls to that function which would slow the game down even more. and you'd have to log what city is using what tile AFTER iy's removed, in order to replace it later. more "code".
        "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
        - Ender, from Ender's Game by Orson Scott Card

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        • #5
          Originally posted by TechWins
          What about programming the city governor to put the worker in the now non-polluted tile. If a worker is on a tile that becomes polluted then the governor automatically moves the worker to a new square. However, once that 'old' square becomes non-polluted again the governor moves the worker back to the square. I'm not sure with the current structure of the code you'll be able to do this or not, but if you are able to do it, then it would be great if you would add this.
          That's exactly what happens. There's some confusion of terminology. When the governor is managing a city's citizens, if a tile gets polluted that was being worked, it reassigns the citizen. Should a worker (the unit) clear that tile of pollution, the governor will reassign the citizen to the now clear tile.

          Jeff

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          • #6
            How about effective ways to counter global warming? In my current game im slowly losing good land to warming, I clean my pollution up but the AI does between little and nothing. A reduced overall effect perhaps??

            The other idea is more expansion pack than patch but i'll put it here... greater diplomacy options. Stronger alliances, ability to mess in other civs affairs nuclear pacts etc etc
            "Bite my shiny metal ass" - Bender B. Rodriguez

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            • #7
              A localized global warming effect would be good.
              Grrr | Pieter Lootsma | Hamilton, NZ | grrr@orcon.net.nz
              Waikato University, Hamilton.

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              • #8
                I agree Grrr, it's really annoying to constantly clean polution out of your empire, only to have a nice producing tile changed to desert because the AI doesn't.

                However, as has been stated, the game is slow between turns because of pathfinding, could you imagine how slow it would get if the AI DID clean up it's pollution?

                Don't try to confuse the issue with half-truths and gorilla dust!

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                • #9
                  I would especially like to get a way to reduce the pollution to ZERO (even if it's only in the editor). It's tiring to have a city that has a full anti-pollution building range, and still produce one or two pollution point.
                  Science without conscience is the doom of the soul.

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                  • #10
                    I really wish I could use Jeff's suggestion of using the governor. However, setting the governor to manage moods makes it impossible to manage tax collectors and scientists. The governor keeps wanting to assign the specialists in ways I do not like.

                    Could you guys change the code to allow for the player to change specialists and have the governor leave them alone unless an entertainer is needed? That would be great.
                    (\__/)
                    (='.'=)
                    (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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                    • #11
                      OTOH. Maybe the way it is now is OK, but could you give the player a place to set percentages of scientists and tax collectors? Then the governors could refer to that setting and assign the specialists in a desirable way. That would be way better.
                      (\__/)
                      (='.'=)
                      (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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                      • #12
                        It'd be great if we could terraform desert tiles in the modern age
                        Up the Irons!
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                        Odysseus and the March of Time
                        I think holding hands can be more erotic than 'slamming it in the ass' - Pekka, thinking that he's messed up

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                        • #13
                          The other idea is more expansion pack than patch but i'll put it here... greater diplomacy options. Stronger alliances, ability to mess in other civs affairs nuclear pacts etc etc
                          Some form of arms (nuclear and non) and tech treaties (allows you to give a tech and restrict the AI from trading that tech for X turns to other civs) would be great.

                          Also your military minister should warn you when another civ has entered your borders without a right of passage treaty. The AI knows instantly when I cross its border so it would seem fair.

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                          • #14
                            Also your military minister should warn you when another civ has entered your borders without a right of passage treaty. The AI knows instantly when I cross its border so it would seem fair.
                            Well maybe, but I don't know if I want yet another message popping up during that phase. As long as you are watching its easy to spot enemies crossing over ... it would be a lot of annoying warnings about settler + spearman pairs, and only a few noteworthy warnings about invading armies.
                            Good = Love, Love = Good
                            Evil = Hate, Hate = Evil

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                            • #15
                              hi ,

                              "refix" of worker's that harvest forest , replant it , reharvest it , and keep collecting the 10 shields everytime , .......

                              have a nice day
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                              WHY DOES ISRAEL NEED A SECURITY FENCE --- join in an exceptional demo game > join here forum is now open ! - the new civ Conquest screenshots > go see them UPDATED 07.11.2003 ISRAEL > crisis or challenge ?

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