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  • #16
    Originally posted by 1
    If you were so unsatisfied, why didn't you take it back? Stop complaining and appreciate what you have. They didn't have to come out with ANY civ game if they didn't want to. So until you're the one coding the game, you have no right to judge it such a manner, especialy when you don't even have to buy the game in the first place.
    lol...Where did I say that I'm NOT satisfied, btw, I have every right to judge the game I buy(any game). You think that patches would come out if the gamers didn't ***** and moan? PLEASE...
    Janitor, janitor
    scrub in vein
    for the $h1t house poet
    have struck again

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    • #17
      Its exactly that, a game. Nothing worthy of getting queeny over. "PLEASE"

      Comment


      • #18
        Yes, a game, a game that should work properly! 1, back your words up.

        queeny -- lol
        Janitor, janitor
        scrub in vein
        for the $h1t house poet
        have struck again

        Comment


        • #19
          Come on.... This is about the "June patch", if you want to start fighting, take it to PM or email or some where else please.

          So is this "June patch" going to be something above the current 1.21F patch?

          Here are a few 'gripes'/'problems' I've experianced and haven't seen many of them posted[Albeit I haven't looked that far and deep.]

          Would it adress:

          More diplomatic abilities... Such as the ability to be able to cut off things like mutual protection without having to start a war? From what I know, that is the only way to cut off any of the diplomatic agreements Does any 'real civ' start wars to cut off diplomatic negoations with any other country? No

          Another thing along these lines is:
          That I've noticed is that some times I wont be able to have access to some of the options in the diplomatic screen. Like I wont be given the option to make any type of diplomatic agreements with some civ's even though 'we' aren't at war with each other and technoclically they're about equal or greater than I am... And on top of that... I had previously made agreements with them...

          Science workers in the city shouldn't make citizens unhappy! They're expanding the science/growth/culture of the city, eventually improving the citizens way of life and therefore shouldn't make them unhappy! Maybe shouldn't change the other citizens current status at all

          I've also noticed that many times the AI will capture workers, but I wont be able to recapture them Did they kill them? How come I can't kill their workers instead of capturing them?

          Another thing is that I closely monitor the work my citizens are doing in each city... Near the 'middle game' and the 'end game' there comes a point where I have too many cities to do this I'll set the workers where I want them because the Governer can't do it 'properly'. When the next turn comes around... They'll be back to where they were before... In the "Improper" place... This effects the game in that it will take longer to produce wonders/imporvements/units and such... Concidering that this is a long game... That in itself can have a deteremental effect on your winning or losing. I'd prefer to have it set so that if I set the workers in one are of the city map... They should stay there when the next turn comes up. I've found that trying to use the city governer doesn't work for me, and that's why I have to do it manually

          The book also states that turning a citizen into a scientest produces "adds one to the raw science production"... My question is this... How many commertial 'units' equal "one raw science" point from the "city production' point of view?

          I'd like to know that because there are many times where I can't produce much in any given city square... I wonder if there's a benifit to having scientest as apposed to working for one shield or one food or such. In the begining and middle game... This can be critical!

          Comment


          • #20
            Originally posted by ACTD_Ran
            Come on.... This is about the "June patch", if you want to start fighting, take it to PM or email or some where else please.

            So is this "June patch" going to be something above the current 1.21F patch?

            Here are a few 'gripes'/'problems' I've experianced and haven't seen many of them posted[Albeit I haven't looked that far and deep.]

            Would it adress:

            More diplomatic abilities... Such as the ability to be able to cut off things like mutual protection without having to start a war? From what I know, that is the only way to cut off any of the diplomatic agreements Does any 'real civ' start wars to cut off diplomatic negoations with any other country? No

            Another thing along these lines is:
            That I've noticed is that some times I wont be able to have access to some of the options in the diplomatic screen. Like I wont be given the option to make any type of diplomatic agreements with some civ's even though 'we' aren't at war with each other and technoclically they're about equal or greater than I am... And on top of that... I had previously made agreements with them...

            Science workers in the city shouldn't make citizens unhappy! They're expanding the science/growth/culture of the city, eventually improving the citizens way of life and therefore shouldn't make them unhappy! Maybe shouldn't change the other citizens current status at all

            I've also noticed that many times the AI will capture workers, but I wont be able to recapture them Did they kill them? How come I can't kill their workers instead of capturing them?

            Another thing is that I closely monitor the work my citizens are doing in each city... Near the 'middle game' and the 'end game' there comes a point where I have too many cities to do this I'll set the workers where I want them because the Governer can't do it 'properly'. When the next turn comes around... They'll be back to where they were before... In the "Improper" place... This effects the game in that it will take longer to produce wonders/imporvements/units and such... Concidering that this is a long game... That in itself can have a deteremental effect on your winning or losing. I'd prefer to have it set so that if I set the workers in one are of the city map... They should stay there when the next turn comes up. I've found that trying to use the city governer doesn't work for me, and that's why I have to do it manually

            The book also states that turning a citizen into a scientest produces "adds one to the raw science production"... My question is this... How many commertial 'units' equal "one raw science" point from the "city production' point of view?

            I'd like to know that because there are many times where I can't produce much in any given city square... I wonder if there's a benifit to having scientest as apposed to working for one shield or one food or such. In the begining and middle game... This can be critical!
            It's all fun and games man relax,

            Anywho, micromanagement do get a little annoying so I hope they would smartn' up the governor.

            Yeah, When AI captures the worker it disappers into nothingness while human players have to protect it till it's safely on your borders.
            Janitor, janitor
            scrub in vein
            for the $h1t house poet
            have struck again

            Comment


            • #21
              Ok

              Smarten him? That would take eons!!!

              I'm new to everything here as I just got the game about a month ago or so. I was warmongering one day... Then I started to look into the cities. Before I did I looked down at the window at the bottom right and noted how much money and everything else. Then I changed one citizen over to a scientest and then went back... I found my research on refineries went down one whole turn! I guess at the time I was at the boarder in reguards to the 'stack' or whatever... So I looked more and more into the city management and have been maximizing my cities production manually after also finding out that the city governer didn't do a good job of it. It gets tiring of constantly changing them over

              Comment


              • #22
                Originally posted by SomeOneElse
                My first post!
                Who knows what tomorrow brings? First beer?
                Welcome!

                Comment


                • #23
                  Originally posted by ACTD_Ran

                  I've also noticed that many times the AI will capture workers, but I wont be able to recapture them Did they kill them? How come I can't kill their workers instead of capturing them?
                  That is irritating

                  Isnt the June patch mostly the new editor?
                  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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                  • #24
                    Originally posted by SomeOneElse
                    My first post!
                    Welcome
                    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.

                    Comment


                    • #25
                      Looking forward all month to this new patch, must have soon.

                      The AI sometimes disbands workers once they capture them. You can do (and I have done) the same thing on occassion, if i can't smuggle them out.

                      Comment


                      • #26
                        Originally posted by Coracle


                        No it does not - not seven months after I paid fifty bucks for a beta game and more for their ripoff Official Guide.

                        But it ALSO does not work the way people want. That also is true.

                        That's a sad TWOFER.
                        You deserve to be made fun of. You bought a game right after release and the strategy guide.

                        That was not a very bright move.

                        Comment


                        • #27
                          Originally posted by W4r_Machine
                          Yeah, When AI captures the worker it disappers into nothingness while human players have to protect it till it's safely on your borders.
                          Maybe they added the workers to one of their cities and then pop-rushed them away.

                          Comment


                          • #28
                            Originally posted by ACTD_Ran
                            So is this "June patch" going to be something above the current 1.21F patch?
                            Yes, the big thing is that it will add the ability to set starting cities and units on the map.

                            More diplomatic abilities... Such as the ability to be able to cut off things like mutual protection without having to start a war? From what I know, that is the only way to cut off any of the diplomatic agreements Does any 'real civ' start wars to cut off diplomatic negoations with any other country? No
                            You do know that you can cancel any of these safely after 20 turns don't you?

                            Another thing along these lines is:
                            That I've noticed is that some times I wont be able to have access to some of the options in the diplomatic screen. Like I wont be given the option to make any type of diplomatic agreements with some civ's even though 'we' aren't at war with each other and technoclically they're about equal or greater than I am... And on top of that... I had previously made agreements with them...
                            You probably don't have an embassy

                            Science workers in the city shouldn't make citizens unhappy! They're expanding the science/growth/culture of the city, eventually improving the citizens way of life and therefore shouldn't make them unhappy! Maybe shouldn't change the other citizens current status at all
                            Science workers don't make someone unhappy. Entertainers make them happy. Changing an entertainer to a science worker has net effect of one less happy person

                            I've also noticed that many times the AI will capture workers, but I wont be able to recapture them Did they kill them? How come I can't kill their workers instead of capturing them?
                            You can. Just disband them right away, I do if I can't get the to safety.

                            The book also states that turning a citizen into a scientest produces "adds one to the raw science production"... My question is this... How many commertial 'units' equal "one raw science" point from the "city production' point of view?

                            I'd like to know that because there are many times where I can't produce much in any given city square... I wonder if there's a benifit to having scientest as apposed to working for one shield or one food or such. In the begining and middle game... This can be critical!
                            It depends on you science ratio.

                            It seems that most of the things you are complaining about have been fixed in Civ3 already (or were never broken).
                            Seemingly Benign
                            Download Watercolor Terrain - New Conquests Watercolor Terrain

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                            • #29
                              Disbaning a captured worker is stupid, besides, it's free. On ocations catured worker from me make a mad dash to enemy border and use my rail system. It doesn't often happen but it does especially if it's a stack of workers.
                              Janitor, janitor
                              scrub in vein
                              for the $h1t house poet
                              have struck again

                              Comment


                              • #30
                                Oh, I forgot about the disband button. lol

                                And yes, but that's 20 turns. Does Russia wait 20 turns to stop diplomatic negoations with anyone? lol No Sometimes I'll save up a bunch of cash and make massive armies, and draw from that cash reserve to 'feed the army'. Most of the time, for me, it's about the only way I can keep up with the AI's. I've found myself 'in' wars that I wouldn't have wanted to be in because I can't "Safely" cancle any agreements in that 20 turn period I feel there are a great number of things that should be more realistic, and deplomacy is one of the biggest ones. I'd also like to see it emplimented earlier in the game. Maybe even letting some of the barbarians make agreements with themselves might be good

                                I thought for sure I did have an embasy because I had made MP's with England before that incident.... But I don't have that game anymore so I can't verify that.

                                To get to a science worker, you have to go through the Tax worker and seemingly that in itself makes at least one unhappy citizen or at the very least drops them one level.

                                I usually keep my science ratio at 70 percent... So there must be some type of formula then... Does anyone know what it is?

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