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Flaws of Civ 3 and possible solutions - very long post

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  • #16
    Well, ummm... yes, it is not easy. I know they were meant to give warmongers a bit of building chances. However, as I see it, they took even that last bit of advantage from the builders. Wage war... wage war... the more you do so, the higher the possibility to get leaders, the lower the need to actually have some infrastructure and be able to actually build a wonder the difficult way.


    Yeah... that's what I mentione towards the end of the post, saying that warmongers have advantages over builders, and there should be peaceful ways of Great Leader acquistion.

    If you play Regent, you're probably around the same skill as me, currenlty . Over the recent two weeks I haven't had much time to play, now I'll be gone for a week, but I think I'll start a Monarch game once I beat Regent two more times. And starting on Monarch will probably also start with a few losses for me.
    Solver, WePlayCiv Co-Administrator
    Contact: solver-at-weplayciv-dot-com
    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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    • #17
      Originally posted by WarpStorm
      Did you check the AI option of Missile Transport on the ships that can carry CMs? If you don't you can still use them, but the AI won't.
      I have selected the ability to transport only tactical missle on these ships, but the Missle Transport Option is grayed out for some reason and I cant check it. And if I somehow manage to check that off, will the AI use these ships for only firing missles and not attacking (since naval power will no longer be checked off)???

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      • #18
        Originally posted by whosurdaddy


        I have selected the ability to transport only tactical missle on these ships, but the Missle Transport Option is grayed out for some reason and I cant check it. And if I somehow manage to check that off, will the AI use these ships for only firing missles and not attacking (since naval power will no longer be checked off)???
        Are you sure your patches are current?
        Solver, WePlayCiv Co-Administrator
        Contact: solver-at-weplayciv-dot-com
        I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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        • #19
          Re: Re: Flaws of Civ 3 and possible solutions - very long post

          Originally posted by zulu9812

          Again, an example of what I did:

          Unit: Nuclear Submarine
          Type: Sea
          Cost: 14 shields
          A/D/M: 10/4/8 (doubled movement of all sea vessels)
          Transport: 4
          Flags: Transport Only Tactical Missiles, Transport Only Cruise Missiles
          Where did u find a flag for Transport only cruise missles??? All i see is a flag for transport only tactical missles.

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          • #20
            sorry, it should read "Transport Only Tactical Missiles, Transport Only Aircraft". Oops, I'd better update my post...
            Up the Irons!
            Rogue CivIII FAQ!
            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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            • #21
              Originally posted by Solver


              Are you sure your patches are current?
              Defnitely. Naval power is currently checked off, but the boxes for naval missle transport, naval carrier, and naval transport are all grayed out. If I uncheck naval power, the other boxes still dont become "check-able."

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              • #22
                Originally posted by whosurdaddy


                Defnitely. Naval power is currently checked off, but the boxes for naval missle transport, naval carrier, and naval transport are all grayed out. If I uncheck naval power, the other boxes still dont become "check-able."
                Ok, I solved it, you also have to have the "unload"box checked off for the naval missle transport ability to be selected.

                For the person who said they got this working, does the AI still use their ships in a combat role like they used to when "naval power was checked off" instead of "naval missle transport?" I'm worried that with "naval missle transport" option selected instead of the "naval power" option, the AI will only use the ships as floating missle launchers, instead of using them to escort transports and attack enemy ships like they used to.

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                • #23
                  I think if you select two boxes, it should go the right way.
                  Solver, WePlayCiv Co-Administrator
                  Contact: solver-at-weplayciv-dot-com
                  I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                  • #24
                    Originally posted by Solver
                    I think if you select two boxes, it should go the right way.

                    But,

                    Land units with both offense and defense flags use just one strtegy for thier whole lifetime selected when its buuilt.

                    Maybe same applies to ships?

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                    • #25
                      Don't know, but I have now put Battleship to Sea Power and Missile Transport, will have to see if AI understands it. Soren?
                      Solver, WePlayCiv Co-Administrator
                      Contact: solver-at-weplayciv-dot-com
                      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                      • #26
                        I think the useless helicopter unit scenario could be solved if they simply allowed helicopter units to move around OUTSIDE of cities (just like in Civ 2) . . . but with the additional ability to transport their respective cargo. Now your slow one movement units can get there more quickly . . . and surgical strikes may become a reality for the game. I would make their attack factor low, but defense fairly high to reflect a reasonable chance of moving troops behind enemy lines. Their movement, however, should maybe be brought to 3. Plunging 6 tiles into enemy territory seems ranther high IMOHO.

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                        • #27
                          Well done, Solver.

                          My 2 cents worth on a couple of issues:

                          Cruise Missiles attack city defenders with no collateral damage. I like to stockpile several, especially for when there is a city/metro that I would like to take and keep, so I don't destroy its marketplace. No bombing or artillery allowed.

                          Stealth Fighter: I increased its bombard strength to 8 but left the Rate of Fire at 2.

                          Modern Age: I have delayed the space ship so Robotics (and Genetics) is required to finish it. Overall, I delayed 6 of the ten SS parts, two to Robotics. Now, perhaps I will get around to building the stealth air units.

                          Nuc sub: I gave it a 10/5/5.

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                          • #28
                            Chronus, that helicopter idea is a saver!
                            Can we make them independent from cities in the editor?

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                            • #29
                              Isnt is possible to have mobile aircraft?
                              Up the Irons!
                              Rogue CivIII FAQ!
                              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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                              • #30
                                Uncheck Immobile...
                                Solver, WePlayCiv Co-Administrator
                                Contact: solver-at-weplayciv-dot-com
                                I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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