November 26, 2001, 16:50
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#31
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King
Local Time: 01:23
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of anchovies
Posts: 1,478
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1- Corruption
2- Combat: some units didn't have really any defensive or offensive advantage in open field. Also, all the rest...
3- Moving around units in a stack
4- More realistic city defections
5- Multiplayer
6- Colonies
7- There is no need to research anything at the higher difficulty levels, I can buy all the techs I want. Could be more realistic, price maybe too low and other civs do not always have advantage to seel technology
8- Pillaging what we want and not in a specific given order
9- Borders respected realistically (has to make sense...)
10- Possibility of blocking a passage, but possibility to not chose to block or not!
11- Some kind of simple history log. Should note when wars
took place, civs were conquered, diplomatic agreements
violated, etc. A little like Age of Kings' ending would be great.
12- Air bugs
13- Better ability to make scenarios
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etc.
etc.
(there's all kind of little things here and there that I don't have just here)
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November 26, 2001, 17:10
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#32
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King
Local Time: 11:23
Local Date: October 31, 2010
Join Date: Feb 2000
Location: United States of America
Posts: 2,306
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Quote:
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Originally posted by markusf
anything else need fixing?
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Is it just me, or does it appear that a number of "good" elements present in Civ II were left out of Civ III? If so, why? Legal concerns, what with Brian Reynolds no longer present? Or something else?
CYBERAmazon
__________________
"I may not agree with what you have to say, but I'll die defending your right to say it." — Voltaire
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November 26, 2001, 17:19
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#33
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King
Local Time: 18:23
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Vienna, Austria
Posts: 1,529
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Just in case it has not been mentioned before:
- In the city screen, add info about the probability that the city will defect to another civilization within, say, the next five turns. (Graphically, add a 'defection box' with some nice symbols to the right hand side of the garrison box.)
- In the civilopedia, reveal the factors/formulas that are reponsible for city defection. The current level of info about defection in Civ3 is like the level of info about city growth in CtP2.
- After an advance has been completed, transfer excessive science points to the next advance in the research queue. At the moment, the game rewards excessive micro-managing of the science rate.
- After a city has completed a unit/improvement/wonder, transfer a maximum of 10 excessive shields (this equals the cheapest units) to the next item in the build queue. Reasoning: see above. Hint: this feature was already included in SMAC.
__________________
"As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW
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November 26, 2001, 17:26
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#34
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Settler
Local Time: 09:23
Local Date: October 31, 2010
Join Date: Nov 2001
Location: NorthWest
Posts: 14
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A few items:
*On the Science Advisor screen, make the text fit properly, currenlty the name and amount of turns are cut off and can not be seen until choosing the advance and closing out of the Advisor screen.
*What is the purpose of the Stealth Fighter? It's not an upgrade to the Jet Figther since it cannot do Air Superiority; is it just a watered down Stealth Bomber? If so for what purpose since you get both air planes with the same tech?
*The current helicopter would benefit from being able to transport 2 units. Also an attack copter would be nice.
*Paratroopers need a bit more range.
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November 26, 2001, 20:15
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#35
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King
Local Time: 17:23
Local Date: October 31, 2010
Join Date: Oct 1999
Posts: 1,721
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Re: Re: What would u like Fixed in civ 3?
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Originally posted by Ralf
Is that really true? Was the rifleman fortified in a fortress on top of a mountain, or what?
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Open ground and no city walls. I couldn't believe it. So i did some experimenting. I had saved before i attacked and when i reloaded and attacked again without shutting down civ the exact same results happened. I closed civ opened it up again and i attacked and i didn't lose a single tank. This to me means that A, all the combat is predetermined at the start of every turn. B There is a formula and someone will figure it out. Everyone will then know there are only certain turns your supposed to attack and you will lose next to no units. I develop PROFESSIONAL software and i can tell you if we released something like civ 3, everyone would be fired the next day. Its as if the game has never gone through end to end testing to weed out the most basic of bugs.
__________________
Join the army, travel to foreign countries, meet exotic people -
and kill them!
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November 26, 2001, 20:23
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#36
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Prince
Local Time: 10:23
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Edmonton, Canada
Posts: 390
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Make the game absolutely flawless so the whiners will stop posting thread upon thread about how much the game sucks!
__________________
"To live again, to be.........again" Captain Kirk in some Star Trek Episode. (The one with the bad guy named Henok)
"One day you may have to think for yourself and heaven help us all when that time comes" Some condescending jerk.
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November 26, 2001, 20:46
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#37
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Chieftain
Local Time: 09:23
Local Date: October 31, 2010
Join Date: Sep 2001
Posts: 30
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Quote:
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Originally posted by Monoriu
My list:
Add: Change Samurai graphic. They did not fight in kimono - they wore armor (Civ2 had it right). Stats are fine - many samurai fought on horseback, so 2 movement is justified.
Add: Make colonies more than marginally useful, even a zero radius would help against instant absorbsion by another player.
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37. Change name and graphic of Iroquois unique unit: mounted warrior. It doesn't make sense at all. The units stats are ok.
And some people even say that I often think the game is perfect
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November 26, 2001, 22:07
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#38
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Prince
Local Time: 18:23
Local Date: October 31, 2010
Join Date: Nov 2001
Location: THE Prince
Posts: 359
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Just a few things...
1. Allow a more efficient way to combat corruption. The system is fine, but a courthouse is like destroying a mountain with a firecracker.
2. Borrow a diplomatic option from SMAC; the ability to ask a civ to 'call off your war against my friend...' . This will allow you to prevent yourself from having to re-declare war with a civ via a MPP without suffering reputation loss.
3. Fix the air-superiority missions.
4. Add the ability to 'kick' certain units out of your territory, i.e. settlers and workers. This will allow you to force the encroaching bums out without having to declare war.
5. Allow bombardment to sink naval units and allow for a small percentage chance to bombard a land unit to death.
6. A sort of SALT treaty for two civs to limit their nuclear arsonal to a fixed number.
7. Fix colonies so that they cannot be 'assimilated into an enemy city radius. Also allow the colony to act as though it had a harbor in terms of sending the resource to the rest of the empire. This way you can have an over-seas colony without the need for a city.
That's about it for me...the other combat fixes and such really can't be fixed IMHO in a patch this soon, so I'll wait patiently.
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November 26, 2001, 22:25
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#39
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King
Local Time: 01:23
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of anchovies
Posts: 1,478
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my upgraded list
1- Corruption
2- Combat: some units didn't have really any defensive or offensive advantage in open field. Also, all the rest...
3- Moving around units in a stack
4- More realistic city defections
5- Multiplayer
6- Colonies
7- There is no need to research anything at the higher difficulty levels, I can buy all the techs I want. Could be more realistic, price maybe too low and other civs do not always have advantage to seel technology
8- Pillaging what we want and not in a specific given order
9- Borders respected realistically (has to make sense...)
10- Possibility of blocking a passage, but possibility to not chose to block or not!
11- Some kind of simple history log. Should note when wars
took place, civs were conquered, diplomatic agreements
violated, etc. A little like Age of Kings' ending would be great.
12- Air bugs
13- Better ability to make scenarios
14- Rebalanced towards something realistic nukes
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.
etc.
etc.
(there's all kind of little things here and there that I don't have just here)
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November 26, 2001, 23:54
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#40
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King
Local Time: 12:23
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Seattle
Posts: 1,038
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Um, N. Machiavelli, i hope you meant that youwant planes to be able to attack ships.
cause bombardment doesn't make sense against ships, its a free attack without fear of retribution. if the planes can sink the ships, the ships should have a shot of shooting down the planes.
__________________
By working faithfully eight hours a day, you may get to be a boss and work twelve hours a day.
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November 27, 2001, 00:25
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#41
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Warlord
Local Time: 17:23
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 233
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My updated Civ 3 wish list:
I. Bugs
1. Air superiority is broken
2. Precision bombing is broken.
3. ¡§Million gold bug¡¨ ¡V ability to offer or demand 9999999 gold from the AI.
4. Family size in demographic screen appears to be broken.
5. In the science advisor screen, some advances with long names do not show number of turns till completion.
6. Possible bug: Nuclear plants have a 150% production bonus, against the 50% bonus of all other electricity plants.
7. Coastal fortresses are broken. It won¡¦t fire at enemy ships.
8. Palace screen is broken. In some games, it won¡¦t prompt me to access the screen when an upgrade is due.
9. Possible bug. Cities that are not on the same continent as the capital city and is not connected to any harbour can still receive bonuses from all luxuries if it is connected to an AI port city by road.
10. City sorting in the domestic advisor screen is broken.
11. Hanging Gardens do not seem to expire. I can still see 3 happy faces next to it in the city screen even after it is supposed to expire.
12. Fortified units in a fort doesn¡¦t seem to make opportunity fires.
13. Icon for building railroads incorrectly lists the command to build railroads as ¡§r¡¨ when in fact it should be ¡§shift r¡¨.
II. Gameplay Fixes and Balance
1. Corruption. There needs to be more ways to deal with corruption. A corruption cap, anti-corruption city specialists, anti-corruption units, more anti-corruption city improvements, or a switch at the beginning of the game to choose corruption levels. The courthouse is very ineffective as it is.
2. City defection. Happens too easily with no warning whatsoever. Losing all units inside the city is completely unacceptable. There should be more effective means to counter it, some sort of vague warning, and the majority of the city garrison of the defecting city should be moved away from the city, not eliminated. It is also too easy for a recently defected city to go back to its original owner.
3. Tech trading. It is too easy to play ¡§tech broker¡¨ now. I can check with all AI civs each turn and buy all the new techs available, then sell it to the rest of the civs for a large amount of gold per turn. On Emperor and Deity settings I don¡¦t need to research anything.
4. Option to choose real random civs when starting game. Right now civs that have a similar cultural background are a lot more likely to start near each other.
5. Option to use civ 2 HP/FP system. (not my request)
6. Option to give individual unit type more hit points.
7. Faster scrolling and shorter time between turns.
8. Global warming. Happens too early and the sun icon doesn¡¦t tell me how likely I¡¦ll get global warming.
9. Change name and graphic of Iroquois unique unit: mounted warrior. It is not historical while the other unique units are. The units stats are ok.
10. Option for melee combat between air units and ships.
11. Option to refuse AI diplomatic victory and proceed to fight the rest of the world.
12. Modify world generator to prevent areas without any source of fresh water from appearing too often. Small islands are ok, but sometimes a large part of the main continent is blocked off from any rivers by hills and mountains.
13. Colonies. Colonies should have borders to prevent them from being aborbed too easily, and I should be able to build a harbour in it to make overseas colonies useful.
14. Mutual protection pact makes it very difficult for AI civs to make peace. Example: Civ a and Civ b have a MPP. Both Civ a and b are at war with civ c. Civ a makes peace with civ c, but when civ c attacks civ b again civ a is forced to declare war on civ c again.
15. Ability to remove/upgrade units in an army at a cost.
16. Submarines: AI can see subs, if I move a submarine inside an AI civ¡¦s border, it will send me a message to remove it even though he has no sub-seeing units nearby.
17. Allow civs to build the non-unique versions of their unique units. For example as the Romans I can¡¦t upgrade my warriors to swordman.
18. Leaders should appear in the capital city. It is too easy to lose a leader when he appears from defensive victories.
III. Interface
1. Ability to move units in stack.
2. Option to choose pop up menus for city disorders, production of military units, pollution, WLT_Ds, appearance and disappearance of resources, and when the city build queue is finished.
3. Option to tell a city to produce a military unit indefinitely until told otherwise.
4. New pillaging option that allows me to choose what improvement to pillage. This is particularly useful for getting rid of forts inside my territory that I don¡¦t need anymore.
5. Show 1/3 and 2/3 movement points remaining in the bottom right info box.
6. Managing large numbers of units is a pain. I need a new command to move a type of unit first, and a new command to move all the units in a tile first.
7. Space bar should end a unit¡¦s turn, but if it has movement points remaining, I should be able to re-activate it within the same turn if I change my mind.
8. Option to access screens with single click.
9. Key board shortcuts need a revamp, some of them are too complex or too anti-intuitive.
10. Option to show grid with city production boundaries super-imposed.
11. Ability to save and load several pre-designed production queues.
12. Once I have built a hydro/solar/nuclear plant, there is no need to show coal plant in city production menu.
13. Once I have built/acquired a wonder that gives a city improvement in multiple cities (e.g.), I should have the option to sell all existing city improvements of that type.
14. Ability to delete save games in game.
15. Ability to see all of my diplomatic and trading agreements in a single screen.
16. Summarise the current ¡§advice¡¨ of the foreign advisor about culture, attitude, military strength, scientific achievements of AI civs in a single screen. Also please show AI civ government status somewhere more prominent.
17. Summarise the relationships of all AI civs in a single screen in table form.
18. When right-clicking on a stack of units, the info box should have a highly visible indicator to tell if the unit has moved or not. (imagine when I have a stack of 40 units in a tile and have to sort which unit has moved¡K..)
19. Too hard to see borders in jungle tiles.
20. Ability to access Civlopedia in city production menu.
21. Show health points of units in the right bottom info box.
22. Option to turn off warning box when I mine an irrigated tile, and vice-versa.
23. Show status of working (including its current work and turns till completion) when right clicking on it. (Auroch¡¦s idea)
24. On the Domestic Advisor screen, mark cities that are in some unusual condition (WLTED, Food Shortage, Illness, Civil Disorder, etc). (Auroch¡¦s idea)
25. Ability for city finder to sort cities alphabetically.
26. Option to turn off the palace screen.
27. Location of embassy creation button (star next to capital city) is not intuitive. Should be able to access the option via foreign advisor screen.
28. When I move a mouse over an action icon (at the bottom of the screen), it only displays the help lines at the instant when my mouse moves over it. If my mouse stays there and the next unit comes up, I won¡¦t get the help text until I move my mouse away and then move it over to the icon again.
IV. New Features
1. Scenario editor and maker.
2. New option to read the ¡§histograph¡¨ the way civ 2 presented it.
3. In game editor that allows me to make and save a custom civ by choosing a background civ, 2 civ traits, and a unique unit from the existing list.
4. Multi-player.
5. Unit casualty list.
6. Future techs give benefits.
7. Ability to trade units with AI civs.
8. Unit sentry mode back.
9. Show wonder benefits in an info box when one is built.
10. Some kind of history log. (Auroch¡¦s idea)
11. Borrow a diplomatic option from SMAC; the ability to ask a civ to 'call off your war against my friend...' . This will allow you to prevent yourself from having to re-declare war with a civ via a MPP without suffering reputation loss. (N. Machiavelli¡¦s idea)
12. Add the ability to 'kick' certain units out of your territory, i.e. settlers and workers. This will allow you to force the encroaching bums out without having to declare war. (N. Machiavelli¡¦s idea)
13. Music. The ability to pick what music to play, and add/delete pieces to the existing list.
14. Ability to disband city if population is low.
15. Strategic resource finder for the entire world.
V. ¡§Exploits¡¨
1. ¡§Lumberjacking¡¨, the practice of repeatedly planting, and destroying forests to get shields, should be weakened.
2. Shouldn't be possible to sell city to AI, re-capture city in the same turn, and sell it again in the same turn.
3. Shouldn't be able to sell luxury for lump sum, then destroy road on the luxury tile and sell it again next turn.
VI. Spelling, Grammar, and Civlopedia
1. Civlopedia to show formulas used for demographic screen
2. Fix raidroad description in Civlopedia.
3. Fix modern tank description in Civlopedia. Textual description says only oil and rubber is required and missed aluminum.
4. In democracy, the domestic advisor addresses me as "Mr" in one city improvement production complete pop up box, then "Sir" in the next, then alternates between ¡§Mr¡¨ and ¡§Sir¡¨.
5. Make a patch for the manual's index. "Diplomacy" isn't even listed. Neither are "Spy" or "Colony". Of course, these things can be found, but at least basic concepts should be listed to save the trouble of hunting them down. That's what an index is for. (Auroch¡¦s idea)
6. Civlopedia should explain the benefits of WLT_Ds.
7. When the Indians cancel a trading agreement, they say: "Greetings. While we have enjoyed trading with you, we feel that this arrangement is not longer good for our people. It is time for the deal to end." (HunterAssassin¡¦s point)
VII. AI
1. AI should upgrade its outdated combat units a lot more often.
2. AI should stop patrolling its borders to shorten the time between turns. Instead, it should fortify units at borders.
3. AI should stop sending settlers to build a city where it is surrounded by another civ. It is irritating, and the city has a high chance to defect: it doesn¡¦t benefit the AI itself in the long term.
4. AI has a tendency to send a large stack of mobile units (e.g. cavalry) to attack deep inside my territory unprotected by defensive units.
5. AI doesn¡¦t use bombarding land units often enough.
6. AI doesn¡¦t defend strategic resource tiles.
7. AI doesn¡¦t defend itself adequately at the very beginning of game. Its too easy to take out an AI civ right after the start at Deity level.
8. AI doesn¡¦t build forts often enough.
9. Diplomatic AI should remember past transgressions a lot more often. Too easy to break peace cities without consequence now.
10. AI assigns too much value to dead end techs such as music theory, and theory of gravity when the relevant wonders have already been built.
11. AI puts too much value on useless border cities in trade.
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November 27, 2001, 00:43
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#42
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Prince
Local Time: 18:23
Local Date: October 31, 2010
Join Date: Nov 2001
Location: THE Prince
Posts: 359
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Um, Kc7mxo, I meant what I said
Quote:
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Originally posted by Kc7mxo
Um, N. Machiavelli, i hope you meant that youwant planes to be able to attack ships.
cause bombardment doesn't make sense against ships, its a free attack without fear of retribution. if the planes can sink the ships, the ships should have a shot of shooting down the planes.
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No, actually I meant exactly what I said. I already changed each of the modern vessels (Destroyer and beyond) to have the 'Air Superiority' ability at a shortened range. The AEGIS Cruiser, for example has a farther range and the chance to intercept is higher than the Battleship. The only problem is, the Air-Superiority function doesn't work at present time, but if it were to be fixed, then you could bring an AEGIS cruiser in your Battleship group and set it to 'Air-superiority' at the end of it's movement to protect you from those nasty bombers/fighters. It adds complexity and realism as well as displaying that, for a time, aircraft ruled naval warfare.
Besides, that brings up another function I would have liked to seen imported into Civ3; counter-bombardment. That way, land-based RADAR artillery and cruisers can exchange blows etc.
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November 27, 2001, 04:36
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#43
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Emperor
Local Time: 01:23
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Singapore (From New Zealand)
Posts: 4,948
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I've read half the thread, but it got too long and repetitive, so I will just post what I would like to see fixed.
I'd like to see a coloured bar that tells me which civ is having it's turn.
Sentry mode would be very helpfull, I can't see why it was taken out? Maybe you guys forgot about it? Sentry mode was very useful.
Within the combat system, you need to go through all the units that WILL be destroyed by a unit that cannot be destroyed by the defender. So for example, if a Galley is attacked by a Battleship, then without CHANCE/PROBABILITY, the Galley WILL/MUST SINK. Yes, a warrior, could possibly destroy a tank, but a tank could not defend itself against a cruise missile.
There seems to be little Civilization Intelligence, I can't find out what government the Egyptians are, for example. I have to actually go and talk to them to find out how much money they have and other stuff, this is certainly strange. I should have a screen that tells me everything I know about every civ I have an embassy with.
Could you tell the AI to not continously move its units around? It doesn't seem to fortify very much at the borders, and it should sentry or fortify ships/units in strategic/important places.
I once had a game, where my neighbour put about 30 (no kidding) workers, on to the same tile (I had to sit there for ages), and you know what they did? Built a road, a freaking road, 30 workers onto the same spot?
Do the wonders expire? I'm not sure yknow? I hate going into the pedia everytime, if wonders do expire, a window should popup reminding me.
When I put a worker on Auto and it has no work left to do, it should automatically fortify itself in the nearest city, and when it does have work to do (like clear pollution), all the workers should head off to that tile and do its job, then head back to the city fortify and wait for the next job.
Oh and Infinite Terrain. Actually, while I am on the editor, could you put in form boxes instead of drop down menus? The editor would be much more flexible if we could choose the number or whatever we want, instead of a predefined number or whatever. yknow?
__________________
be free
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November 27, 2001, 05:21
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#44
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Prince
Local Time: 17:23
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Great Britain
Posts: 671
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The three things I want fixed all relate to combat, as I see it it is the part of the game that sufferred the most in Civ 3.
1: First the difference in hit point as units get more modern is to low, giving unrealastic results, e.g a warrior beating a legion
2: The modern units need tweaking, e.g. range for missles
3: The last and most anouying is that air power can not sink ships, what the **** was that supossed to repersent
Though in general I would of liked to have more 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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November 27, 2001, 06:40
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#45
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Settler
Local Time: 17:23
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 6
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Please fix the easy exploits / Teach the AI diplomats
Great thread!
I hate the easy exploits and tactics which base only on stupid repetitive actions:
1. Lumberjacking: Please, raise the bonus to 15 shields and make it that it takes at least 10 times longer to replant forests.
2. Techtrading and taking advantage the AI diplomats love for peace:
Perhaps you can Limit the diplomatic contacts per round to two civs. and make it possible to contact a civ only one time per round. You should be able to offer peace only when didn`t make any aggresive move against the other player in this round. The AI should remember when you brake peace agreements within 5-10 rounds after make peace and should not talk to you for a long time.
3. Settler are to cheap:
To make it settler it should take at least 4 population points and even double the costs of settler. The way it is the earth is totally settled with advanced civs before 1 AD.
Thats is not realistic besides it should be a mayor decision to found a new city.
4. Ancient and middle age ships up should get lost on sea sometimes.
The advantage on modern ships should be that you are quite sure to reach your destination but even 200 years ago sending ships around the world was a mayor risk.... (By the way the spanish armada never reached its destination).
5. Prevent the Trojan horse....(Giving over cities to the AI)
When giving over a city to the AI all your military units should be removed out off the neigborhood of this city and a defensive unit asigned/ created in the city (Naturally the human player should pay for the unit )
6. The barbarians are to weak!!!!!!!!!!
7. Give an optinonal screen what an automated worker can do a la smac.....
8. PLease, speed up the game.....
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November 27, 2001, 09:27
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#46
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Settler
Local Time: 17:23
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Columbia, MD
Posts: 6
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Re: Please fix the easy exploits / Teach the AI diplomats
Quote:
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Originally posted by Espejo
1. Lumberjacking: Please, raise the bonus to 15 shields and make it that it takes at least 10 times longer to replant forests.
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While I agree with raising the bonus, I think it would be more realistic if certain worker actions (specifically planting forests) took a minimum amount of time (say 10 turns), regardless of the number of workers assigned to the task. Now I can see why a large number of workers could clear a forest in 1 turn, but even 100 workers shouldn't be able to replant that forest in a single turn.
John
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November 27, 2001, 10:56
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#47
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Chieftain
Local Time: 12:23
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 91
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1. Ability to "Wake all" units of a certain type, much like upgrade all, so when you mobilize for war you don't need to activate every single tank you own.
2. Subs SHOULD be able to carry the cruise missile, the missile has a pitiful range as well (if it's possible to shoot them over an entire nation into Afganistan, they certainly should have a larger range than 3)
3. We should be able to put down a revolt, a bunch of hardened soldiers are going to up and disband just because an opposing nations neightboring town has a church. It could be an act of war against the other nation, but the way it works now is ridiculous.
4. Nuclear missiles should be more devastating.
5. Boats need to have more movement. I can drive a tank entirely accross a continent in one turn provided I have railroads, yet a ship would take 10 years to make the same trip. On a huge map, by the time you get naval assault forces to an opposing continent, they're generallly already outdated.
6. Forts need to count as a zone of influence. If you build a fort and occupy it, and another civ builds a city next to it, you should not be the one committing the "act of war".
7. Colonies need a zone of influence, a colony with troops stationed in it should not be instantly disbanded because an opponent build a city next to it. With this being the case, it's always better to build a city than a colony on the resource.
8. Ironclads are too powerful. Shortly after the frigate/man0war/gallen is discovered they become outdated. In reality ironclads were gawky slow and prone to sinking, not the bastions of the sea they are in the game. Additionally, steam power and railroads were discovered long before iron clads were ever made. Either make them weaker or require a later advance to build.
9. New bomber. They need a long range bomber to compliment the jet fighter, before the stealth bomber.
10. Drafting. The best draftable unit should be stock infantry. Mechanized infantry should have to be built.
12. Radar artillery should have more than 1 movement point. Heck they have wheels in the picture.
13. SAMs and coastal fortresses need to alert us when they're doing something, OR if they do already do that, they should DO something.
14. More bombardment messages. Often I'll bombard and get no message, I'm not sure if it failed or what it may have done.
15. The computer ought to be able to judge the locational value of a colony. I.E. not building one in the middle of a desert just because there is an open spot.
16. Workers need to work faster, I don't mean get the job done faster, but not eat up 2 minutes of my turn running around.
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November 27, 2001, 11:13
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#48
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Emperor
Local Time: 18:23
Local Date: October 31, 2010
Join Date: Mar 2000
Location: London, UK
Posts: 3,732
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Quote:
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Originally posted by TrailerParkJawa
2.) odd AI reactions. I was in a world wide battle, everyone attacked the french and me. we were allies. after 20 years
the french decided the agreement was no longer needed. HUH ?
we were both still being attacked by the rest of the world.
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The AI won't enter a pact with anyone if they are currently at war, even if they are fighting the same people. This allows them to make peace without being dragged back in the second someone bombards your coastline etc. The same thing works to your advantage if you want to stop fighting.
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To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection. H.Poincare
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November 27, 2001, 13:55
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#49
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Settler
Local Time: 17:23
Local Date: October 31, 2010
Join Date: Oct 1999
Posts: 26
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Along the lines of city defection, give us an indication of War Weariness. I'd like to see a thermometer-like display but I'd be happy with the city advisor simply saying something now and then.
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November 27, 2001, 14:22
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#50
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Settler
Local Time: 17:23
Local Date: October 31, 2010
Join Date: Nov 2000
Location: Chicago, IL
Posts: 18
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Fix Espionage Prices!!
Espionage costs WAY too much. 5000 gold to steal a tech... or you could just buy it for a lot less than that. 4000 to destroy a building? is that really worth it?
Foreign Propaganda not allowed against a Democracy?
It sure seems that freedom of information also makes freedom of disinformation easier.
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November 27, 2001, 15:16
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#51
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Chieftain
Local Time: 12:23
Local Date: October 31, 2010
Join Date: Nov 2001
Location: State of Confusion
Posts: 44
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Monoriu, I agree with pretty much all of your points...
My additions:
THE LITTLE THINGS: Because aren't these really what make a game fun? I mean... who doesn't miss wonder movies or the interactive high council... that was actually FUN.
Wonder Movies- I know I'll probably turn them off by the third or fourth time, but come ON firaxis, put in a little effort!
Better Advisors- If the current set aren't the most boring, inneffectual pieces of gray matter ever put on a computer screen, shoot me where I stand.
Sim City Type Stuff: Newspapers, sports teams, etc, Instead of saying its always "We love the King Day" (****ing lame) just make some stuff up, i.e. "Your city, because of its high culture, has produced a pop rock band that will be touring the world during the next ten years - National Culture Bonus +10 Happiness Bonus +1"
Come on, make it seem like you wanted to make this game. Right now... I don't know... it lacks personality.
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November 27, 2001, 15:39
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#52
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Chieftain
Local Time: 17:23
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 44
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Here's my list. I want a lot of things others do, such as stack movement and fixes for corruption and air combat bugs, but here I only list the things I didn't see elsewhere.
The AI should weight gold equally on either side. That is, the AI should consider a trade of X for Y as equivalent to a trade of X plus Z gold for Y plus Z gold. If you ask to trade just X gold for Y gold, the AI can remonstrate you for wasting its time with a silly trade, which is fine with me.
There's a bug where if you rush-buy a worker, it's a barbarian, with a funny name in the lower-right display. Should be easy to fix. I'm not sure what happens if you join that worker back to a city; it might crash.
If you're in an advisor screen, then Alt-Tab to another app, then click the mouse on the X in the advisor screen to bring Civ3 back to the front, Civ3 will sometimes apparently think you're still in the advisor screen, but won't allow you to do anything else, including quit. (I had to Ctrl-Alt-Del out and restart the program.)
Corruption does indeed seem a bit out of hand. My suggestions for alleviation, which I haven't seen elsewhere:
- roads and rails to the capital (easier to reach the backwoods);
- communication techs such as Radio, Television, Internet (get the message out better);
- police stations (more law = less crime);
- high culture in that city (prouder people are more productive - I suspect this is already figured in).
Democracy and courthouses should have at least some noticeable effect in outlying towns, even if it's a matter of decreasing corruption from 90% to 80%. Unstoppable corruption is probably okay in outlying towns once you control over 50-60% the map, but not before; otherwise, conquest and domination victories are simply impossible to accomplish. (They should certainly be extremely hard.)
Allow army units to be upgraded. Downside: army has to be in a town, and can't move until next turn.
If your city reverts, any units inside should have a chance to be kicked out onto your land, highly damaged. If you lose a few, too, that's fine.
When giving a worker build-road-to-square orders, I'd like to see the path it would take.
Be able to coerce a nation into cleaning up its pollution via diplomacy. (For example, a trade embargo until # of polluted squares decreases from X to Y.)
Allow more units, techs, civs, resources, terrain types, governments, etc. to be added to the game files, rather than having to replace what's there. I'd like the option of 25 civs, 80 techs, and 100 unit types in theory. Not to mention more than four music tracks per era. (Disregard if this is already possible; for all I know, it is.)
I'd like a colored bar indicating who's taking their turn. However, I would leave it uncolored for random, unvisited civs. I like not knowing who I'm up against until I meet them.
It's fine with me if a galley can occasionally sink a battleship, as long as it's very rare. A raft scuttled a destroyer in real life, after all. A cruise missile can miss a tank.
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gamma, aka BuddyPharaoh
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November 27, 2001, 15:42
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#53
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Chieftain
Local Time: 17:23
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 44
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With regard to Aurochs asking for a "next unit" button - that long pause has nothing to do with Civ3 figuring out a unit has used up its movement, I'm sure. My theory is that it has to do with the pathfinding algorithm.
In order for you to be able to see how many turns it will take to reach a given square, and do it as fast as you can move the mouse, the game has to cache a matrix of values, possibly as big as the number of squares on the map, squared. For instance, if the map is 64x64, that's 4096 squares, possibly requiring a matrix of over 16 million values. (I do a similar thing involving graph structures in a database. It might actually be on the order of 8 million, since it's symmetric.)
When you do something that changes the road/rail structure, or alters the right-of-passage agreements, that cache has to be updated, possibly requiring thousands of values to be recomputed, and requiring millions of matrix values to be accessed. You might also notice similar delays when pillaging, or when building a road or rail. (There seems to be shortcut algorithm for adding a single road or rail.)
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gamma, aka BuddyPharaoh
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November 27, 2001, 15:58
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#54
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Warlord
Local Time: 12:23
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 101
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It seems everything was touched on but one---
How about a zoom feature in the editor.
Id like to be able to zoom out and see the whole world that Im building.
It would be nice in the game as well.
__________________
Die-Bin Laden-die
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November 28, 2001, 06:12
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#55
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Settler
Local Time: 17:23
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 6
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Re: Re: Please fix the easy exploits / Teach the AI diplomats
Quote:
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Originally posted by jklame
While I agree with raising the bonus, I think it would be more realistic if certain worker actions (specifically planting forests) took a minimum amount of time (say 10 turns), regardless of the number of workers assigned to the task. Now I can see why a large number of workers could clear a forest in 1 turn, but even 100 workers shouldn't be able to replant that forest in a single turn.
John
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I could live with any solution as long as it is simply not cost effective to lumberjack. The decision should be between getting a short term bonus or a long long time to replant forests.
Examples in history should be France , Spain, Itally, England countrys which cutted down their natural forests, Spain for example to bulid their famous armada and discovered afterwards that is really hard to replant them.
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November 28, 2001, 08:12
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#56
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Warlord
Local Time: 11:23
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 238
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1. Assisting strategic partners with military units, without being directly involved. "Here, take this unit for twenty turns."
2. Hiring out your services. "Hey, while your twenty workers are marching through my land, do you think you could make a railroad on your way?"
3. Giving away/selling units: "You guys are valuable allies, I want to help you in your current war ... take these artillery units and bombers"
4. Strategic locations: Listen, I'd like to use one of your cities for my bombing runs ... Can I park my planes there?
5. Being able to move THROUGH civs you have a right of passage with.
6. Building a neigbors infrastructure: Listen, I need to get over there real quick, can I build a railroad through your land? You can have it after the war.
__________________
Orange and Tangerine Juice. More mellow than an orange, more orangy than a tangerine. It's alot like me, but without all the pulp.
~~ Shamelessly stolen from someone with talent.
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November 28, 2001, 08:16
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#57
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Warlord
Local Time: 11:23
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 238
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GROUPING UNIT: I'm tired of moving 12 units of artillery and riflemen individually across the map. I'd like to be able to group units together - not an army with army bonuses, just a logical group for movement.
WAYPOINTS: Pick the path for a unit/group to follow.
MUSTER POINTS: Pick a location for a unit to move to once built by a city. *THAT* would save me some micro-ass-management.
__________________
Orange and Tangerine Juice. More mellow than an orange, more orangy than a tangerine. It's alot like me, but without all the pulp.
~~ Shamelessly stolen from someone with talent.
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November 28, 2001, 08:26
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#58
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Warlord
Local Time: 11:23
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 238
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MANHATTEN (sp?) PROJECT: Should *NOT* give the bloody world nuclear capability. It should be a small wonder researched and developed on a per nation basis.
__________________
Orange and Tangerine Juice. More mellow than an orange, more orangy than a tangerine. It's alot like me, but without all the pulp.
~~ Shamelessly stolen from someone with talent.
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November 28, 2001, 08:28
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#59
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Warlord
Local Time: 11:23
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 238
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Quote:
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9. Key board shortcuts need a revamp, some of them are too complex or too anti-intuitive.
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Keybopard shortcuts should be CONFIGURABLE. No reason why they're not right now. Shoddy.
__________________
Orange and Tangerine Juice. More mellow than an orange, more orangy than a tangerine. It's alot like me, but without all the pulp.
~~ Shamelessly stolen from someone with talent.
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November 28, 2001, 09:01
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#60
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Settler
Local Time: 17:23
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Scotland
Posts: 27
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Dont want corruption changed. Think design decision was correct. But this should have been highlighted in the manual to warn people. The challenge would then be see if you can conquer the world with this.
Dont want tanks to always win against weaker units. The odd random result is no bad thing. People complain, but wars like that.
Biggest hangup is some aspects of the interface.
1.) Wish there were more buttons and less features available only through keypad. CTRL-SHIFT-E for planting a spy for example. Why cant this just be a button on the foreign minister screen.
2.) Biggest bugbear the advisors in particular the trade advisor. He's not totally useless but ... Dont want to know about connected citys only the exceptions.
Would like a simple matrix. Resources across top. Countries down side. Entrys can be : I buy from, they buy from me, they would like to buy, they have for sale and nil. When you click on the entry it gives its value and the remaining duration. THAT WOULD BE USEFUL. Conversely think science advisor is good.
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