May 10, 2002, 15:04
|
#1
|
Warlord
Local Time: 17:29
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 236
|
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???
|
|
|
|
May 10, 2002, 15:24
|
#2
|
Firaxis Games
Local Time: 00:29
Local Date: November 1, 2010
Join Date: Dec 1999
Posts: 126
|
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
|
|
|
|
May 10, 2002, 15:42
|
#3
|
King
Local Time: 17:29
Local Date: October 31, 2010
Join Date: Apr 2001
Location: Arizona
Posts: 1,747
|
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.
|
|
|
|
May 10, 2002, 15:59
|
#4
|
Emperor
Local Time: 19:29
Local Date: October 31, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
|
Quote:
|
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
|
|
|
|
May 10, 2002, 16:47
|
#5
|
Firaxis Games
Local Time: 00:29
Local Date: November 1, 2010
Join Date: Dec 1999
Posts: 126
|
Quote:
|
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
|
|
|
|
May 10, 2002, 16:56
|
#6
|
Prince
Local Time: 00:29
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Birmingham
Posts: 521
|
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
|
|
|
|
May 10, 2002, 17:23
|
#7
|
King
Local Time: 13:29
Local Date: October 31, 2010
Join Date: Dec 2000
Location: of Hamilton, New-Zealand.
Posts: 1,160
|
A localized global warming effect would be good.
__________________
Grrr | Pieter Lootsma | Hamilton, NZ | grrr@orcon.net.nz
Waikato University, Hamilton.
|
|
|
|
May 10, 2002, 17:50
|
#8
|
Local Time: 19:29
Local Date: October 31, 2010
Join Date: Feb 2002
Location: ACK!! PPHHHHTTBBBTTTT!!!
Posts: 7,022
|
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?
__________________
"I think Bigfoot is blurry, that's the problem. It's not the photographer's fault. Bigfoot is blurry, and that's extra scary to me. There's a large out of focus monster roaming the countryside. Look out, he's fuzzy, let's get out of here."
|
|
|
|
May 10, 2002, 19:15
|
#9
|
Prince
Local Time: 01:29
Local Date: November 1, 2010
Join Date: Nov 2001
Location: In front of my computer.
Posts: 512
|
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.
|
|
|
|
May 10, 2002, 19:27
|
#10
|
Deity
Local Time: 18:29
Local Date: October 31, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
|
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.
|
|
|
|
May 10, 2002, 19:30
|
#11
|
Deity
Local Time: 18:29
Local Date: October 31, 2010
Join Date: Aug 2001
Location: of naught
Posts: 21,300
|
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.
|
|
|
|
May 11, 2002, 05:38
|
#12
|
King
Local Time: 00:29
Local Date: November 1, 2010
Join Date: Jan 2002
Location: of Scotland
Posts: 1,383
|
It'd be great if we could terraform desert tiles in the modern age
|
|
|
|
May 11, 2002, 09:14
|
#13
|
Chieftain
Local Time: 18:29
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 54
|
Quote:
|
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.
|
|
|
|
May 11, 2002, 09:39
|
#14
|
Prince
Local Time: 19:29
Local Date: October 31, 2010
Join Date: Aug 2001
Location: West Unite
Posts: 532
|
Quote:
|
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.
|
|
|
|
May 11, 2002, 15:24
|
#15
|
Emperor
Local Time: 02:29
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
hi ,
"refix" of worker's that harvest forest , replant it , reharvest it , and keep collecting the 10 shields everytime , .......
have a nice day
|
|
|
|
May 11, 2002, 15:27
|
#16
|
Warlord
Local Time: 17:29
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 236
|
"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."
I agree this should be done especially with barbarians. That is the #1 cause of me reloading my games. A barbarian sneaks up to a worker and captures him while I'm not paying attention.
|
|
|
|
May 11, 2002, 15:30
|
#17
|
Emperor
Local Time: 02:29
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by kimmygibler
"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."
I agree this should be done especially with barbarians. That is the #1 cause of me reloading my games. A barbarian sneaks up to a worker and captures him while I'm not paying attention.
|
hi ,
normally you would see it , but a report like with the barbarians would be nice , ...
have a nice day
|
|
|
|
May 11, 2002, 17:50
|
#18
|
Prince
Local Time: 19:29
Local Date: October 31, 2010
Join Date: Aug 2001
Location: West Unite
Posts: 532
|
Well I'm still not convinced about the need for a border cross warning. However, it is one of those things you have to remember to go back to, like cities in disorder, and sometimes it is hard to remember where to go back and all. I think I'm more likely to forget than not to notice.
Now, if a warning is implemented, I demand it be something like the screen turns bright red and flashes, with a voice saying "INTRUDER ALERT INTRUDER ALERT INTRUDER ALERT" and a cool siren.
Might as well go all out!
|
|
|
|
May 11, 2002, 18:00
|
#19
|
Emperor
Local Time: 02:29
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by nato
Well I'm still not convinced about the need for a border cross warning. However, it is one of those things you have to remember to go back to, like cities in disorder, and sometimes it is hard to remember where to go back and all. I think I'm more likely to forget than not to notice.
Now, if a warning is implemented, I demand it be something like the screen turns bright red and flashes, with a voice saying "INTRUDER ALERT INTRUDER ALERT INTRUDER ALERT" and a cool siren.
Might as well go all out!
|
hi ,
it will never happen , ....
however what could happen is ; ya get a pop-up , and the screen goes to the spot where the foreign civ is , ....
have a nice day
|
|
|
|
May 11, 2002, 18:03
|
#20
|
Prince
Local Time: 19:29
Local Date: October 31, 2010
Join Date: Aug 2001
Location: West Unite
Posts: 532
|
I want a flashing red screen! That settler + spearman pair are a breach of security!
|
|
|
|
May 11, 2002, 18:12
|
#21
|
Emperor
Local Time: 02:29
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by nato
I want a flashing red screen! That settler + spearman pair are a breach of security!
|
hi ,
maybe not what you want but lets see , ....we should ask Gramphos , he could probably tell us wheter or not it is possible , ...
have a nice day
|
|
|
|
May 11, 2002, 20:20
|
#22
|
Emperor
Local Time: 19:29
Local Date: October 31, 2010
Join Date: Nov 2001
Location: Centre Bell
Posts: 4,632
|
Quote:
|
Originally posted by nato
I want a flashing red screen! That settler + spearman pair are a breach of security!
|
Ya know, i find this breach of security to be the biggest insult as well. Its an insult to your nations sovreingty(sp?).
Flashing red screen would rule
but i would just prefer that the AI is taught to play fair. If they won't let me get my settler two squares deep into their land, why should i have to let them go all the way across (or else a posibility of war).
But, heh, yeah, flashing red screens could be used to great effect in civ3.
"*FLASHING RED LIGHTS* WARNING! WARNING! That ugly Catherine want's to discuss her fur trade agreement with you again, would you like us to dim the lights?"
|
|
|
|
May 12, 2002, 00:20
|
#23
|
Prince
Local Time: 18:29
Local Date: October 31, 2010
Join Date: Mar 2002
Location: Illinois USA
Posts: 303
|
I'd like to use the combination of invisible AND hidden nationality. My invisible/hidden subs are chased relentlessly by ironclads.
|
|
|
|
May 12, 2002, 01:38
|
#24
|
Chieftain
Local Time: 01:29
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Luebeck, Germany
Posts: 94
|
Quote:
|
Originally posted by notyoueither
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?
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.
|
I second that wish. The governor really is useful to speed up the game a lot by avoiding too much micromanagement. The only problem for me is that he is going for taxmen while I would prefer scientists (as I usually have enough money).
In case Firaxis would not like to have a specialist-percentage-option, there already are 3 relevant governor options:
Produce Happiness
Produce Science
Produce Wealth
Firaxis could use the settings here to calculate the ratio of specialists as well:
Never (no specialists of this kind)
Sometimes
Often (specialists of this kind preferred)
|
|
|
|
May 12, 2002, 12:55
|
#25
|
Emperor
Local Time: 02:29
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by ColdFever
I second that wish. The governor really is useful to speed up the game a lot by avoiding too much micromanagement. The only problem for me is that he is going for taxmen while I would prefer scientists (as I usually have enough money).
In case Firaxis would not like to have a specialist-percentage-option, there already are 3 relevant governor options:
Produce Happiness
Produce Science
Produce Wealth
Firaxis could use the settings here to calculate the ratio of specialists as well:
Never (no specialists of this kind)
Sometimes
Often (specialists of this kind preferred)
|
hi ,
wait a min , firaxis told us that the governor or the ai as a whole can learn to what the human player wants , ...maybe this works only after so many turns , .....?
however if you build first a temple in your city's , after a couple new ones , and you sent your settler with a militery unit , there for this a defense of the city , the screen of that new city shall not ask to build a military unit but a temple , .......
have a nice day
|
|
|
|
May 12, 2002, 18:15
|
#26
|
Chieftain
Local Time: 18:29
Local Date: October 31, 2010
Join Date: Nov 2001
Posts: 54
|
Some anti-air ablities for units should be added. At present there is little a ground or sea unit can do against an attacking aircraft. A unit with anti-air ablities would work like artillery fortified in a city. The artillery bombards any attacking unit. Likewise a AEGIS Crusier with anti-air ablity would get a shot at any attacking aircraft.
Secondly the precision strike needs to allow a choice of target. I rarely use precision strike as it is now. When I don't see much difference from regular bombing.
|
|
|
|
May 12, 2002, 18:20
|
#27
|
Emperor
Local Time: 02:29
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by codemast01
Some anti-air ablities for units should be added. At present there is little a ground or sea unit can do against an attacking aircraft. A unit with anti-air ablities would work like artillery fortified in a city. The artillery bombards any attacking unit. Likewise a AEGIS Crusier with anti-air ablity would get a shot at any attacking aircraft.
Secondly the precision strike needs to allow a choice of target. I rarely use precision strike as it is now. When I don't see much difference from regular bombing.
|
hi ,
hmmm , in units , ability , "defense agains air units" , animated , ...
have a nice day
|
|
|
|
May 12, 2002, 19:16
|
#28
|
Chieftain
Local Time: 00:29
Local Date: November 1, 2010
Join Date: Jan 2001
Location: Nashville, TN
Posts: 89
|
Quote:
|
Originally posted by panag
hi ,
hmmm , in units , ability , "defense agains air units" , animated , ...
have a nice day
|
Don't you mean
day, ... nice , have a?
|
|
|
|
May 12, 2002, 23:49
|
#29
|
Emperor
Local Time: 02:29
Local Date: November 1, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
|
Quote:
|
Originally posted by MOHonor
Don't you mean
day, ... nice , have a?
|
hi ,
please keep to the topic .
have a nice day
|
|
|
|
May 13, 2002, 00:00
|
#30
|
Prince
Local Time: 19:29
Local Date: October 31, 2010
Join Date: Feb 2002
Posts: 915
|
Biggest issues for me - in otherwords, THE THINGS I HATE MOST - for the next patch:
An end to the flood of settlers programmed to descend on any and every open tile on the board no matter where or how ell protected by the enemy.
No Culture Flipping over improved borders, and no vanishing garrisons in Culture Flipping cities. Cities that flip take a population hit point or two.
And a less stupid AI.
|
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
All times are GMT -4. The time now is 20:29.
|
|