November 10, 2002, 09:35
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#1
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Chieftain
Local Time: 10:46
Local Date: November 1, 2010
Join Date: Oct 2001
Posts: 74
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Firaxis Please a change for new patch
Simply one thing: Right click on a buch of units, then there is a list. On the bottom of the list are the points "wake all" and "Fortify all", could you do change this to the top? If you ever walked with 100 units in a stack through the world you know what I mean. The scrolling is disgusting ;-)
Oh, yes, another one: When you move a whole stack of Infantry and Cavalry, then the Cavalry has a movement point more, then it would be cool to have a button to simply stop their movement immediatly without space for every units. That takes long on the one hand, on the other it always happens, that other units are "spaced" too, because I push Space further and further and further and further and then the Cavalry is at an end and other units want to move, but the Space button was pushed too long. YOu know what I mean.
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November 10, 2002, 14:19
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#2
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Emperor
Local Time: 03:46
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Having a stack list SORTED in a meaningful way would be nice, too. Armies/Transports with their load directly underneath them; other units either sorted by type or by (...?) [some understood method].
twilight, You aren't supposed to have stacks that big. That's why they make it cumbersome: to discourage you from doing so.
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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November 10, 2002, 14:32
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#3
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Deity
Local Time: 12:46
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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sorted by type would be welcome
I don't understand why this hasn't happened yet either, it seems logical to me
__________________
#There’s a city in my mind
Come along and take that ride
And it’s all right, baby, it’s all right #
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November 10, 2002, 19:15
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#4
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Chieftain
Local Time: 10:46
Local Date: November 1, 2010
Join Date: Oct 2001
Posts: 74
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Right. And another Thing: Regicide is weird. The computer never moves its king (even, when Hundreds if units standing before his Capital) and to win you need after developing of nuclear weapons: nations x 1 Nuke. Fast game.
ONly for Multiplayer, hm? But it must be possible to teach the ai the same, or am I wrong?
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November 10, 2002, 19:29
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#5
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Chieftain
Local Time: 10:46
Local Date: November 1, 2010
Join Date: Oct 2001
Posts: 74
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I forgot those ones:
After one game with several patches and an Add-on it is not yet possible to look into following stuff:
-Tributes: I pay how much to whoever for how long?? And the same for tributes on myself.
-Palace: Why the heck it is impossible to see the palace at your will? Or is there a hidden button I never found?
-Where are the demographics and the five greatest cities? Where can I see, where the wonders are build? Perhaps this is important for my decision what City I shut conquer?
Where are the buttons???
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November 10, 2002, 19:31
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#6
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Emperor
Local Time: 05:46
Local Date: November 1, 2010
Join Date: Mar 2002
Location: listening too long to one song
Posts: 7,395
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I agree with the wake all at the top of the list
would be very very helpful
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November 10, 2002, 19:38
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#7
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Deity
Local Time: 12:46
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
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Twilight, you might wanne play around with the F(unction) keys abit
__________________
#There’s a city in my mind
Come along and take that ride
And it’s all right, baby, it’s all right #
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November 10, 2002, 19:39
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#8
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Settler
Local Time: 10:46
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Yorba Linda, CA
Posts: 1
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I would personally appreciate having (on the right-click menu) a "Fortify all units of type:" and "Wake all units of type:" Which lets you fortify, for instance, all of the infantry in a city, and continue to move all of the cavalry. Or, for instance, you could wake all of the cavalry in a city that you have been making them in, and leave all of the infantry there, fortified. I believe that the addition of these buttons would be hugely beneficial, and make the game easier to manage.
Thanks,
Xcare87X
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November 10, 2002, 21:07
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#9
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Emperor
Local Time: 05:46
Local Date: November 1, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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f11 = top 5 cities / demographics
f7 = wonders (IIRC)
stuff like that.
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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November 11, 2002, 07:33
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#10
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Prince
Local Time: 11:46
Local Date: November 1, 2010
Join Date: Feb 2002
Location: The Hague
Posts: 485
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I'm all for arranging the right click menu (how is it that the SMAC one was so cool?) Just arranging the unit in order of type would be good enough. In a stack with 20 pikemen, 20 knights, all different strengths and som in an army and some not, so fortfied and some not,it gets very messy without organization.
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November 11, 2002, 09:13
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#11
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King
Local Time: 11:46
Local Date: November 1, 2010
Join Date: Oct 1999
Location: Milano - Italy
Posts: 1,674
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Quote:
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Originally posted by Jaybe
Having a stack list SORTED in a meaningful way would be nice, too. Armies/Transports with their load directly underneath them; other units either sorted by type or by (...?) [some understood method].
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Armies and Transports really NEEDS to have their joined/loaded units better related. @Jaybe
About others sort method I suppose it should be useful to have them sorted by type and than by experience (elite, veteran, etc.) or remaining Hit Points, but anyone will have different preference, so I think someone will ever complain
Also I think that unit that already have spent all their movement should be grayed out into the "right click" list, so I can avoid unnecessary try & see on every units (quite frequent if I pause or save a game in the middle of a turn).
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November 11, 2002, 14:03
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#12
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Chieftain
Local Time: 10:46
Local Date: November 1, 2010
Join Date: Oct 2001
Posts: 74
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@alva and uberkrux: Hm. THanks for the help. SHortkeys reading would have helped.
@Adm.Naismith: Could be an option in the prefeerences or simple a button near the "Move whole Stack buttons". So everbody would be content.
It must also be possible to fortify only a part of the units in a giant stack. So if you have 80 good Armors and 20 damaged Armors, so it must be possible to fortify only the 20 without moving them. One click must be enough.
Second point also very good.
And another changing tips:
-after killing the last king in regicide/reg.mass the whole empire of the ai is destroyed. Okay, I find it quite disturbing, but okay, Firaxis' decision (could'nt they be barbarians?). But the destruction of the empire begins BEFORE the checking of changing ownership, I mean you conquer the city with the last king and in the same moment the rest ist destroyed, the city that you have conquered, too! Please change that.
-The ai is not able to win nuclear wars, they ever had only few Nukes and only throw it at cities, even when 200 Armors are standing near his cities in the field. I would use them there ;-)
It would be also very nice, when he would try to kill your kings, but only when it is possible to defend them from that. How about a (sorry, don't know the right term) place, down in the ground, where people go, who won't be killed by a nuclear weapon. A kind of anti-nuclear fortress. Terrain on that location is destroyed as usual, but not the units in the fortress or the fortress itself. Perhaps only infantry is saved or something like that. Only an idea.
-Worker's problem. The workers must be stopped by another nation's territory. The problem is simple. I am not the typ only widing my home territory I also like it to conquer far away territories as kind of colonies. But my automatic workers ever try to move through the whole continent to build the infrastructure in these colonies. Same thing, when your cutural influence goes further and further and then you have influence on another half-isle (you know, coast between your own isle and another, but both are linked). There is no use in bulding infrastructere there, it is only a bonus for another nation, because there is a high chance that these locations will change ownership as soon as anybody build a city near that.
What about a worker-stop-point? You could place them as you wish and your workers never go further than that.
But perhaps this is a game's problem? The ai ever tries to go thorugh your land, when you aks them to go away or declare war, they do that. I don't think that he had intended that, he only wanted to go through your territory. Perhaps all units have the problem, that they ignore other territories? Perhaps they could be teached to respect them? Less wars is the effect I think.
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November 11, 2002, 16:36
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#13
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Prince
Local Time: 11:46
Local Date: November 1, 2010
Join Date: Feb 2002
Location: The Hague
Posts: 485
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yeah, workers of AI and under automatic (thus AI) control are a nutty bunch.
I think nuclear shelters are a nice building to build with the advance of smart weapons. gonna start work on the editor....
Is it my alcohol pickled mind or do I remeber much better use of nukes in SMAC? I seem to recall them (or the fungus weapons) being used on my armies and navies.
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November 11, 2002, 17:29
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#14
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Prince
Local Time: 05:46
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Austin, TX, US
Posts: 723
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Quote:
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Originally posted by Adm.Naismith
Also I think that unit that already have spent all their movement should be grayed out into the "right click" list, so I can avoid unnecessary try & see on every units (quite frequent if I pause or save a game in the middle of a turn).
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YES! This would save so many clicks!
I would also like to activate the right-click popup, or better, some graphic representation of the units on a given tile, by a keyboard command.
Seem to me that this could work the way it does when the active unit is on a city tile and you hit Enter, opening the City Screen. Hitting Enter when the active unit is on a non-city tile could display all the units on that tile.
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November 11, 2002, 17:38
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#15
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King
Local Time: 18:46
Local Date: November 1, 2010
Join Date: Jul 2001
Location: of anchovies
Posts: 1,478
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Simple thing: make so the AI upgrades!!! Counts so much:
1- for artificial INTELLIGENCE
2- immersion
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November 11, 2002, 19:10
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#16
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Prince
Local Time: 05:46
Local Date: November 1, 2010
Join Date: Apr 2002
Location: Waterloo, Ontario
Posts: 687
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Quote:
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Originally posted by aahz_capone
how is it that the SMAC one was so cool?
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I agree. But it also had all of the unit commands in the menu too, so you didn't have to memorize a load of hotkeys.
THat's what I want back.
__________________
I AM.CHRISTIAN
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November 12, 2002, 11:26
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#17
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King
Local Time: 11:46
Local Date: November 1, 2010
Join Date: Oct 1999
Location: Milano - Italy
Posts: 1,674
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Quote:
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Originally posted by aahz_capone
Is it my alcohol pickled mind or do I remeber much better use of nukes in SMAC? I seem to recall them (or the fungus weapons) being used on my armies and navies.
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Well, in SMAC Planet Busters (IIRC the SMAC name for nukes) left great holes on the planet landscape, to the point you should "terraforming" it down to sea level
Many players tried to reduce a mostly continental planet to a waterworld just for fun.
A bit excessive on Civ III realistic background, and quite difficult to implement in a flat map
IIRC the AI tried to use "nukes" mostly on critical, full of "wonders" cities. It seems to me that stack of units was a secondary target, if not when you used units line to shield a target (ground units still stopped air units movement, like in Civ II).
Anyway, using the biggest planet buster you should have a "near miss" of a couple of tiles and still take away a big bunch of enemy terrain with units, cities and everything else.
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November 12, 2002, 11:37
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#18
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Emperor
Local Time: 12:46
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Europe
Posts: 4,496
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"wake all" and "fortify all" on the top of the list
list sorted by type (then by experience or remaining Hit Points; thanks Admiral)
*sigh*: stacked bombardment !
__________________
"The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
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November 12, 2002, 11:40
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#19
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Emperor
Local Time: 12:46
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Europe
Posts: 4,496
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Quote:
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Originally posted by Adm.Naismith
Also I think that unit that already have spent all their movement should be grayed out into the "right click" list, so I can avoid unnecessary try & see on every units (quite frequent if I pause or save a game in the middle of a turn).
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Great idea. So simple and yet so great !
__________________
"The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
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November 12, 2002, 11:47
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#20
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King
Local Time: 11:46
Local Date: November 1, 2010
Join Date: Oct 1999
Location: Milano - Italy
Posts: 1,674
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Quote:
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Originally posted by Tiberius
Great idea. So simple and yet so great !
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Thanks, and I haven't to do any effort to discover it: it's already standard GUI rule in Apple MAC and Windows since many years ago.
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November 12, 2002, 18:12
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#21
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Prince
Local Time: 03:46
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Incoming from CO
Posts: 975
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Firaxis RFE request
Twilight,
You forgot, besides moving WakeAll && FortifyAll to top of list, please, please, please add an easier way to handle large stacks.
I hate scrolling and scrolling thru long lists to wake up a couple of units at the bottom, or to have to go to the bottom of the list to HurryProduction.
How about this:
1. Option to keep list up so don't have to reopen list to wake 3 units.
2. Sort units by name and then by M.A.D values
3. Have at the top of list the most common selections:
-- wake all
-- fortify all
-- change production
-- hurry production
4. All chosing multiple units to wake at same time. You know the old MS Control-MouseClick
== PF
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November 12, 2002, 18:52
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#22
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King
Local Time: 11:46
Local Date: November 1, 2010
Join Date: Oct 1999
Location: Milano - Italy
Posts: 1,674
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Re: Firaxis RFE request
Quote:
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Originally posted by planetfall
How about this:
1. Option to keep list up so don't have to reopen list to wake 3 units.
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AFAIK, in vanilla Civ III (I don't own PTW) you can right click to open the menu, then you must keep pressed the shift key, while selecting every units you want to wake up. Not well documented, still useful IMHO.
Is it the feature that you want?
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November 13, 2002, 11:30
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#23
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Prince
Local Time: 03:46
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Incoming from CO
Posts: 975
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Re: Re: Firaxis RFE request
Quote:
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Originally posted by Adm.Naismith
AFAIK, in vanilla Civ III (I don't own PTW) you can right click to open the menu, then you must keep pressed the shift key, while selecting every units you want to wake up. Not well documented, still useful IMHO.
Is it the feature that you want?
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YEAH! it also works in PTW.
Now if they would just sort the stack list by unit. It is hard to count units in buildup stack. For example now I have 6 carriers, 2/3rds loaded, bunch of BS and DS and couple AEGIS and X transports on one tile. Getting difficult to see how many carriers/transports/BS are available. Right now I don't want to know about aircraft just ships. Not easy to get an accurate count. DDay is coming up and want to be sure have more than enough strenth to survive counterattack. Radar towers make sea invasions a bit more dicey. Come to think about it perhaps I need to actually use some marines to take out the tower.
Thanks for the info
== PF
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November 14, 2002, 02:25
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#24
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Emperor
Local Time: 12:46
Local Date: November 1, 2010
Join Date: Jan 2000
Location: Europe
Posts: 4,496
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This is from another thread, but since this is becoming the unofficial thread for desired changes in a future patch, here it comes:
- replay option for PBEM/hotseat games
Right now, you can't see what has happened in between your turns (at least so I've heard ) To quote a PtW player: "hotseat does not give ANY alerts of what has happened. For example, if a country declares war on you, there is no message that tells you. When one of your cities is conquered, there is no alert to tell you, same for nuclear attacks. Units just "disappear" when they are killed, and the player has no idea what happened."
To read the hotseat thread click here
__________________
"The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
--George Bernard Shaw
A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
--Woody Allen
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November 14, 2002, 03:14
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#25
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Chieftain
Local Time: 11:46
Local Date: November 1, 2010
Join Date: Sep 2002
Posts: 47
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Ruins should be removed after 1000 years or so (and/or with a worker action), now there is ruins everywhere.
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November 14, 2002, 03:24
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#26
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Emperor
Local Time: 03:46
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Bolt, ruins ARE removed with a worker action.
__________________
JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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November 14, 2002, 06:58
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#27
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King
Local Time: 11:46
Local Date: November 1, 2010
Join Date: Oct 1999
Location: Milano - Italy
Posts: 1,674
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Quote:
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Originally posted by Bolt
... now there is ruins everywhere.
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How many wars did you had? And is it razing cities so popular, in PTW?
BTW, using a worker can remove ruin for a terrain improvement AFAIK, but I'm not sure if you can order to clean up the mess and restore the tile to its "virgin" status (i.e. like Clean up pollution).
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November 14, 2002, 10:31
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#28
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Prince
Local Time: 03:46
Local Date: November 1, 2010
Join Date: Jan 2002
Location: Incoming from CO
Posts: 975
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Re: Re: Re: Firaxis RFE request
Quote:
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Originally posted by planetfall
YEAH! it also works in PTW.
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Update-- works SOME of the time. Does not work with a long stack of: jets/bomb/stealth/radar art/mech/MA.
BUG-- move carrier and bombers do not show moves left. You can send them on missions after selection but until select don't know if they were moved before carrier moved or if they still have moves left.
re ruins: ugly but realistic addition to city abandonment in PTW, cleaned up by mine/irrigate and not counted as pollution.
== PF
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November 14, 2002, 11:11
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#29
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Chieftain
Local Time: 10:46
Local Date: November 1, 2010
Join Date: Oct 2001
Posts: 74
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Another ugly thing I noticed in the editor. My english is too bad to explain that, so I give only the example, you will know what I mean:
You change the techs in the editor, there are the four windows for the four possible needed techs. When you are in one of these windows you can use some keys to switch to certain techs. You press "a" and the next would be "alphabet". Problem: If you want to change a modern tech and press "a", you will get the message that it is not possible to do that, because alphabet is an ancient knowledge. Okay, I know. But what when you want to press this button several times to get to "aircraft"?
This is a normal service in some programms, Firaxis tried this to do too, but it doesn't work because the editor checks the input while the player is only scrolling through the list, so it checks an imaginary input before a REAL input.
Oh dear, this english is very bad. I have a bad day I think, but you know what I mean. Do you? ;-/
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November 14, 2002, 12:16
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#30
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Chieftain
Local Time: 11:46
Local Date: November 1, 2010
Join Date: Sep 2002
Posts: 47
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If you play elimination all the cities will be raized -thats why there are so many of them. Don't you think ruins will be owergrown by vegitation after 1000 years?
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