January 15, 2003, 11:04
|
#31
|
King
Local Time: 12:39
Local Date: November 1, 2010
Join Date: Jan 2002
Location: of Scotland
Posts: 1,383
|
And just to make this really clear: the 3 things I would like, above all else:
1. The ability to add eras
2. The ability to add eras
3. The ability to add eras
Got that?
|
|
|
|
January 15, 2003, 14:14
|
#32
|
King
Local Time: 07:39
Local Date: November 1, 2010
Join Date: Jan 2001
Location: Cyclo-who?
Posts: 2,995
|
By any chance, zulu, would you be interested in the ability to add eras?
I think starting diplomatic relations, as well as permanent treaties (player A is in alliance with player B for the whole scenario) are a must.
__________________
Lime roots and treachery!
"Eventually you're left with a bunch of unmemorable posters like Cyclotron, pretending that they actually know anything about who they're debating pointless crap with." - Drake Tungsten
|
|
|
|
January 15, 2003, 16:50
|
#33
|
Prince
Local Time: 12:39
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 310
|
Here's an interesting idea that could be implemented for spies and diplomacy (well, actually it's from "Seven Kingdoms II"):
Create Incident - You can create a sort of little "incident" (doesn't have to be specific, just use you're imagination ) between two nations and get them to declare war on each other. That way you'll have two nations obliterate each other although you're the real reason for it.
So targets of "Create Incident" will recieve the message "X has plotted against us!" and thus immediately declare war at another nation.
But the stipulation is that if you get caught, both nations will declare war on you.
|
|
|
|
February 22, 2003, 10:50
|
#34
|
King
Local Time: 12:39
Local Date: November 1, 2010
Join Date: Jan 2002
Location: of Scotland
Posts: 1,383
|
bumpitty-bumpitty-bump
|
|
|
|
February 22, 2003, 11:31
|
#35
|
Prince
Local Time: 12:39
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 310
|
Do the people at Firaxis ever read these things???
__________________
"When we begin to regulate, there is naming,
but when there has been naming
we should also know when to stop.
Only by knowing when to stop can we avoid danger." - Lao-zi, the "Dao-de-jing"
|
|
|
|
February 22, 2003, 21:58
|
#36
|
Emperor
Local Time: 05:39
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
|
Certainly. Sometimes they even drop a line or two, though I haven't seen them do so in quite awhile frankly.
|
|
|
|
February 23, 2003, 18:02
|
#37
|
King
Local Time: 12:39
Local Date: November 1, 2010
Join Date: May 2001
Location: Adelaide, South Australia, Australia
Posts: 1,451
|
Actually, Azeem's comment about "Create Incident" reminds me of "Birth of the Federation". Although you wouldn't neccessarily start a war between two empires, you could definitely sour relations between them. Essentially, if you had enough points in Espionage (based on the number of espionage facilities you had in your empire) you could begin performing spying and sabotage missions using mercenaries from other empires, and could leave evidence implicating that empire in the espionage operation-it's REALLY cool (especially when you play the Romulans!!)
Anyway, I don't see why you couldn't have an extra espionage option where you can "implicate foreign power". It should cost a LOT more but you should be able to choose whom you wish to implicate from the available empires-this would be a GREAT way to end alliances and MPP's -not to mention start wars!!!
Yours,
The_Aussie_Lurker.
|
|
|
|
February 24, 2003, 08:17
|
#38
|
Settler
Local Time: 13:39
Local Date: November 1, 2010
Join Date: Dec 1999
Location: Vernamo, Sweden
Posts: 10
|
SMAC style unit automation
I'd really like to be able to set all human player units to automation.
Just think about it: protected artillery units patrolling your borders, fighters on constant recon/superiority missions, damaged units automatically fortifying until fully recovered, et cetera, and so on........
This is now a very tiresome micromanagement process once your empire has become large, and all you want to focus on is major strategies, but in wonderful SMAC it was fully handled by the A.I., if the player wanted it to.
Firaxis, or any skilled mod creator, is it possible to do this?
It would be greatly appreciated by many...
Am I right, or am I right, guys??
__________________
"There is no reason what so ever for a person to have a computer in his home."
- Ken Olsen, founder of Digital Equipment, 1977
|
|
|
|
February 24, 2003, 09:47
|
#39
|
Emperor
Local Time: 14:39
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Belgrade, Serbia
Posts: 3,218
|
At least you get relly points in PtW.
Saves from a lot of micromanagment in your war campaigns.
|
|
|
|
February 24, 2003, 10:57
|
#40
|
Emperor
Local Time: 15:39
Local Date: November 1, 2010
Join Date: Jul 2000
Location: Israel
Posts: 6,480
|
Re: SMAC style unit automation
Quote:
|
Originally posted by Notech
I'd really like to be able to set all human player units to automation.
Just think about it: protected artillery units patrolling your borders, fighters on constant recon/superiority missions, damaged units automatically fortifying until fully recovered, et cetera, and so on........
This is now a very tiresome micromanagement process once your empire has become large, and all you want to focus on is major strategies, but in wonderful SMAC it was fully handled by the A.I., if the player wanted it to.
Firaxis, or any skilled mod creator, is it possible to do this?
It would be greatly appreciated by many...
Am I right, or am I right, guys??
|
That's my dream for Civ3. Patrols, patrols, patrols.
__________________
"Beware of he who would deny you access to information, for in his heart he dreams himself your master" - Commissioner Pravin Lal.
|
|
|
|
February 24, 2003, 11:35
|
#41
|
Settler
Local Time: 12:39
Local Date: November 1, 2010
Join Date: Feb 2003
Posts: 2
|
I don't know if anyone else has had the idea, but I'd like to create a terrorist unit, which can only be built when a civ is in anarchy. Of course, anarchy would be a valid government. The good thing about the terrorist unit would be that it is easy to build and has reasonable fire power. Bad thing would be, once you change government, they turn on you.
I guess I am still missing the fanatics from CIV2. But the fanatics of civ2 were not the double edged sword that these units would be.
-Stechfreak
|
|
|
|
February 24, 2003, 11:49
|
#42
|
Settler
Local Time: 12:39
Local Date: November 1, 2010
Join Date: Feb 2003
Posts: 2
|
I don't know if anyone else has had the idea, but I'd like to create a terrorist unit, which can only be built when a civ is in anarchy. Of course, anarchy would be a valid government. The good thing about the terrorist unit would be that it is easy to build and has reasonable fire power. Bad thing would be, once you change government, they turn on you.
I guess I am still missing the fanatics from CIV2. But the fanatics of civ2 were not the double edged sword that these units would be.
-Stechfreak
|
|
|
|
February 24, 2003, 12:54
|
#43
|
Emperor
Local Time: 05:39
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
|
Re: Re: SMAC style unit automation
Quote:
|
Originally posted by Eli
That's my dream for Civ3. Patrols, patrols, patrols.
|
Yes, I miss the patrols from SMAC too. In fact I miss a number of things from that game.
|
|
|
|
February 24, 2003, 12:56
|
#44
|
Emperor
Local Time: 05:39
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
|
Quote:
|
Originally posted by stechfreak
I don't know if anyone else has had the idea, but I'd like to create a terrorist unit, which can only be built when a civ is in anarchy. Of course, anarchy would be a valid government. The good thing about the terrorist unit would be that it is easy to build and has reasonable fire power. Bad thing would be, once you change government, they turn on you.
I guess I am still missing the fanatics from CIV2. But the fanatics of civ2 were not the double edged sword that these units would be.
-Stechfreak
|
Sorry, but it can't be done. There's no such thing as a government specific unit.
|
|
|
|
February 25, 2003, 14:21
|
#45
|
Emperor
Local Time: 05:39
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
|
One more thing. I'd like to be able to set negative production numbers, just like I can with the culture. For instance, if I build a University in a city, it's going to draw a large number of that city's workforce, leaving less available for manufacturing.
And I really, really want the "Required goods must be in the city radius" moved to the general improvements area.
|
|
|
|
February 25, 2003, 18:00
|
#46
|
King
Local Time: 12:39
Local Date: November 1, 2010
Join Date: May 2001
Location: Adelaide, South Australia, Australia
Posts: 1,451
|
What I want next is:
Units which require a building (Improvement and/or wonder) in order to be built (sort of like how armies require the Military academy). So that I can have my modern units require munitions plants and tanks require armouries and naval vessels require a Port Facility.
Government specific units.
Obsolescence flags for general improvements (and units-if possible).
As Willem has stated, negative production values and, while we are at it, negative science outputs. For example, I want the Inquisition Small Wonder-it doubles the happiness effects of all Churches, and reduces corruption, but gives you a -50% science output in every city.
I wouldn't mind having the opposite of building and unit prerequisites-i.e., if you have a certain improvement, Wonder or even government type, then there should actually be units and buildings that you are NEVER able to build.
For example-you could have a "Nuclear Disarmament" or "Strategic Arms Limitation" Small Wonder which prevents you from ever building Nuclear power plants, Tac Nukes or ICBM's. Of course, it should increase happiness in every city on the continent . If you get rid of it then-viola-you can start building them again! Not sure if it could ever be done-but it would be COOL!!!
Yours,
The_Aussie_Lurker.
|
|
|
|
February 26, 2003, 06:01
|
#47
|
Emperor
Local Time: 07:39
Local Date: November 1, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
|
Quote:
|
1. I would like the wonder flag, "Resources Required in City Radius" moved to the general flags for improvements. I could do alot with new improvements if that were the case.
|
AMEN!!!
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
|
|
|
|
February 26, 2003, 06:08
|
#48
|
Emperor
Local Time: 07:39
Local Date: November 1, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
|
How about the ability to add new terrain types...say, swamp?
I would make swamp an overlay, like forest and jungle, with a 'drain' command to remove it. It would have a small chance of appearing along any grassland, plains or tundra tile that bordered a river, with the chance rising for each river, coast, and (already generated) swamp tile bordering that tile.
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
|
|
|
|
February 26, 2003, 06:19
|
#49
|
King
Local Time: 07:39
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
|
Cool idea with the swamp Mad Monk. You've even limited it to something that could probably be done in the current Civ3 engine without rewriting huge amounts of the code.
|
|
|
|
February 26, 2003, 11:13
|
#50
|
Emperor
Local Time: 05:39
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
|
Quote:
|
Originally posted by The_Aussie_Lurker
For example-you could have a "Nuclear Disarmament" or "Strategic Arms Limitation" Small Wonder which prevents you from ever building Nuclear power plants, Tac Nukes or ICBM's. Of course, it should increase happiness in every city on the continent . If you get rid of it then-viola-you can start building them again! Not sure if it could ever be done-but it would be COOL!!!
|
Yeah that would be cool! It could be one of the functions of the UN that a nation could be forced to have inspectors in the country in order to keep tabs on their nuclear program. And it would be open season on any civ that expelled them. Of course Firaxis would have to create an Iraqi civ if they introduced that though.
|
|
|
|
February 26, 2003, 18:14
|
#51
|
King
Local Time: 12:39
Local Date: November 1, 2010
Join Date: May 2001
Location: Adelaide, South Australia, Australia
Posts: 1,451
|
All joking aside, Willem , the reason I suggested the "Strategic Arms Limitation" Small wonder is that, even if they don't get new diplomatic functions in the game-via the UN (Though I REALLY hope they do!!!)-it would at least allows us to "simulate" such an agreement! So long as it gave you a good culture and happiness effect, the AI might also be tempted to build it .
Of course, to make such a Wonder truly viable, they would HAVE to bring back the flag they used to have for the Eiffel Tower in Civ2-namely a flag which states "Increases your international reputation by X% (say 25 or 50%, for instance)". That way, if your reputation with a Civ is about -10, for instance, then this Wonder could increase it to -13 or -15!!
Anyway, what I'm also trying to say here is bring back the "Improves reputation" flag!!
Yours,
The_Aussie_Lurker.
|
|
|
|
February 26, 2003, 23:23
|
#52
|
Emperor
Local Time: 05:39
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
|
Quote:
|
Originally posted by The_Aussie_Lurker
Of course, to make such a Wonder truly viable, they would HAVE to bring back the flag they used to have for the Eiffel Tower in Civ2-namely a flag which states "Increases your international reputation by X% (say 25 or 50%, for instance)". That way, if your reputation with a Civ is about -10, for instance, then this Wonder could increase it to -13 or -15!!
Anyway, what I'm also trying to say here is bring back the "Improves reputation" flag!!
|
Yes I miss that as well. In Civ III, once you have a bad rep, even if it's through no fault of your own, it's almost impossible to repair it. If you do, it costs tons of gold and/or resources.
|
|
|
|
March 1, 2003, 17:30
|
#53
|
Emperor
Local Time: 07:39
Local Date: November 1, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
|
Quote:
|
Originally posted by WarpStorm
Cool idea with the swamp Mad Monk. You've even limited it to something that could probably be done in the current Civ3 engine without rewriting huge amounts of the code.
|
Hey, thanks!
The one thing I wish they had included in the editor would be a way to add new terrain types. I wouldn't leave it at swamps -- I would add different types of forests, reefs, volcanic mountain ranges, etc. Each new terrain type would be an opportunity to add different resources, movement rates, and so on, so that you could actually end up with totally different worlds. If you ever tried ToT, you have an idea of what I mean.
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
|
|
|
|
March 1, 2003, 20:38
|
#54
|
King
Local Time: 07:39
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
|
Just say no to more terrain types.
I don't know if I have it in me to update my graphics. The scheme they used makes it very hard to add new base terrain types (overlay types are no problem).
Base terrain types require 81 different tiles for each combination of 3 terrain types that can touch. Each of these tiles must transition smoothly (preferably without repeating) into each other tile in the game. This scheme would quickly fall apart with just a handful more base types.
|
|
|
|
March 4, 2003, 23:54
|
#55
|
King
Local Time: 12:39
Local Date: November 1, 2010
Join Date: May 2001
Location: Adelaide, South Australia, Australia
Posts: 1,451
|
For my part, I'm not so much worried about new terrain graphics-I'd just like to be able to CREATE (rather than just edit) both new terrain and new terrain improvements!!! The improvements are especially important as I'd like to have several levels of mines and irrigation!
On another note, I see NO EDITOR improvements at all in the latest patch . Well, looks like that mod of mine will just have to wait-again!!! .
Yours,
The_Aussie_Lurker.
|
|
|
|
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 08:39.
|
|