View Full Version : Conquest XP Creation Wishlist


zulu9812
May 17, 2003, 02:28 AM
Someone had to do it...

Firaxis probably won't listen, but at least it'll give us all a chance to vent some steam and then we'll have a legitimate moan when it turns out that it won't be in the XP...

I'll kick things off:

1. The ability to add eras
2. The ability to add eras
3. The ability to add eras

*ahem" :)

4. Forced diplomacy, with the option of at start of scenario only, or all way through game

5. AI triggers

6. AI properly using units with less than all the worker actions selected.

7. AI knowing when to Upgrade and Rejoin units

8. The diplomacy text should be restructured so that it isn't reliant on knowing how many civs there are. That way you wouldn't need to mess about with that horrible string text when you add a new civ.

9. The units tab of the editor should have sections for inputting pedia text and pathnames for pedia icons, but being able to do so in plain english w/o worrying about stuff like PRTO, # or ^. In fact, that should probably go for all the tabs. If that takes up too much space, then a button with a pop-up asking you to type the stuff in.

10. The AI should stop patrolling. The number of times I've seen AI units moving back and forwards to and from the same tiles...it's ridiculous and causes a huge drain on system resources.

11. Be able to spilt your territory into regions. A good way would be to simply select one city, the city(/ies) closest to it and say they make up a new region. A box pops up asking for the region name. Simple

12 The ability to set whether or not a transport unit can itself be loaded onto other transports (like helicopters onto carriers). I imagine you'd need 2 load flags, then.

13. The ability to add new culture groups.

14. The ability to choose which tile improvements and city improvements are era-specific.

15. Be able to let each civ have it's own set of advisors.

16. A box, similar to the Ignore Move Cost box, which would give a combat bonus to the unit when fighting to or from that terrain.

17. Ground units should be able to use air missions w/o doing wierd things like flak units flying through the air on intercept missions. Although, I think this probably involves a change to the format of the INI file, with dedicated lines for intercept, recon, etc.

18. The game engine should automatically draw the lines between techs. Yep, you heard me correctly; that way we don't have to mess about with the pcx files and can just add techs with the editor.

19. Being able to move units, techs, buildings, etc. up and down the list would be handy since that affects it's position on the in-game build list.

20. Be able to set whether or not a specific fast unit will retreat on a percentage chance, or will always retreat.

21. A land Transport AI strategy flag would be nice (and obviously the AI be able to use it ).

22. Civ-specific tech-trees.

23. Era-specific barbarians.

24. Give modding control over movement bonus on railroads.

Anyone else got any others?

Pasi Nurminen
May 17, 2003, 02:43 AM
Make the age of sail a helluva lot longer.

stormbind
May 17, 2003, 02:51 AM
Originally posted by Pasi Nurminen
Make the age of sail a helluva lot longer. :goodjob:

Also, and purely for asthetic reasons... adding to #11... how about having the region name appear on the map as a watermark much like a real world map. It might look cool :)

Shady
May 17, 2003, 03:06 AM
I know this probably falls on deaf ears and I'm the exact opposite of a programming nerd so i dont know how hard it is to implement it but....

Tanks DO NOT get killed by spearmen.

How?

Add armor values to make unit generations (not necessarily eras) highly distinct i.e. earlier generations have only a slim...like .01 percent chance of kicking some higher generation ass.

+ events, triggers, and all that good stuff

Steph
May 17, 2003, 03:24 AM
1- Make the movement cost change unit to unit. 0 meaning : the unit cannot enter this kind of terrain (-> add a list of terrain in the unit tab, where you can select the cost). To allow us to mod faster, the terrain will have a default cost, and new unit will use it, except if specifically changed. Of course, some units must have the possibility to go in land and water (to make real helicopters).

2- Make the defense bonus for each terrain change with unit. Same method as 1 (So we can have camel who fight better in desert, Phalanx which are good in plains but bad in mountains)

3- Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against other class. exemple : Pikes have a bonus against the Cavalry class (but not the armor class!), Aegis Cruiser have a bonus against Air class, Destroyer against the Sub class, AT gun against Armor and MG against Infantry, etc.... The bonus could be attack and/or defense

4- Add inside the editor the possibility to copy a unit or a building or a government, keepin all its attributes, so we can easily make improved version without to make everything by hand.

5- For terrain improvement, add a flag to state if they consume the worker or not.

6- Make the sentry function work if the fortify is disabled.

7- In the editor, sort the dropdown list , so we can easily find the prerequesite! (In my mod with 300 techs, it starts to be quite boring to do this).

8- Make the maintenance cost specific to each units.

9- Introduce the notion of "Internal name" and "displayed name". This could be handy for flavour unit. For instance, we can have an US Infantry, FR Infantry, UK Infantry, GE Infantry for a WWII scenario, with different animations and stats, but they will all be displayed with one name : Infantry.

10- Make it possible to have civ specific animation and or icon for units, but sharing the same civilopedia entry and stats -> We had the unit once, but then we change the animation to make flavour units.

11- Add some efficiency rating for the government (science / happyness / Trade, etc) that could affect the speed at which buildings (that are commercial, religious) are created, or the production of science, gold and shields, etc.

12- Make it possible to have AND and OR prerequesite.

13- Add buildings and governments prerequesite for units. You need a shipyard to build ships!

14- Make building upgradable, for a cost that would be smaller to the regular cost. Still with my shipyard idea : Ancient shipyard can be used to create galleys. To make battleship you need a modern shipyard. In a new city, you can directly create the modern shipyard, or you can upgrade the ancient one for a lower cost. Also, ancient shipyard are removed from the build queue once modern shipyard are available.

15- Make the efficiency at military police (to reduce rebellion, or prevent disorder) unit specific, so Special Forces may have a bonus for instance.

16- Add a new flag "affect units only" for unit, so we can make for instance chemical weapons that damage units / population, but not the building.

17- Add a Naval Task Force that would work as armies, but for fleet.

18- Improved the efficiency of blocus to reduce the production or prevent the passage of ennemy troops and or goods.

19- Make it possible to have more than 2 different types of barbarian. I think we need at least one for each era (the best would be 3 per era : one slow moving but stronger, one fast moving but weaker, and one naval).

20- Introduce religions into the game. They would work a bit like governments (so the combination of religion / government gives unique bonuses). It would also be nice if a capture city retains for a while its former religion, and if unhappyness is linked to religion difference between population and owner of the city. To go with it, add a flag for units "can convert". A unit with this flag as a % of change to convert each turn one of the citizen into the owner religion.

21- Add a flag "can bombard land" and "can bombard sea". So submarine can try to use their torpedo against naval transports, but cannot use it against troops on the shore. Even better, make two row : bombard strength, ROF and range against land unit / against sea unit. This way, we could have aircraft specifically designed to attack ships, other for ground attack. While they are at it, they could even make the bombard change with the class (bombard against infantry, cavalry, armor, naval, sub).

22- Add a flag to make aircraft loadable on carrier without the need to use to many tricks

23- Add a flag to tell if a unit can capture a city or not

24- Add a flag for unit, so it could appear "automatically" it the city is capture (good old guerilla resistors of CivIII)

25- Increase the number of levels for city (more than 3 levels), so we could have more than 2 buildings which the flag

26- Put back the second level of irrigation (and perhaps introduce a second level of mine as well), to give workers something to do in the end of the game.

27- Add something to make change in the civilopedia easier. CEC for instance. ;)

28- Add munits in the package, including PTW munits.

Steph
May 17, 2003, 03:25 AM
Zulu, what would be the ingame use of region?

stormbind
May 17, 2003, 03:30 AM
1. Allow marines to attack other ships, and capture prizes - just like real maritime warfare! I really want to do that :(

2. Introduce earlier marines in the age of steel swords :p

Ukas
May 17, 2003, 06:08 AM
Region idea would be good for interface, city handling and such.

In addition to zulu's 11, would be cool to have regions to revolt and separate sometimes, to form a new civ. In Civ1 there were these revolts, that was a cool feature. Chance to it would raise from nearly impossible in early game to low in 30+ city civ. Luxury output (not luxury items) would have a meaning then, as it would lower the chance somewhat.

embryodead
May 17, 2003, 07:28 AM
"Revolts and new civ" is one of the idea I miss most ...
My request would be also more than 31 civs! Call me crazy, but I don't like to play normal civ with less than 31, even though the game becomes so slow at the end; ...and I already run out of slots with all these leaderheads available at CFC.

I wonder how it will be... there 16 basic civs, 8 in PtW, 8 in C3Q... that's 32 civs total. I'm afraid there will be no possibility to play PtW+C3Q and you will have to choose, or mod something in between yourself (yet still, you will have 31 not 32 original civs, with no slots for player-made ones).

Steph
May 17, 2003, 09:34 AM
Two others :
- Add a limit to the number of units of a given type you can have at the same time, to represent some unique elite force (for instance, only 1 immortal unit for Persia!)
- Add a flag "no building", so you cannot build a unit, but only have it at the beginning of a scenario.

Vdog
May 17, 2003, 10:17 AM
They already said there is going to be fixed diplomacy zulu.

Smoking mirror
May 17, 2003, 10:31 AM
Well, When you have 20+ things you want to be included, you are going to be disapointed...

How about if we Put together a list of say five or six things which we think are esential to making good scenarios and all submit the same list of requests via E-mail. If they have 30+ people all asking for the ability to add eras, its more likely to happen.

Oddly I'm not too badly upset by the way the scenario editor is currently, Ive got one request which if its not taken up will cause me not to buy the add on, and thats making buildings a possible prerequisite for Specific Units.

For instance, you need a ship yard to build ships, and a Submarine pen to build subs, & a tank factory to build Tanks & a Aerodrome to build aircraft etc...

I don't know how the AI would cope with this in the standard game, as it doesn't like to build infrastucture (same goes for many players) But it is invaluable for a detailed modern scenario & removes much of the need for specific triggers.

For example, say you want Sevastapol build marine infantry.
Have a building; "Shipyard" Require access to water to be built.
Have marine infantry require "shipyard" to be built.

Or if you only want soviet tanks to be built in major cities. Have factories require a special "Major industry" Resource within the city radius. Place it next to your major cities. Then make factories a required building for tanks.

Also this alows special units such as Secret police (requires Espionage centre), Special forces (baracks or training centre) Cavalry (requires Stables, meaning that you dont need horses as a resource for ever, just a supply of horses that you can breed), Parratroopers (airport), Knights (castle or keep) etc...

Also by restricting unit production to the capital (by setting Palace as a requirement) you could limit the number of special elite troops such as pesian imortals or Waffen SS...

Of course I'd like to see starting diplomacy options for scenarios, & more diplomacy options such as "Stop your war with our friends..." & the option to swap or sell military units to your friends.

sela1s1son
May 17, 2003, 11:07 AM
Be able to sonly "Only these civs can be this government" a flag like that would be cool.

Yoda Power
May 17, 2003, 11:34 AM
Originally posted by sela1s1son
Be able to sonly "Only these civs can be this government" a flag like that would be cool. I think thats going to be there, they mentioned the Islamic Caliphate.

Ed O'War
May 17, 2003, 11:41 AM
Zulu, the early versions of Civ III were set up so that the computer automatically generated the lines between technologies. But around version 1.17 or so they changed it so that you have to mess around with pcx files, much to my disappointment. I also hope they change this back because I have no artistic skill whatsoever.

Another thing I'd like to see is the ability to set unit maintenance for each type of unit, similar to how we can modify hit points. That way a Battleship could cost 3 or 4 gold to maintain while a Warrior would only cost 1 gold. This would be set up as a modifier to the base maintenance cost for the government you are currently using (which is usally 1 gold per unit). Cities would provide free support for a certain amount of gold instead of a certain number of units. If a government was flagged with "All Units Free", then all of that civ's units would still be free regardless of a unit's modified maintenance cost.

Also, as many others have mentioned, I would like the ability to set diplomacy in the editor, which it sounds like they will be doing.

I noticed that they will have events like Volcanos in the expansion, so this may mean that there will be the ability to edit random events or some kind of scripted events.

In addition government specific units would be nice, but IMO isn't vital.

Smoking mirror
May 17, 2003, 11:49 AM
Oh yeah, & "government switching not allowed" tag, perhaps Or just the ability to restrict governments to specific culture groups, shouldn't be so difficult.

So my list would be;

#1 Possibility to make Buildings a prerequisite for Units.

#2 Ability to control governments in scenarios.

#3 (as I know its gonna be in it anyway) Diplomatic controls for scenarios.

#4 The ability to add terrain types (Something else I'm prety sure is gonna be in the expansion).

ripptide
May 17, 2003, 12:19 PM
All of the above, and my normal harp about having a split-level ground/air-space so that things like satellites, space stations etc can actually be used properly

embryodead
May 17, 2003, 01:32 PM
Smoking Mirror,
the list can be quite long if they can be easily implemented. Custom maintenance, more unit prerequisites etc. are trivial things while adding terrain isn't (but I would also like it). Same for my "dream" request, I expect that more than 31 civs in game are hardly possible, but to make at least the initial list of civs to choose from longer than 31 should not be a problem.

Louis XXIV
May 17, 2003, 02:12 PM
I'm sure these were mentoned, but they are my essentails:

1) Defense bonus against mounted

2) Defense against Bombard

3) Government specific units (like Fanatics in Civ2)

4) Improvement specific units (like make "Forge" required to make Swordsmen)

5) The ability to upgrade improvements (like upgrade "Forge" into "Steel Mill")

6) The ability to obsolete improvements and select "when" (Like make city walls obsolete at Gunpowder. Also, the ability to set the city size walls stop working at)

Things I'd Like:

1) Events

2) Graphics program (Like they had in Civ2. Its great to encourage more people to start modding)

3) The ability to do everything in one program (so you won't have to mess with text or other files. This would be much more convenient)

LouLong
May 17, 2003, 03:26 PM
OK i will try to round up something small and that I think (I am no programmer though) should be easy to implement.

That list is besides : diplomacy, events and remove FoW that I hope will already be included.

- buildings and government-specific units

- changeable upkeep (not only 0 or 1) for units (mercenaries, but not only)

- editable unit class and benefits/limits for (attack) or against (defend) these classes to be edited as percentage (just like buildings percentage against bombard).

- ability to create civ-specific, non-tradable techs

- make the flags for improvements, Small and Great Wonders available for all (actually not all of them are needed).

- obsolescence for luxuries

- make action flags more important than current classes (ex : build road is actually flagable for a unit and usable by the AI without it having all worker abilities (terraform flag)).

- upgrade and obsolescence of buildings

- limit the number of some units (fixed or percentage of the army, or % of the pop or % of cities (this exists already for armies)).
- capture princess on ships (pirate use)

- enable "some" (flag) ships to sail rivers, make rivers terrain like road terrain and make Railroad a factor (%) of road movemement.
Even better, ability to really edit roads, railroads (more than two levels, graphics, movement)

- get a commission when a trade route goes through your territory, commercial network (the programming knows that already for such a trade would stop in case of war). Trade route would then be either the shortest one or you could (even better but for latter I guess) choose it.

- a pillaging unit does not require upkeep for that turn (at least until the XVIIIth)

That is all (:D ) I could have added tons of things like terrain, era creation but I just sticked to the small stuff that I think the program could handle because it has the basic informations already.

And Firaxis, if you read this, I won't complain if you take these ideas ! I WANT you to implement them. ;)

Bobisback
May 17, 2003, 03:35 PM
All I want is the ability to add eras, tile improvements, and Building prerequisite for Units:) just those would Improve the game alot.

Ukas
May 17, 2003, 03:58 PM
How about if we collect an address with ten or so requests, signed by all modders we can find, send that with an ultimatum: "Do this or we will start serious posting under 'what we like to see in next addon'- threads"?

zulu9812
May 17, 2003, 04:33 PM
How about this for a shortlist of 10:

1. The ability to add eras

2. Civ-specific tech trees

3. Buildings as pre-requisites for units

4. Introduce the notion of "Internal name" and "displayed name". This could be handy for flavour unit. For instance, we can have an US Infantry, FR Infantry, UK Infantry, GE Infantry for a WWII scenario, with different animations and stats, but they will all be displayed with one name : Infantry.

5. Add the made obsolete box for wonders to improvements, units and resources

6. Era-specific barbarians.

7. A box, similar to the Ignore Move Cost box, which would give a combat bonus to the unit when fighting to or from that terrain.

8. Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against another class. The bonus could be attack and/or defense.

9. AI knowing when to Upgrade and Rejoin units.

10. AI triggers, e.g. diplomatic states are fixed until a specific event occurs

Kal-el
May 17, 2003, 04:36 PM
Originally posted by Steph
- Add a flag "no building", so you cannot build a unit, but only have it at the beginning of a scenario.
You can already do this by setting the unit as unbuildable and giving the unit to the civ from the outset.

Originally posted by Smoking mirror
Oh yeah, & "government switching not allowed" tag, perhaps Or just the ability to restrict governments to specific culture groups, shouldn't be so difficult.

...

#2 Ability to control governments in scenarios.


We can do this now using non-era techs. Attach the various governments to Civ Specific non-era techs, e.g. "Being German", "Being Russian", etc. Now make those techs the prereq techs for the Governments that you want that civ to be able to use. It may require that you have multiple versions of the same type of government but with different names, but it will have the desired effect.

Example. You want Germany to only be able to use "Govt. A". Attach "Govt. A" to the "Being German" non-era tech. Do not attach any governments to normal techs. Germany will only be able to use "Govt. A".

If you want Germany to be able to switch to another form of government later down the road, that is exclusive to Germany, you will have to wait for the next patch which I am hoping fixes some of the issues with non-era techs.

Bobisback
May 17, 2003, 06:57 PM
Originally posted by zulu9812
How about this for a shortlist of 10:

1. The ability to add eras

2. Civ-specific tech trees

3. Buildings as pre-requisites for units

4. Introduce the notion of "Internal name" and "displayed name". This could be handy for flavour unit. For instance, we can have an US Infantry, FR Infantry, UK Infantry, GE Infantry for a WWII scenario, with different animations and stats, but they will all be displayed with one name : Infantry.

5. Add the made obsolete box for wonders to improvements, units and resources

6. Era-specific barbarians.

7. A box, similar to the Ignore Move Cost box, which would give a combat bonus to the unit when fighting to or from that terrain.

8. Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against another class. The bonus could be attack and/or defense.

9. AI knowing when to Upgrade and Rejoin units.

10. AI triggers, e.g. diplomatic states are fixed until a specific event occurs


I agree with this list:)

mrtn
May 17, 2003, 07:57 PM
I want to be able to fix the number of units of a special kind a civ may build. Mordor may only build nine Nazguls, Thebes may only build one Sacred band unit, and so on. This and fixed diplomacy would be really nice.

Louis XXIV
May 17, 2003, 08:22 PM
Zulu, I like the list, however, Firaxis said that it would take a lot of work to add an era.

I think extra eras are unlikely

Ukas
May 17, 2003, 08:45 PM
Well, they wouldn't have to create an era with graphics and texts, just leave the option for it.

Louis XXIV
May 17, 2003, 10:28 PM
They said it required a lot of effort to remove the hardcodes (I'll see if I can find the thread)

Klyde182
May 17, 2003, 10:28 PM
Originally posted by zulu9812
How about this for a shortlist of 10:

1. The ability to add eras

2. Civ-specific tech trees

3. Buildings as pre-requisites for units

4. Introduce the notion of "Internal name" and "displayed name". This could be handy for flavour unit. For instance, we can have an US Infantry, FR Infantry, UK Infantry, GE Infantry for a WWII scenario, with different animations and stats, but they will all be displayed with one name : Infantry.

5. Add the made obsolete box for wonders to improvements, units and resources

6. Era-specific barbarians.

7. A box, similar to the Ignore Move Cost box, which would give a combat bonus to the unit when fighting to or from that terrain.

8. Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against another class. The bonus could be attack and/or defense.

9. AI knowing when to Upgrade and Rejoin units.

10. AI triggers, e.g. diplomatic states are fixed until a specific event occurs
I agree with you Zulu on your short list and repeat that we need the ablitiy to add eras!!!!!!!!!!!!!!!!!!!!!!!!!:cry:

Bobisback
May 17, 2003, 10:43 PM
Originally posted by Klyde182

I agree with you Zulu on your short list and repeat that we need the ablitiy to add eras!!!!!!!!!!!!!!!!!!!!!!!!!:cry:


We have to have that ablitiy, It may be hard but it will be worth it.

Klyde182
May 17, 2003, 11:06 PM
Thought just landed on me and had to get it off my chest.."Bridges".the ability to build bridges across single grid costal waters would be great though it maybe vulnerable to attack but that life....but its some thing thats needed specially if they add canals & real river travel... :cool:

Bobisback
May 17, 2003, 11:18 PM
Originally posted by Klyde182
Thought just landed on me and had to get it off my chest.."Bridges".the ability to build bridges across single grid costal waters would be great though it maybe vulnerable to attack but that life....but its some thing thats needed specially if they add canals & real river travel... :cool:


Not just one costal tile, make it were it can build on is many costal tiles as you want. It would take a long time build though, and cost alot of money. canals would be really cool to.

kring
May 17, 2003, 11:43 PM
While I agree with the suggestions being made, I think it would be wise to realize that if the new game is due out later this year as mentioned in the various press releases, then most of the preliminary work has been done or will be shortly. This would limit how much they could change whatever they have already started.

They have our wish lists, and hopefully, have been able to implement some of the most wanted ones into this project.

Steph
May 18, 2003, 02:25 AM
I disagree with your list, because I think adding era is not likely to happen (to much hardcoding apparently). Same thing for civ-specific tech trees.

I would like, but it seems impossible to get it to me. So I would request something more reallistic:

1. Make Movement cost unit and terrain dependant (camel, mountain troops)

2. For terrain improvement, add a flag to state if they consume the worker or not.

3. Buildings or government as pre-requisites for units

4. Make two different bombardment value : against sea and against land (for submarines!)

5. Variable upkeep cost

6. Era-specific barbarians.

7. A box, similar to the Ignore Move Cost box, which would give a combat bonus to the unit when fighting to or from that terrain.

8. Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against another class. The bonus could be attack and/or defense.

9. Add some parameters to governments, they look to alike reight now.

10. Diplomacy.

All the "AI should be able to upgrade, rejoin, fortify, etc" are not new features, but more bug corrections to me.

Ozymandias
May 18, 2003, 03:37 AM
1. Open up all possible features for improvements, wonders, and minor wonders -- so that, e.g., improvements might expire, and a minor wonder can place an improvement in every city.

2. Edit values separately for the two types each of mountain and forest tiles.

3. Add a flag and field to limit and set the number of tiles a land unit can move from a friendly city -- and have an improvement flag which then eliminates the limit.

-Oz

LouLong
May 18, 2003, 04:23 AM
I would add to my list :

- make units buildable only if resource is within the city radius. That would enable ethnic unit localized creation.

Steph I quite like your list but hopefully diplomacy is better in Conquest already so consider as an empty spot like movement for example (see my road, rivers, RR stuff) or limitation of certain types of units (it can be done, see my stuff), or even better, commission for trade: this one would have a real strategic importance.

sgrig
May 18, 2003, 04:23 AM
What I want most, apart from ability to set diplomacy in the editor, is to have Civ 2- style scenario events. So that after a specfic trigger, something happens like a tech is given to a civ, or a unit is created, or terrain type in a given square is changed, or a building is created in a city. Without this it is impossible to create accurate realistic scenarios. Events were added to Civ2 in an expansion pack, so I don't see why they can't be added to Civ3 in an expansion pack.

sween32
May 18, 2003, 03:18 PM
Originally posted by zulu9812
4. Introduce the notion of "Internal name" and "displayed name". This could be handy for flavour unit. For instance, we can have an US Infantry, FR Infantry, UK Infantry, GE Infantry for a WWII scenario, with different animations and stats, but they will all be displayed with one name : Infantry.This is the best idea I have heard yet, and I wish to subscribe to your newsletter. It HAS to be done, as well as buildings as pre's.

I would also like to edit civ aggressiveness for each era. A civ might be extremely violent and merciless in the middle ages, but very peaceful and loving in modern times.

Fëanor
May 18, 2003, 05:21 PM
to add to your sweet list of wishes here are some i believe were not asked yet:
1. the AI should not ignore the Invisible flag if Combined to the Hidden Nationality flag
2. the possibility to check a mod/scenario while in the editor (check if all links , pedia , etc.etc.etc are right , so that you dont need to start the game , and load the scenario just to get an error , and then do that again for every error you get)
3.Immigration :)

alireza1354
May 18, 2003, 06:05 PM
THE ABILITY TO SWAP UNITS BETWEEN CIVS

zulu9812
May 19, 2003, 08:22 AM
As far as asking for stuff that supposedly would be difficult to implement; this is, after all, a wishlist. Adding eras is something I've wanted in CivIII since before the game was even released.

When I get home tonight I'm going to list everyone's suggestions up until then and then compile a list and ask everyone to choose 10 off that list. So get posting!

utahjazz7
May 19, 2003, 09:01 AM
Originally posted by alireza1354
THE ABILITY TO SWAP UNITS BETWEEN CIVS

Yes, I think that this would be great. Then, civs could export their UU's to each other for techs or gold. I would love to hire some mercenary Sipahi. Also, it would be a nice way to check the aggresive civs without actually going to war. That was one of my favorite things in CivII.

I would expect scenerio triggers to be in the revised editor. Afterall, aren't there already triggers in the game--like massive barbarian uprisings when two civs reach the next era?

Colonel Kraken
May 19, 2003, 09:16 AM
After reading through this entire thread, one thing I didn't see mentioned is the ability of fast units to retreat from slower fast units. For example, Cavalry with movement of 4 could retreat from Knights with movement of 3.

When I started modding the game when it first came out, this would happen. For some unknown reason, this is no longer the case. Why??!!! That irks me so much. :mad:



And another thing we DESPARATELY need is the ability to have variable unit maintenance costs!!! This would make unit distinctions so much easier and better. It's such a basic thing, I don't understand why it is not in the game.

Yes, I know you can change the maintenance costs per government, but that's across the board for every unit. I'm talking about a unit by unit basis!

PLEASE add this. PLEASE

Some of these things we're asking for seem like they would be so easy to implement with a simple flag in the editor. Oh well. We can only hope.

LouLong
May 19, 2003, 09:26 AM
Originally posted by Admiral Kraken
After reading through this entire thread, one thing I didn't see mentioned is the ability of fast units to retreat from slower fast units. For example, Cavalry with movement of 4 could retreat from Knights with movement of 3.

When I started modding the game when it first came out, this would happen. For some unknown reason, this is no longer the case. Why??!!! That irks me so much. :mad:

I second that :goodjob:
Maybe it could be made available for ships too, or even better, a "can withdraw" flag with order not even correlated to movement (subs, privateers, commandos).



And another thing we DESPARATELY need is the ability to have variable unit maintenance costs!!! This would make unit distinctions so much easier and better. It's such a basic thing, I don't understand why it is not in the game.

Yes, I know you can change the maintenance costs per government, but that's across the board for every unit. I'm talking about a unit by unit basis!

PLEASE add this. PLEASE


I hope they do. Most people are demanding it.

Smoking mirror
May 19, 2003, 09:55 AM
Yeah, I'd like a "Can retreat flag", becuase speed is not the only thing that should allow a unit to withdraw from combat, Think of submarines, if they could retreat, they might actualy be worth building. This would also be good for Reconisance units or special forces.

What ever happens I'd like to see ships have the retreat ability, as it is Battle cruisers and patrol boats are not even worth adding to the game. in real life battle cruisers are ships that are half battle ship- the guns, And half cruiser- the armour and engines, so they can out fight cruisers and destroyers while retreating if under attack from battleships. As it is they are forced to sit still while totaly obliterated by enemy battleships, as are submarines).

Drift
May 19, 2003, 10:15 AM
I second many requests in this thread and as my own small contribution I add this:

Improvements/wonders flags and options:

- "Increases food in land" +1 food in all land tiles already producing food.
- "Increases corruption" Self-explainatory
- "Succeptible to propaganda" Self-explainatory
- "Increases war-weariness"
- "Replaces all improvements with this flag checked #2" A one or two more of this flag, please. There's more things than just power plants that could benefit from this flag.
- "Elite ground units" Self-explainatory
- Negative production. Ability to set improvement or wonder to reduce production.

This is simple stuff and that's how I believe these requests should stay in order for them to have even a snowball's chance in hell. I have a feeling that Firaxis will add what it needs in Conquests and leaves it at that. It's basic economics - don't waste your time doing something you don't really have to. However, I really hope the actual product proves me wrong.

Bobisback
May 19, 2003, 10:21 AM
You can Increases corruption, go in to the difficulty tab and look in there. You can change it to have no corruption or lots of corruption.

Drift
May 19, 2003, 10:28 AM
Originally posted by Bobisback
You can Increases corruption, go in to the difficulty tab and look in there. You can change it to have no corruption or lots of corruption.

Read my post more carefully. I was talking about building and wonder options. You can't currently set a building or wonder to increase corruption.

Ozymandias
May 19, 2003, 11:09 AM
Originally posted by Drift


Read my post more carefully. I was talking about building and wonder options. You can't currently set a building or wonder to increase corruption.

I like that -- immediately think of an ancient "Bread & Circuses" wonder to increase happiness and corruption both.

-Oz

Colonel Kraken
May 19, 2003, 04:26 PM
Originally posted by Smoking mirror
Yeah, I'd like a "Can retreat flag", becuase speed is not the only thing that should allow a unit to withdraw from combat, Think of submarines, if they could retreat, they might actualy be worth building. This would also be good for Reconisance units or special forces.


Excellent point, SM! Much simpler solution as well. A "Can Retreat" for any unit you want to have the retreat ability for. One "problem" (maybe not such a problem) would be: would you really want a unit with less movement points be able to retreat from a unit with more movement points? This really is not a big deal as "strategic movement" could certainly be distinguished from "tactical movement". Even slower moving units can/did/do retreat from the battlefield.

Interesting. This seems like such an easy thing to add. I hope it makes it in.


Thanks,

AK

Yoda Power
May 19, 2003, 04:32 PM
Originally posted by Admiral Kraken


Excellent point, SM! Much simpler solution as well. A "Can Retreat" for any unit you want to have the retreat ability for. One "problem" (maybe not such a problem) would be: would you really want a unit with less movement points be able to retreat from a unit with more movement points? This really is not a big deal as "strategic movement" could certainly be distinguished from "tactical movement". Even slower moving units can/did/do retreat from the battlefield.

Interesting. This seems like such an easy thing to add. I hope it makes it in.


Thanks,

AK What if the units had retreat point? Say a Rider would have 50 retreat points and a Knight would have like 30 points, then the Rider would have a change of retreating and the Knight wouldŽnt.

zulu9812
May 19, 2003, 05:29 PM
Ok, here's a preview of the list. If no-one complains before tomorrow night (GMT), I'll start a new thread with this list:

[list=1]The ability to add eras.

Forced diplomacy, with the option of at start of scenario only, or all way through game

AI triggers

AI properly using units with less than all the worker actions selected.

AI knowing when to Upgrade and Rejoin units

The diplomacy text should be restructured so that it isn't reliant on knowing how many civs there are. That way you wouldn't need to mess about with that horrible string text when you add a new civ.

The units tab of the editor should have sections for inputting pedia text and pathnames for pedia icons, but being able to do so in plain english w/o worrying about stuff like PRTO, # or ^. In fact, that should probably go for all the tabs. If that takes up too much space, then a button with a pop-up asking you to type the stuff in.

The AI should stop patrolling. The number of times I've seen AI units moving back and forwards to and from the same tiles...it's ridiculous and causes a huge drain on system resources.

Be able to spilt your territory into regions. A good way would be to simply select one city, the city(/ies) closest to it and say they make up a new region. A box pops up asking for the region name. Simple.

The ability to set whether or not a transport unit can itself be loaded onto other transports (like helicopters onto carriers). I imagine you'd need 2 load flags, then.

The ability to add new culture groups.

The ability to choose which tile improvements and city improvements are era-specific.

Civ-specific advisors.

A box, similar to the Ignore Move Cost box, which would give a combat bonus to the unit when fighting to or from that terrain.

Ground units should be able to use air missions w/o doing wierd things like flak units flying through the air on intercept missions. Although, I think this probably involves a change to the format of the INI file, with dedicated lines for intercept, recon, etc.

The game engine should automatically draw the lines between techs. Yep, you heard me correctly; that way we don't have to mess about with the pcx files and can just add techs with the editor.

Being able to move units, techs, buildings, etc. up and down the list would be handy since that affects it's position on the in-game build list.

Be able to set whether or not a specific fast unit will retreat on a percentage chance, or will always retreat.

A land Transport AI strategy flag would be nice (and obviously the AI be able to use it ).

Civ-specific tech-trees.

Era-specific barbarians.

Give modding control over movement bonus on railroads.

Make the movement cost change unit to unit. 0 meaning : the unit cannot enter this kind of terrain (-> add a list of terrain in the unit tab, where you can select the cost). To allow us to mod faster, the terrain will have a default cost, and new unit will use it, except if specifically changed. Of course, some units must have the possibility to go in land and water (to make real helicopters).

Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against other class. exemple : Pikes have a bonus against the Cavalry class (but not the armor class!), Aegis Cruiser have a bonus against Air class, Destroyer against the Sub class, AT gun against Armor and MG against Infantry, etc.... The bonus could be attack and/or defense

Add inside the editor the possibility to copy a unit or a building or a government, keepin all its attributes, so we can easily make improved version without to make everything by hand.

For terrain improvement, add a flag to state if they consume the worker or not.

Make the sentry function work if the fortify is disabled.

In the editor, sort the dropdown list , so we can easily find the prerequesite! (In my mod with 300 techs, it starts to be quite boring to do this).

Variable unit upkeep costs, on a unit-by-unit basis

Introduce the notion of "Internal name" and "displayed name". This could be handy for flavour unit. For instance, we can have an US Infantry, FR Infantry, UK Infantry, GE Infantry for a WWII scenario, with different animations and stats, but they will all be displayed with one name : Infantry.

Make it possible to have civ specific animation and or icon for units, but sharing the same civilopedia entry and stats -> We had the unit once, but then we change the animation to make flavour units.

Add some efficiency rating for the government (science / happyness / Trade, etc) that could affect the speed at which buildings (that are commercial, religious) are created, or the production of science, gold and shields, etc.

Make it possible to have AND and OR prerequesite.

Add buildings and governments prerequesite for units. You need a shipyard to build ships!

Make building upgradable, for a cost that would be smaller to the regular cost. Still with my shipyard idea : Ancient shipyard can be used to create galleys. To make battleship you need a modern shipyard. In a new city, you can directly create the modern shipyard, or you can upgrade the ancient one for a lower cost. Also, ancient shipyard are removed from the build queue once modern shipyard are available.

Make the efficiency at military police (to reduce rebellion, or prevent disorder) unit specific, so Special Forces may have a bonus for instance.

Add a new flag "affect units only" for unit, so we can make for instance chemical weapons that damage units / population, but not the building.

Add a Naval Task Force that would work as armies, but for fleet.

Improved the efficiency of blocus to reduce the production or prevent the passage of ennemy troops and or goods.

Make it possible to have more than 2 different types of barbarian. I think we need at least one for each era (the best would be 3 per era : one slow moving but stronger, one fast moving but weaker, and one naval).

Introduce religions into the game. They would work a bit like governments (so the combination of religion / government gives unique bonuses). It would also be nice if a capture city retains for a while its former religion, and if unhappyness is linked to religion difference between population and owner of the city. To go with it, add a flag for units "can convert". A unit with this flag as a % of change to convert each turn one of the citizen into the owner religion.

Add a flag "can bombard land" and "can bombard sea". So submarine can try to use their torpedo against naval transports, but cannot use it against troops on the shore. Even better, make two row : bombard strength, ROF and range against land unit / against sea unit. This way, we could have aircraft specifically designed to attack ships, other for ground attack. While they are at it, they could even make the bombard change with the class (bombard against infantry, cavalry, armor, naval, sub).

Add a flag to make aircraft loadable on carrier without the need to use to many tricks

Add a flag to tell if a unit can capture a city or not

Add a flag for unit, so it could appear "automatically" it the city is capture (good old guerilla resistors of CivIII)

Increase the number of levels for city (more than 3 levels), so we could have more than 2 buildings which the flag

Put back the second level of irrigation (and perhaps introduce a second level of mine as well), to give workers something to do in the end of the game.

Add munits in the package, including PTW munits.

Allow marines to attack other ships, and capture prizes - just like real maritime warfare!

Remove upper limit of 31 civs

Add a limit to the number of units of a given type you can have at the same time, to represent some unique elite force (for instance, only 1 immortal unit for Persia!)

Resources as prerequisites can be set so as they either have to be merely connected by road (the current system) OR they also have to be inside city radius, e.g. edit civ aggressiveness for each era. A civ might be extremely violent and merciless in the middle ages, but very peaceful and loving in modern times.ethnic unit localized creation.

Government specific units

An 'obsolete' flag for units and improvements, similar to the one currently implemented for wonders.

Get a gold bonus when a trade route goes through your territory, commercial network (the programming knows that already for such a trade would stop in case of war). Trade route would then be either the shortest one or you could (even better but for latter I guess) choose it.

The ability to build bridges across single grid costal waters would be great though it maybe vulnerable to attack but that life....but its some thing thats needed specially if they add canals & real river travel...

For terrain improvement, add a flag to state if they consume the worker or not.

Open up all possible features for improvements, wonders, and minor wonders -- so that, e.g., improvements might expire, and a minor wonder can place an improvement in every city.

Add a flag and field to limit and set the number of tiles a land unit can move from a friendly city -- and have an improvement flag which then eliminates the limit.

Be able to edit civ aggressiveness for each era. A civ might be extremely violent and merciless in the middle ages, but very peaceful and loving in modern times.

The possibility to check a mod/scenario while in the editor (check if all links , pedia , etc.etc.etc are right , so that you dont need to start the game , and load the scenario just to get an error , and then do that again for every error you get)

Unit trading

Make fast units able to retreat from slower fast units. For example, Cavalry with movement of 4 could retreat from Knights with movement of 3

A "Can retreat flag", becuase speed is not the only thing that should allow a unit to withdraw from combat, Think of submarines, if they could retreat, they might actualy be worth building. This would also be good for Reconisance units or special forces.

Give ships the potential for the retreat ability

Improvements/wonders flags and options:

- "Increases food in land" +1 food in all land tiles already producing food.
- "Increases corruption" Self-explainatory
- "Succeptible to propaganda" Self-explainatory
- "Increases war-weariness"
- "Replaces all improvements with this flag checked #2" A one or two more of this flag, please. There's more things than just power plants that could benefit from this flag.
- "Elite ground units" Self-explainatory
- Negative production. Ability to set improvement or wonder to reduce production.[/list=1]

Ed O'War
May 19, 2003, 05:43 PM
Those sound good to me. :)

Kal-el
May 19, 2003, 05:59 PM
Why include things that we know will not be in the expansion, such as the ability to add eras, and why include things that we know will be in the expansion, like forced diplomacy and events triggers?

Also, I suggest fixing some spelling errors before posting a new thread.

Kal-el
May 19, 2003, 06:21 PM
Ok, here is a recompiled list, slightly more organized.

Will Be:
Forced diplomacy, with the option of at start of scenario only, or all way through game

AI triggers


Will Not Be:
The ability to add eras.

Be able to spilt your territory into regions. A good way would be to simply select one city, the city(/ies) closest to it and say they make up a new region. A box pops up asking for the region name. Simple.

The ability to add new culture groups.


Units:
AI properly using units with less than all the worker actions selected.

AI knowing when to Upgrade and Rejoin units

The AI should stop patrolling. The number of times I've seen AI units moving back and forwards to and from the same tiles...it's ridiculous and causes a huge drain on system resources.

The ability to set whether or not a transport unit can itself be loaded onto other transports (like helicopters onto carriers). I imagine you'd need 2 load flags, then.

A box, similar to the Ignore Move Cost box, which would give a combat bonus to the unit when fighting to or from that terrain.

Ground units should be able to use air missions w/o doing weird things like flak units flying through the air on intercept missions. Although, I think this probably involves a change to the format of the INI file, with dedicated lines for intercept, recon, etc.

Be able to set whether or not a specific fast unit will retreat on a percentage chance, or will always retreat.

Make the movement cost change unit to unit. 0 meaning : the unit cannot enter this kind of terrain (-> add a list of terrain in the unit tab, where you can select the cost). To allow us to mod faster, the terrain will have a default cost, and new unit will use it, except if specifically changed. Of course, some units must have the possibility to go in land and water (to make real helicopters).

Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against other class. exemple : Pikes have a bonus against the Cavalry class (but not the armor class!), Aegis Cruiser have a bonus against Air class, Destroyer against the Sub class, AT gun against Armor and MG against Infantry, etc.... The bonus could be attack and/or defense

Make the sentry function work if the fortify is disabled.

Variable unit upkeep costs, on a unit-by-unit basis

Allow Government specific units

An 'obsolete' flag for units

Allow Improvement prerequisites for units. You need a shipyard to build ships!

Make the efficiency at military police (to reduce rebellion, or prevent disorder) unit specific, so Special Forces may have a bonus for instance.

Add a new flag "affect units only" for unit, so we can make for instance chemical weapons that damage units / population, but not the building.

Add a Naval Task Force that would work as armies, but for fleet.

Add a flag "can bombard land" and "can bombard sea". So submarine can try to use their torpedo against naval transports, but cannot use it against troops on the shore. Even better, make two row : bombard strength, ROF and range against land unit / against sea unit. This way, we could have aircraft specifically designed to attack ships, other for ground attack. While they are at it, they could even make the bombard change with the class (bombard against infantry, cavalry, armor, naval, sub).

Add a flag to make aircraft loadable on carrier without the need to use to many tricks

Add a flag to tell if a unit can capture a city or not

Add a flag for unit, so it could appear "automatically" it the city is capture (good old guerilla resistors of CivIII)

Add a flag and field to limit and set the number of tiles a land unit can move from a friendly city -- and have an improvement flag which then eliminates the limit.

Make fast units able to retreat from slower fast units. For example, Cavalry with movement of 4 could retreat from Knights with movement of 3

A "Can retreat flag", becuase speed is not the only thing that should allow a unit to withdraw from combat, Think of submarines, if they could retreat, they might actualy be worth building. This would also be good for Reconisance units or special forces.

Give ships the potential for the retreat ability

Allow marines to attack other ships, and capture prizes - just like real maritime warfare!


Editor
The diplomacy text should be restructured so that it isn't reliant on knowing how many civs there are. That way you wouldn't need to mess about with that horrible string text when you add a new civ.

The units tab of the editor should have sections for inputting pedia text and pathnames for pedia icons, but being able to do so in plain English w/o worrying about stuff like PRTO, # or ^. In fact, that should probably go for all the tabs. If that takes up too much space, then a button with a pop-up asking you to type the stuff in.

Being able to move units, techs, buildings, etc. up and down the list would be handy since that affects it's position on the in-game build list.

Give modding control over movement bonus on railroads.

Add inside the editor the possibility to copy a unit or a building or a government, keeping all its attributes, so we can easily make improved version without to make everything by hand.

In the editor, sort the dropdown list , so we can easily find the prerequisite! (In my mod with 300 techs, it starts to be quite boring to do this).



Worker Jobs:
For terrain improvement, add a flag to state if they consume the worker or not.

Put back the second level of irrigation (and perhaps introduce a second level of mine as well), to give workers something to do in the end of the game.


Governments:
Add some efficiency rating for the government (science / happiness / Trade, etc) that could affect the speed at which buildings (that are commercial, religious) are created, or the production of science, gold and shields, etc.

Improvements:
Make building upgradable, for a cost that would be smaller to the regular cost. Still with my shipyard idea : Ancient shipyard can be used to create galleys. To make battleship you need a modern shipyard. In a new city, you can directly create the modern shipyard, or you can upgrade the ancient one for a lower cost. Also, ancient shipyard are removed from the build queue once modern shipyard are available.

Allow obsolete improvements and small wonders

Open up all possible features for improvements, wonders, and minor wonders -- so that, e.g., improvements might expire, and a minor wonder can place an improvement in every city.

Improvements/wonders flags and options:

- "Increases food in land" +1 food in all land tiles already producing food.
- "Increases corruption" Self-explainatory
- "Succeptible to propaganda" Self-explainatory
- "Increases war-weariness"
- "Replaces all improvements with this flag checked #2" A one or two more of this flag, please. There's more things than just power plants that could benefit from this flag.
- "Elite ground units" Self-explainatory
- Negative production. Ability to set improvement or wonder to reduce production.

Miscellaneous:
The ability to choose which tile improvements and city improvements are era-specific.

Civ-specific advisors.

The game engine should automatically draw the lines between techs. Yep, you heard me correctly; that way we don't have to mess about with the pcx files and can just add techs with the editor.
A land Transport AI strategy flag would be nice (and obviously the AI be able to use it ).

Civ-specific tech-trees.

Increase the number of levels for city (more than 3 levels), so we could have more than 2 buildings which the flag

Introduce the notion of "Internal name" and "displayed name". This could be handy for flavour unit. For instance, we can have an US Infantry, FR Infantry, UK Infantry, GE Infantry for a WWII scenario, with different animations and stats, but they will all be displayed with one name : Infantry.

Make it possible to have civ specific animation and or icon for units, but sharing the same civilopedia entry and stats -> We had the unit once, but then we change the animation to make flavour units.

Make it possible to have AND and OR prerequisites for units and techs.

Improved the efficiency of blockade to reduce the production or prevent the passage of enemy troops and or goods.

Make it possible to have more than 2 different types of barbarian. I think we need at least one for each era (the best would be 3 per era : one slow moving but stronger, one fast moving but weaker, and one naval).

Era-specific barbarians.

Introduce religions into the game. They would work a bit like governments (so the combination of religion / government gives unique bonuses). It would also be nice if a capture city retains for a while its former religion, and if unhappiness is linked to religion difference between population and owner of the city. To go with it, add a flag for units "can convert". A unit with this flag as a % of change to convert each turn one of the citizen into the owner religion.

Get a gold bonus when a trade route goes through your territory, commercial network (the programming knows that already for such a trade would stop in case of war). Trade route would then be either the shortest one or you could (even better but for latter I guess) choose it.

The ability to build bridges across single grid costal waters would be great though it maybe vulnerable to attack but that life....but its some thing thats needed specially if they add canals & real river travel...


Be able to edit civ aggressiveness for each era. A civ might be extremely violent and merciless in the middle ages, but very peaceful and loving in modern times.

The possibility to check a mod/scenario while in the editor (check if all links , pedia , etc.etc.etc are right , so that you dont need to start the game , and load the scenario just to get an error , and then do that again for every error you get)

Unit trading

Add munits in the package, including PTW munits.

Remove upper limit of 31 civs

Add a limit to the number of units of a given type you can have at the same time, to represent some unique elite force (for instance, only 1 immortal unit for Persia!)

Resources as prerequisites can be set so as they either have to be merely connected by road (the current system) OR they also have to be inside city radius, e.g. edit civ aggressiveness for each era. A civ might be extremely violent and merciless in the middle ages, but very peaceful and loving in modern times. ethnic unit localized creation.

embryodead
May 19, 2003, 07:01 PM
very good and comprehensive list! I hope they won't be thrilled by its size, especially that some things are really simple to do (from sort of retired programmer's view ;) )

zulu9812
May 19, 2003, 07:01 PM
If adding eras ain't in the XP, I will be mightily, mightily pissed off.

Klyde182
May 19, 2003, 07:56 PM
Yeah Zulu you tell'em how "WE" feel about IT!!!!!!!!! :mad:

Bobisback
May 19, 2003, 09:23 PM
Well if we demand it, and keep buging them I am sure they will add eras. I will be pissed off if they don't add it to XP.

Louis XXIV
May 19, 2003, 09:30 PM
I don't think eras or religeon will be in, but I guess it doesn't hurt to ask

I think the "Unit Class" is too limiting. You should be able to set the combat bonuses on a unit-to-unit bases (even if you have to manually list every unit it has a Offensive/Defense bonus against)

I didn't notice whether you had individual unit upkeep or terrain movement penalties for certain units (being able to select more than a "Wheeled" flag if you want 2 units to be restricted to different terrains)

Oh, BTW, instead of saying "Like Guerrillas in CivIII" don't you mean "Like Partisans in Civ2"?
Also, you can decide whether a unit can capture cities or not (the AI doesn't get attack or Defense strategies though). Do you mean the opposite? (Can only attack cities) or Do you mean making this have a use (by letting the AI use the Attack/Defense strategy)?

That's about it

Louis XXIV
May 19, 2003, 09:36 PM
Another thing:

A "Land Transport" AI strategy flag

Also, you might want to put AI strategies under its own heading (since it would probably be dealt with by a different person)

Colonel Kraken
May 19, 2003, 09:58 PM
I was messing around with my mod tonight and was thinking of something else I'd like to be able to do:

Add and/or Edit Worker Jobs.

Now, I know it sounds more complicated than it may be, but I was thinking some basic things could be added. Open up flags for existing worker jobs, such as "Is Fortress"; "Is Road"; "Is Irrigation"; etc. That way we could, say, duplicate an improvement called "Farms" that uses the flag "Is Irrigation". Using that hard coded information, we would have 2 improvements that increase food x amount (selected under Terrain: terraform bonuses). It could be cumulative. So if a square had both "Irrigation" and "Farms" (simulating the effects of modern farming for instance), it would produce a LOT of food.

That is the "simple" solution and would be imperfect. Better would be to unlock all the terraform, terrain improvement, worker action flags and add worker jobs at will. No new flags would need to added (although such a thing would be awesome, the list would be exhaustive). We would then have items added to the "Worker Jobs" tab that allow for manipulation of how much food, commerce, shields, etc. are added and whatever else effects an improvement can have.

This would be cool!!!


Thanks,

AK

Louis XXIV
May 19, 2003, 10:56 PM
I was thinking about that too

You could flag it with things like "fortress" or "Air Base" or "Road" (for road you could set the movemetn multiplier).

Then you could have the "improve food" AI strategy (I say this as a strategy because irrigation depends on the individual terrain type, so you would set the improvement as such)

Then you'd get the flag it so it is the ony thing that can be built (like irrigation) or gets built on top (like roads)

Rocoteh
May 20, 2003, 02:15 AM
ASW and AA factors to ships. It should also be
possible for air-units to attack ships in port.

An option to set "real" borders on the map.
Important for Scenario-creators.

Pasi Nurminen
May 20, 2003, 02:45 AM
They need to include an option to have simply political boundaries, as in SMAC. This cultural crap is the reason I play a lot mroe SMAC than civ.

Louis XXIV
May 20, 2003, 09:56 AM
I don't think they'd do that for an expansion

Smoking mirror
May 20, 2003, 12:31 PM
Hmm.. Lots of those ideas sound good, but I get the feel from Civv II that basicly when they made the game they had a list of all the things they'd like to do, & did as many as time and ecconomy allowed, the things that were left over (like a minimap in the editor, extra diplomacy options, extra civs etc...) were "left open", I.E not too heavily hard coded, and saved for potential add ons.

Many of the things on the list are just never going to make it in to the expansion, while others are almost definately going to be in.
The best thing would be if we could find out what the firaxis programing staff think that they might be able to do, and tell them of that list what we think is most important.

Say if they could add eras, or do five other things, we would have to weigh up the options, and see what people thought. Personaly I'm not much interested in adding eras, because I intend to do scenarios, with a limited scope and range, rather than overall improvement mods which are only limited by labour & programing.

Steph
May 20, 2003, 01:56 PM
I agree with Smoking Mirror. I don't really care about era (at first my tech tree was simply a huge one with 300 techs interconnected, without break for each era).
But other things seems fare more important to me. If we send a short list, we should be reasonnable. Why?
Let's say we send a list of 10 features, knowing that 5 of them are unlikely to be in (like era). They may simply discard them and say "OK guys, only 5 to do".
But if we ask for 10 reasonable featurers, perhaps they'll make 7.

Louis XXIV
May 20, 2003, 08:07 PM
I saw the thread Zulu made
( http://forums.civfanatics.com/showthread.php?s=&threadid=53845 )

There were a few things which I didn't think should be sent in current form

Introduce the notion of "unit class" (for instance Infantry, Cavalry, Armor, Air, Naval, Sub). Each units belongs to one of this class, and has bonuses against other class. exemple : Pikes have a bonus against the Cavalry class (but not the armor class!), Aegis Cruiser have a bonus against Air class, Destroyer against the Sub class, AT gun against Armor and MG against Infantry, etc.... The bonus could be attack and/or defense

Unit class might be too limiting. It would be better to have full control over combat against each unit.

Add a flag to tell if a unit can capture a city or not

I thought this flag already exists.
But the "attack" or "defense" AI strategies become grayed out.

Steph
May 21, 2003, 03:02 AM
I think the capture flag is used to capture units, like unprotected settlers. Does it work also with cities?

LouLong
May 21, 2003, 05:19 AM
I was just wondering what the Statue of Zeus' power is ?

It is supposed to make your troops powerful.

Does it put barracks in all your cities, or has it another influence ?

Raise HP, morale ????

Guess I am daydreaming.

BTW, they are recruiting beta-testers at civ3.com

Steph
May 21, 2003, 11:31 AM
Originally posted by LouLong
BTW, they are recruiting beta-testers at civ3.com

Where ? I did not see it

LouLong
May 21, 2003, 04:09 PM
Originally posted by Steph


Where ? I did not see it

No big deal, you are too busy with your mod and Cossacks units anyway. I will have to be the French beta-tester ;) :p :D

Kal-el
May 21, 2003, 04:15 PM
check the front page of CFC, you will find a link there.

sgrig
May 22, 2003, 12:46 AM
This was probably said before, but what I would also quite like is "synthetic resources". This means that a building which requires some strategic resources for operation produces a new resource, which could be either strategic or luxury. For example a steel mill requires iron and coal, but produces steel which is then required to make tanks and battleships. Similarly a chemical plant requires oil but produces plastic or synthetic rubber.

This shouldn't be too hard to implement, but would open up incredible possibilities for scenarios - now some countries could be providing raw resources, while others produce and trade produced good, just like in real life. This would also make developing industry and infrastructure in a civ much more important.

Bobisback
May 22, 2003, 06:22 AM
Originally posted by sgrig
This was probably said before, but what I would also quite like is "synthetic resources". This means that a building which requires some strategic resources for operation produces a new resource, which could be either strategic or luxury. For example a steel mill requires iron and coal, but produces steel which is then required to make tanks and battleships. Similarly a chemical plant requires oil but produces plastic or synthetic rubber.

This shouldn't be too hard to implement, but would open up incredible possibilities for scenarios - now some countries could be providing raw resources, while others produce and trade produced good, just like in real life. This would also make developing industry and infrastructure in a civ much more important.

Yes, we need to add this to.

LBPB
May 22, 2003, 05:57 PM
I had some requests too. :egypt:


- Like the cultural conversion to another civ work. I'd like to see cities making secession, and choosing to declare their independency against your empire (could hapen particulary if you have a too large empire)... :evil:
(This could also for hardcoded max number of civ, happen only if one starting civ as already be killed)


- Allow modders to create new workers (killing) jobs in the editor. Like Radar Tower/Airfield/Watch tower. :arrow:


- Allowing you to have more elaborated foreign diplomacy like Forcing 2 War Protagonists (wich doesn't include you of course) to make peace. Or paid a Civ to declare war alone (without you) to another Civ (sort of secret pact wich doesn't reveal your real intentions to the whole world) :vampire:

LBPB
May 22, 2003, 06:17 PM
I had some requests too. :egypt:


- Like the cultural conversion to another civ work. I'd like to see cities making secession, and choosing to declare their independency against your empire (could hapen particulary if you have a too large empire)... :evil:
(This could also for hardcoded max number of civ, happen only if one starting civ as already be killed)


- Allow modders to create new workers (killing) jobs in the editor. Like Radar Tower/Airfield/Watch tower. :arrow:


- Allowing you to have more elaborated foreign diplomacy like Forcing 2 War Protagonists (wich doesn't include you of course) to make peace. Or paid a Civ to declare war alone (without you) to another Civ (sort of secret pact wich doesn't reveal your real intentions to the whole world) :vampire:

LouLong
May 25, 2003, 03:33 PM
There is something I forgot.

I don't think they will give us civ-specific tech trees but I really wished we could make resources prerequisite for some techs. That way would enable a limited civ-specific tech tree, not so much because of a pseudo cultural behavior but linked to specific resources available.

Example : horses are a prerequisite to horseback riding. They were there already. Keeping on the example with American civs : that could lead to a very real simulation of the spreading of horses in the world. Horses enable you to learn horseback riding. Then if you exchange the tech with other people, another horse resource (call it bred horses) appear, allowing them to create mounted units. So these bred horses would not appear in America until there is a contact made with a civ from the Old World who has both the resource and the tech (simulating a certain kind of trading).

The celts would probably not research elephant riding unless they have reached and control elephant resources.
Etc, etc...

Memnojokasel
May 28, 2003, 08:12 PM
1. Trade Units, not only thatm resource-specific trade units like Oil Tanker for oil, etc. These of course would require a building in a city to build and have active routes. The Units would jus' patrol automatically between the two cities you want the trade route established. Cool, for WWII scenarios for German U-boats to really put a hurt on England's Lend-Lease supply line, which was really instrumental in the victories

2. Wall Street acts like a stock market on a by-turn basis. You use the Bank of {Civ} (your treasury) to make urself money to fuel research, unit-building, or even to use for/against another Civ diplomaticaly. Ever pissed off the Russians into have a war and then u beat them down only because their economy can't support it?

Memnojokasel
May 28, 2003, 08:18 PM
And...

Dear God! Make it so you can edit the years to be able to mod into specific days, months, years. Kinda like in Civ2

warpstorm
May 28, 2003, 09:29 PM
You already can edit the time scale in PTW.

GEChallenger
May 28, 2003, 09:36 PM
I'd like to see:

1) a "chance of dying" or "chance of losing a hitpoint" thing for terrains, sort of like how galleys have a 50% chance of dying in sea and ocean.
For example, units moving through jungle and mountains have a 10% chance of losing a hitpoint, and through desert and tundra they have a 5% chance of losing a hitpoint. This would simulate the difficulties of crossing such rugged terrain without proper supplies. Of course, there should also be flags in the units panel to make them invulnerable to these risks, and techs like Sanintation and Motorized Transportation should eliminate the risks.

2) a "Weapon of Mass Destruction" flag for units. When selected this would cause a rep hit when the unit is used similar to what happens when a nuclear device is used. This sort of flag would enable the use of realistic chemical warheads on cruise missiles. Perhaps the amount of a rep hit can be selected; for example the use of a large nuclear device will cause more of a rep hit than the use of a battlefield nuke (see below). Of course, Nukes could always be unchecked as "WMD" for certain scenarios, but I'm not too sure why someone would want to do this.

3) a "blast radius" selector for nuclear weapons. This way early nukes can only effect a single tile, while more advanced ones can devastate the typical nine tiles. This would also enable realistic tactical nukes that only kill units in one tile, or doomsday weapons that devstate a 50x50 tile area.

4) a "cannot attack cities" flag would be useful, that way battlefield nukes can't be used against enemy cities. This really isn't too important.

5) the ability to allow the construction of multiple small wonders based on the number of cities. Specifically, I'd like to be able to construct a forbidden palace-like "Regional Capitol" for every 8 cities I have. This can be done by making a buch of wonders with different names, of course, but having a Provincial, Regional, State, etc. capitol sounds silly.

6) an expanded number of resources allowed on random maps.

7) the ability to use enemy infrastructure during war. This way invaders can take full advantage of enemy roads and railroads for movement, making a scortched earth retreat a good strategy for defenders. This wouldn't diminish the effectiveness of a ROP, however, since you wouldn't be able to use roads and railroads without a ROP while at peace.

8) some sort of multiple diplomacy, that way three or four warring nations can all come to the bargaining table at the same time rather than having to negotiate individually. This would also allow someone to act as a mediator and broker peace between to warring nations. This might be difficult to implement though without messing with hardcoded stuff.

9) the ability to create a multi-civ military alliance (like NATO).

10) the ability to use allied airfields and move through allied cities. This would probably require a new sort of diplomatic agreement; perhaps an "Alliance" or something like that.

11) Finally, and I doubt that this could be done but I'll mention it anyway, I'd like to see the ability to mod in various culture- or civ-specific things. For example, a civ specific interface, civ specific music, etc. This would just be an option for someone who wants to create the graphics or music, but not included with the game.

Sheesh... I began this post intending to only say a few things, but I kept thinking of stuff. :p

Anyway, I don't think that 1-7 would be too hard to implement, but after 8 I don't think there's much chance. 11 is the most unlikely. I could be wrong, though. :)

Bobisback
May 28, 2003, 10:16 PM
Love your ideas GEChallenger:goodjob:

GIDustin
May 28, 2003, 10:54 PM
The thing with sorting buildings in the editor is that it messes up the buildings-small and large. Sorting units is the one thing that I want that I dont think has been mentioned. Sure the Multi-tool can do it but currently the multi-tool hates the fact that there are -0- spaceship parts in the MTG Mod . . . :D

GIDustin

Steph
May 29, 2003, 01:52 AM
Well, sorting thing in display and in the files is different. Look at CEC. The entries are sorted when you display them, but in the civilopedia.txt they appears in the order of creation.

Willem
May 29, 2003, 03:03 PM
Originally posted by Pasi Nurminen
Make the age of sail a helluva lot longer.

Easy to do right now. Set movement penalties for Sea and Ocean squares, then give Frigates etc. the "All Terrain as Roads" flag. Plus make Ocean impassable to wheeled units and give the Ironclad the "Wheeled" flag. Those two changes make the sail units valuable until Combustion.

Memnojokasel
May 29, 2003, 08:01 PM
Don't have PTW, so i didn't know that...

GEChallenger
May 29, 2003, 10:15 PM
Here's a couple of other things I thought of.

1) This really isn't for the editor, but it's something I'd like to have in the normal game: realistic precision bombing. Currently, precision bombing means that only improvements are destroyed. However, these improvements are selected at random. What I'd like is to have a list of improvemens in the target city pop up when I send a plane to bomb a city. The improvement can then be selected and the mission carried out, to fail or succeed as usual. For example, I bomb a city, and your military advisor asks: "Sir, what structure do you want to target?" followed by a dropdown list of all improvements in the city. You select one (say, a barracks), click "Bombs away!" or some other suitably corny phrase, and the bomber flies over the city. You then find out whether you succeeded or not.
What would be even better would be if some other building or populatin could be destroyed by wayward bombs; then you would take a slight rep hit. You would take an even larger one (but still not too high) if you intentionally target a civilian structure, such as a hospital or library.

2) This might be hard to implement, but it would be cool to have a list of names for units in the Civs panel, similar to the city list. You select a unit from a dropdown menue, and then you can type in a list of names to be given to any units of that type built. For example, American Carriers might have a list that goes
"USS Enterprise
USS Kitty Hawk
USS Nimitz
USS Carl Vinson
USS Theodore Rooselvelt
etc."

The first carrier to be built would be the USS Enterprise, followed by the Kitty Hawk, and so on. This would be a great "modders only" feature that would allow the use of historic units in scenarios and mods-- you could name Roman Legionaries "Legio XI Italica" and so on. Once the names were all used up, each unit would just be called by its generic name. If a unit of a certain type with a name was killed, then the next unit built would be called the "Enterprise II" or something like that. It would be a great feature, especially for modern scenarios.

Mawfia1
May 30, 2003, 01:24 AM
My Conquest Wish List:

1) Ability to add and remove eras from the editor...even if this means totaly screwing up the game, at least we were able to exercise our right to screw up the game.

2) This has been mentioned alot (hint...hint firaxis) but the ability to trade units. I actually thought of a more advanced system which probably has the smallest possibility of being added but anywho, what if instead of the pell mell trade this unit for that unit there was a third party that had ownership of UU construction for each country. Say for example American had this third party named lockheed or boeing and they had the rights to sell Technology initially developed in american territory, to other nations for a sum of course. American could of course block this thrid party from selling to enemy countries but not necessarily to neutral or friendly countries. You or any nation could then buy the technology or blueprints to other countries' technology. Also spies should be able to steal knowledge that would allow you to build other countries UU. And finally if a UU for a particular country is killed or captured there should be the possiblity of being able to reverse engineer that defeated UU and hence the ability to build it yourself.

3) This has also been mentioned by many others, but the ability to trade food to other countries and the ability to move food stuffs between cities in one's own nation...so Chicago is really down on their luck, no problem then my other city, New York has a surplus and can send their surplus to Chicago.

4) This is another one several others have mentioned but the ability to move planes and other air units civ2 style, or even more recently CTP style. At least, could we have it as a check box in the editor so we can choose the classic style or the way it is now (Im alittle short of begging on both knees for this one:cry: ).

5) This also is another one shared by other posters but we need the ability to set events so that we can make action-reaction driven senarios, otherwise you can kiss playing a decent WWII game goodbye:cry:.

6) I think giving us more options in the editor as far as the battle system is concerned is a definite plus. Ive said this time and time again we need the ability to distinguish each unit's advantages and disadvantages with every other unit in the game. This may seem a little tedious to some but its the only way to give us the control and playability we desire. Otherwise what is the difference between the flame thrower and a anti tank team provided by PTW. Besides the graphics none. We should be able to specify...okay flame throwers have advantage over other foot units (or infantry units) but not over units made out of aluminum, and for a aniti tank team they should excel against vehicles but be at a disadvanage against aniti personnel units like infantry.

So to sum it all up we can never have enough options in the editor. There is a reason why people still play civ2 and ill give you another hint its not because of the breathtaking graphics, its because we, you, me, and everyone else has the ability to change whatever there little heart could possibly desire in the game.

So anyone working for Firaxis if you ever do take the time to out of your busy lives to mingle with us common folk, please I could care less about giving us twenty or thrity more UU or LH, quite honestly I can add those myself (for free too:D ). Just give me things I cant add myself like the freedom to change anything I want in the game, and if thats too much try numbers 1-6:goodjob: .

Mawfia1
May 30, 2003, 02:15 AM
Well I just saw the list on page 3...and for those naysayers who do not think we should ask for the unlikely such as the option for eras I think it would be a grave mistake to think that the mostly unlikely is of therefore no consequence to the majority by eliminating from the what you already know a large precentage of the modders and posters want. Even if...I repeat my self even if we do not get the option to edit the number of eras we should still ask. That way they at least know what the majority want and so there is no question as to what should be the next goal for future patches, XPs, etc.

I didnt see this on the list and I think it is relatively simple or easier than giving the option of adding eras...I would like to see food as a tradable resources between civs an between a civs own cities.

Willem
May 30, 2003, 09:37 AM
Originally posted by Shady


Add armor values to make unit generations (not necessarily eras) highly distinct i.e. earlier generations have only a slim...like .01 percent chance of kicking some higher generation ass.


You can do that now. Just add some hit point bonuses in the editor for more advanced units. A Spearman with 3 or 4 hit points would never survive against a Tank with 6 or more.

Willem
May 30, 2003, 09:39 AM
Originally posted by stormbind
1. Allow marines to attack other ships, and capture prizes - just like real maritime warfare! I really want to do that :(


Privateers should have that ability as well. They did that alot in real life.

Civanator
May 30, 2003, 04:18 PM
Where can I get info on Conquest?

zulu9812
May 30, 2003, 05:05 PM
Originally posted by Civanator
Where can I get info on Conquest?

http://www.civ3.com...:rolleyes:

P.S. Please check out my sig and be sure to vote in that poll ;)

warpstorm
May 30, 2003, 05:17 PM
Originally posted by zulu9812
Someone had to do it...

We'll have a legitimate moan when it turns out that it won't be in the XP...



Considering that the beta disks are going out any day I think it's kind of late for a "legitimate moan".

Many of the things listed here are great ideas, but some of them would be very expensive to implement i.e. not a chance of getting them.

For example, more eras. Mike B said during PTW development that it would take a near total rewrite of the Civ3 code he got stuck with to allow for this. I'd be shocked if this was in. I don't see Breakaway rewriting Firaxis' code on a grand scale for this expansion. Little tweaks, sure. New rules and twists, yes. Major code rewrites, not a chance.

Sorry, hate to rain on your parade, but lowering expectations is the best way to be pleasantly surprised. :D

mrtn
May 30, 2003, 05:25 PM
warpstorm, as it seems you have some insight in the process, I (at least) would be only glad if you "rained" some more. :)

Willem
May 30, 2003, 07:10 PM
Originally posted by warpstorm


Considering that the beta disks are going out any day I think it's kind of late for a "legitimate moan".


Yes, that's crossed my mind as well. The fact that they're now beta testing means that any additions that will be in Conquests have already been decided upon and programmed. They're just making sure now that the changes are stable and/or not unbalancing to the game. We can "wish" all we want, but the decisions have already been made.

Mawfia1
May 31, 2003, 01:01 AM
Theyll probably end up making a couple of more XPs before they decide on what they want for civ4.

Dom Pedro II
May 31, 2003, 03:11 AM
What I would like to see:


Prerequisite Improvements for Units

Prerequisite Improvements for Technologies

Prerequisite Improvements for Resources

Required Government for Units

Ability to add Eras

Alteration to Required Governments option to allow selection of multiple governments like the "terrain" options for Unit mobility to act in an either/or type way. This way you can have two democratic-type governments build a democratic improvement, etc.

Alteration of Required Improvements option to allow selection of multiple improvements in an either/or type way. For example, with this you could set Coal Plant, Hydro Plant, Nuc. Plant, or Solar Plant as a required improvement as long as the city has any one of them.

Either/or option for Required Resources to allow for several choices rather than both be necessary.

Production Bonus ability for Technology

Specific Bombard to allow bombard units to only bombard sea units, land units, cities, etc., and it should allow for multiple abilities.

The ability to have different bombard animations if a unit has multiple bombard capabilities (i.e. a naval fighter/bomber can have a torpedo animation for attacking ships, and a normal bomb animation for attack land units)

Units with Sabotage Ability

Units with "Heal" Ability (to heal in enemy territory)

Ability for a Building to have a function only during war (or rather only when War-Time Mobilization has been activated)

Extend the Required Government feature to include the improvement's continuing abilities (i.e. change governments and lose the function of the building and the maintenance costs)

Ability to add more worker jobs (far-fetched no doubt) with a creative list of special functions that can be accomplished with the new tile improvements... i.e. add +1 food, +2 production, etc.

Toggle on or off the "sacraficing" of a worker when building Airbases, Radar Stations, and Outposts.

Unit-Specific Terrain Bonuses (or Losses for that matter)

Ability to remove troops from Armies

Ability to have Partisans appear around cities when they're captured.

Allow Small Wonders to have access to the options reserved for Wonders.

Expansion of "replace any improvements with this flag" option to allow for multiple flags for multiple lines of replacement for different types of improvements.

Ability to Attack City Walls and defenses specifically like how cannon used to be used against walls in the early Gunpowder Age.

Some kind of added defense/attack bonuses against certain classes of units would be good... i.e. +25% vs. mounted, +25% vs. foot soldiers, etc.



That's all I've got for now.

I'd also like to do something with submarines so that rather than be used against other warships, they would damage the economy of the enemy civilization. Don't know quite how that'd work though...

Dom Pedro II
May 31, 2003, 03:18 AM
Of course, I left out the most desired thing of all: EVENTS LANGUAGE!!!!



If I were to enumerate what I'd like to see for an events language, it'd take too long. It is sufficient to say that any events language would be a great improvement, but if possible, I want it to give access to almost any cause and effect possible in the game.

With this, I can make this game into what I always wanted it to be! :mwaha:

warpstorm
May 31, 2003, 08:47 AM
Originally posted by Mawfia1
Theyll probably end up making a couple of more XPs before they decide on what they want for civ4.

I agree. This is a lower cost, low risk option for Atari, I don't see why they wouldn't do it this way. Besides, nearly everyone at Firaxis is busy on other stuff for the next few years anyways.

warpstorm
May 31, 2003, 08:51 AM
Originally posted by Dom Pedro II
Of course, I left out the most desired thing of all: EVENTS LANGUAGE!!!!


Don't get your hopes up. I seriously doubt that this'll happen. This is the kind of thing you should plan into the code from the beginning (even if you don't expose it right away). It's hard (this can be read as expensive) to put something like this in on code that's been around for years.

I do have to agree that it'd be the ultimate addition. I just don't see it happening for Conquests.

Dom Pedro II
May 31, 2003, 12:34 PM
I don't see it happening either, but its a wishlist, and its what I would like to see...

warpstorm
May 31, 2003, 02:08 PM
In that case, I want to see it too.

sgrig
Jun 01, 2003, 04:19 AM
Originally posted by warpstorm


Don't get your hopes up. I seriously doubt that this'll happen. This is the kind of thing you should plan into the code from the beginning (even if you don't expose it right away). It's hard (this can be read as expensive) to put something like this in on code that's been around for years.

I do have to agree that it'd be the ultimate addition. I just don't see it happening for Conquests.

Events language was added to Civ2 in the first expansion pack, and then considerably improved in following XPs. So if it was possible to add an events language to Civ2 in an XP, I don't see why it's not possible to do for Civ3.

As the name suggests, Conquests is mostly scenario-focused (as was Conflicts in Civ XP for Civ2), so I hope that when designing scenarios Firaxis will realise that it's impossible to have a really good scenario without events and will create at least a basic events language, which could then be improved in other XPs.

Grandraem
Jun 01, 2003, 11:48 AM
Someone told me it's already here, but I suppose it's worth saying again:

I'd like Civ-Specific Armies and Leaders, Naval and Air Armies.:D

warpstorm
Jun 01, 2003, 12:07 PM
sgrig, like I've said before, adding an events language isn't impossible, just expensive. I don't know that Breakaway was given enough time, money, and leeway to do something of that scope for Conquests.

One big difference between Civ2 and Civ3 was that the developers were also the publishers for the project. It was their own money they were using so they had control of schedule and content. As it is on the Civ3 line, Atari controls the money, the schedule, and (I hope to a lesser degree) the content that gets put into the Civ3 line.

sgrig
Jun 01, 2003, 04:08 PM
Originally posted by warpstorm
One big difference between Civ2 and Civ3 was that the developers were also the publishers for the project. It was their own money they were using so they had control of schedule and content. As it is on the Civ3 line, Atari controls the money, the schedule, and (I hope to a lesser degree) the content that gets put into the Civ3 line.

I see, I didn't know this difference. Thanks for clearing this up! :)

GIDustin
Jun 05, 2003, 08:44 AM
Actually, I would like to see EVERYTHING civ specific. Interface, advisor names, advisor graphics, King unit, Great Leader unit, "Captured" unit, etc. It isnt going to make any sense in the MTG Mod without those things. The "giants" get a great leader who looks 1/2 the size. The Dwarfs get a leader that is twice their size, just doesnt make sense. The "Undead" get a leader that looks alive . . . :crazyeye:

Also the capture unit. If I capture a goblin worker (using a flavor animation), he then turns into a regular worker. I scared him outta his skin . . . :crazyeye:

Maybe to implement this (*looks around for ATARI staff*) have a folder in the Art folder just for this stuff, and in that folder have folders for each civ name. Then just like the PTW Search folders, it would search like this:

Current Mod's Folder for Current Race "PTW\MyScen\Art\Flavor\Goblins"
Current Mod's Folder "PTW\MyScen\Art\"
PTW Search Path Box "PTW\Snoopy\" :p
PTW Default "PTW\Art"
Civ3 Default "Art"

Then if I have a "Worker" folder in the "Art\Flavor\Goblins" folder that contains the goblin-looking worker animations, the Goblins worker will look like that in the game but everyone elses will look regular. Then you also only need 1 unit in the BIX "Worker" and not one for each civ "Goblin Worker, Elven Worker, Druid Worker, oh my".

Oh, I babble, a thousand pardons and a plate of mashed potatoes.

GIDustin

Sa~Craig
Jun 05, 2003, 11:44 AM
my one and only request (at the moment)

when you add things in the editor it automatically updates the PediaIcons and civilopedia because its so annoying having to fiddle through all the text files

LBPB
Jun 06, 2003, 03:21 AM
this should be an option in the new XP. In the Tech editor, an option "Can't trade this particulary tech.", this should allow us to make Civ specific techs... :scan:

BoHanDeZ
Jun 08, 2003, 03:26 AM
***Uhm... Sorry for the Double Post***
***I just clicked the button twice:) ***

Now i've got an idea concerning the unit classes
it could be done as the tech tree
And have a structure like this:....

***See Next Post Please ***

BoHanDeZ
Jun 08, 2003, 03:26 AM
Now i've got an idea concerning the unit classes
it could be done as the tech tree
And have a structure like this:


Land Units->Melee->Blades->Swordsman
Land Units->Melee->Pikes->Pikeman

Land Units->Short Range->Longbowman
Land Units->Long Range->Cannon

Land Units->Mounted->Melee->Knight
Land Units->Mounted->Short Range->Keshik

Sea Units->Subs->Submarine
Sea Units->

Air->Land Based->B-52
Air->Land Based->Carrier Lander->F/A -18

So every Tree Node has its pros and cons

for example
All air units can't move
All Land based have rebase command

But All Land Based AND Carrier Lander could also land in Carriers

And so on...
Also units could have specific anti-unit capability , because ontop of the tree are the actuall units

zulu9812
Jun 17, 2003, 05:01 AM
guys, if you haven't done so already, you can vote in the poll on GIDustin's website - just click the link in my sig

Ekmek
Jun 17, 2003, 08:50 AM
Maybe we should add the updated list to the first post?

My big request: Resource editing! So in the editor you can name resources, i.e. saudi oil but it still is a prereq and tradeable like oil
Make resources obsolete so the disappear after a certain tech AND/OR the resource disappears after a certain number of turns when connected to a city, this also customizable in in a scenario like the name(i.e, texas oil lasts longer than pennsylvania oil)

For UNIQUE GRAPHICS this is a possbility though I like GIDustin's suggestion:
1) I'm for adding file paths in the editor for unique graphics, i.e.
a) pull down on the unit tab for each unit where you pick the civ and next to it you type in the civlopedia path for the graphics (so you dont have to create totally new flavor units). Or something similar/better if 32 pulldowns is a pain

2) For civilizations
a) file path for city styles (so you dont even have to add new cultures)
b) file path for buildings, citizens etc. also

3)

zulu9812
Jun 25, 2003, 06:57 AM
perhaps a mod could move this to the Civ3 Conquests - Requests, Fixes, & Changes (http://forums.civfanatics.com/forumdisplay.php?s=&forumid=107) forum?

LordAndromeda
Jul 25, 2003, 08:25 PM
what about a future era? sure its more along the lines of activision's civ series but underwater cities, space stations, and omnipotent AI's always make 4 fun play! u can allow players to set starting and ending eras to play only the 1's they want so if they aren't scifi fans they can "end" in the modern age.

Sickman
Jul 26, 2003, 07:09 AM
Better AI...

AI that understands the use of precision attacking and just not rushing everything they got against odd target. Example I have had many times almost defenceless city very close to another superbly defensed city and AI just keeps hitting it's head to "fortress city" instead of that weaker city. It seems they lack the effort when it comes to choosing the weakest point.

AI that understands land transports, uses artillery (especially long ranged) effectively, understand the difference between attacking/artillery values withing the same unit and uses them both. AI that really builds naval units...

And what is done with those wonders in conquests that can add commerce just like some did with culture...how about also some buildings that could add shields to city production instead of "factory bonus".
Also buildings that can produce certain resources Example gunsmith allows saltpeter (raw resource) to be produced into gunpowder (produced resource).
Units that need certain building so they can be produced. Example Stable allows producing "horsed units" etc.

Resources that are movable or trade routes. This effects strongly the strategic value of resources and the need to protect the trade routes (also sea).

mrtn
Jul 26, 2003, 08:21 AM
Originally posted by zulu9812
perhaps a mod could move this to the Civ3 Conquests - Requests, Fixes, & Changes (http://forums.civfanatics.com/forumdisplay.php?s=&forumid=107) forum? zulu, the mods don't read every thread. Not even if you post in them. If you want them to do something, send a PM.

zulu9812
Jul 26, 2003, 08:54 AM
at the time, it was also a sneaky bump :p

Dom Pedro II
Jul 26, 2003, 02:03 PM
As I said before, I'd like buildings that have special "War-Time" effects during full mobilization... adding more taxes, production, etc.

And I know that I've definitely had times where the AI targetted my weakest cities. And at the very least, they seem to be pretty good about getting on the weakest player... normally I'll see all of the more powerful civilizations cutting up the poor, defenseless ones... which makes the most sense, but at the same time, it means I rarely get those cool World War I/II style battle royale wars.

tjedge1
Aug 09, 2003, 12:13 AM
Would it be possible to get more than 8 civs in a multiplayer game? Or would that crash when 30 civs move at once? :eek:

zulu9812
Aug 09, 2003, 02:16 AM
PTW MP is hard-coded at 8 players

tjedge1
Aug 09, 2003, 09:22 AM
I know PTW is hard-coded. But since it is a wishlist....
Maybe 16 civs? in the new XP.
I understand this is unlikely as to time and cost, but that is my wish.

Ekmek
Aug 11, 2003, 09:14 AM
Zulu are you compliling the requests and putting them at the beginning for a comprehensive wishlist?

zulu9812
Aug 11, 2003, 03:44 PM
no, but check out my sig for a poll you can vote in

Nagash
Sep 18, 2003, 10:40 AM
23. Era-specific barbarians.

A very good idea!
I'd often thought about it too ... :D

:thumbsup:

Raah17
Sep 23, 2003, 07:57 AM
Forced Dimplomacy: I d like to see an improvement on the diplomacy , be able to threaten warring nations into quitting without having to go to war, apply a "suttle" pressure...

Mobilize
Sep 28, 2003, 02:10 PM
Well I haven't posted since June. Anyways, I'd there to be revolutions, rebellions, and civil wars all over the world. I mean, most of the countries in the world were created by this. The coolest thing would be fighting against rebels or revolutionaries inside your own territory.. it'd add some great realism.

I also like the idea of naming regions, this would make it better when a civil war happens because they can name themselves using a root from the region name or whatever.

I'd also like to see more United Nations gameplay.. like passing resolutions, voting for war, etc. etc.. it would make the late game much more interesting.

I'd also like to see the ability to change your leader nam