Copies from another thrad.
Here are a few ideas for "fixes". I can list plenty other ideas for improvment based on the list I made when I exchanged with Firaxis to get the source code.
It's in a doc I made in 2008! 6 years already.
- Problem with the display of resources when there are to many (some “disappear” in the advisor screen)
- Units that can trigger a golden age can't go obsolete if you've not had a GA. Make it optional.
- A unit with hidden nationality and "0" defense can't be attacked
- Naval units can be rebased onto an airfield and can heal
- The “Resource Overflow Bug”, which only allows scenarios a maximum of 31 resources, otherwise free resources may be given out to certain cities with access to a resource which are not connected to the capital
- AI Agression levels 1&2 and 4&5 seem identical
- Fix “Disease Cured With” option
- When an invisible unit is attacked (submarine for instance):
• If the two civs are at war, battle, with an ambush bonus for the invisible unit
• If the two civs are not at war, then the invisible unit is revealed (for one turn), and the movement is cancelled.
- Chance of withdrawal based on speed difference (so a unit with 3 MP can withdraw from unit with 2 MP) --> this one would be AWESOME
- Glitch with the "fortify" flag, where a unit that can't fortify cannot sentry.
- If a unit can't fortify, the button is not there, but the unit can still be fortified with the contextual menu
- Make Scientific Leaders work
- Fix bug where Barbarian camps appear on map despite being turned OFF in the editor
- Fix bug with the immobile units and the "Load" flag; there is long standing belief among Civ3 vets that the "Load" flag in the AI Strategies, one that's needed in order for units to "Fortify" (noted elsehere, too, in this proposal), is the main culprit for games locking up/freezing or lagging really badly.
- Fix the bug in the "Reverse Capture the Flag" mode where civs alligned with one another exhibit very poor behavior in terms of actually returning the 'flag' units back to their respective VP locations (they'd be sent to the 'nearest VP' irregardless of whether said civ owned it).
- Change the "ignore terrain", which is useless (or all units need at least 2 MP) into a "preferred" terrain that would give movement and Combat bonus. Add cities in the list.
- Give a withdrawal chance to each unit (variable, instead of depending on MP)
- Fix bug where worker units need all worker actions checked if it is to be used properly by the AI
- Correct the placement of resources when there are to many of them
- The "OFF" button for "Corruption & waste" doesn't work
- Fix "Cures Disease on Flood Plains" bug
And these are mosty the "fixes", I have much more small / medium / large improvments in my list
I'll post more later.
If you manage to make some of them, maybe I'll come back to civ3!