Civ III: Conquests Patch Fix Request

Tavis

Firaxian
Joined
Jun 2, 2003
Messages
146
Starting this thread for a listing of things to address with the final update.

Stickied to keep it easy to find. ;) --Padma
 
Thanks - Even beyond bugs, simple modifications that add significant improvement to the game will be considered.
 
Is it possible to turn the governmental corruption rate from a few levels into a numeric scale that read from 0 to 100%? Also, separating corruption into shield and trade corruption so that each could be set to a different level would be great. Thanks.
 
I'll bite. Making it so if you try to run the game without a graphics, sound, or text file it won't quit but continue on just not showing it like it did in vannila civ. I personally don't need the flics but it won't run without them.
 
If possible to make an option in the editor to turn off the ability to destroy cities, for the use with scenarios.
 
Sorting of stacks of units needs sorting:

When you open up a stack of units and try to select individual items from the list, it keeps jumping up and down like a frog on drugs. C3C is at least trying to sort the stack (unlike PTW) but units of the same name are not being sorted properly.
In PTW I think they were sorted by unit unique id only. Now they appear to be sorted alphabetically within unit type. What I think is needed is that they should be sorted by unique id within alphabetic name within unit type.
This I believe would stop them jumping about.

One further request on this – please, please, please also stop further jumping about when you introducing/eliminating the words “Fortify…” and “Wake….” at the foot of the list.
The way round it would be to always have a space available for these words at the foot so that the list doesn’t jump up and down as you select units from the stack above – the words ‘fortify’ and ‘wake’ simply appear or disappear as needed.
PS I personally think people would find “Fortify 0 units” or “Wake 0 units” preferable to the jumping list.
 
Here are some suggestions that would be very valuable and I'm guessing (hoping?) are not too much work to consider:

* Enable Collateral Damage flag for bombarding units, so if checked, will have some chance of destroying buildings/pop as in PtW.

* Possibly turn off defensive 0-range bombard when collateral damage flag is checked (using the bombard value here is really a hack/overloading of the variable, I don't believe that the barbarians civs in FoR really should have defensive bombardment just because we want them to cause collateral damage when attacking)

* Enable Stealth Attack for air units (the F-15 has the stealth attack flag checked, but it does nothing -- it should work the same way as stealth attack for land/sea units)

* Show the HPs remaining for every unit in the stealth attack pop-up, so you can target the weakest unit in a stack of the same type of unit.

* Add a 'same unit' choice to the list of 'enslave to' options so you can have the enslaved unit stay the same type (useful for boarding/capturing ships, or for mind-control/invasion of the body snatchers type mods)

*Temporarily skip battle animations while the SHIFT key is held down, even if the preferences are set to animate battles (similar to holding down SHIFT during the AI's turn prevents movement animations from showing even if the prefs are set to animate movements)

* Add a "requires tile improvement" dropdown for tile improvements in the editor (barricades require fortresses, railroads require roads, etc) instead of hardcoding prerequisite terrain improvements.

Oh, and I'm sure this one is not a simple fix, but I'll add it for completeness' sake:

* Stack bombard.

:)
 
There seems to be a difference beetween the German and the English version of conquests concerning feudalism and building maintenance.Free building support was dropped for AI reasons, but in the German version theres still the editor flag for free maintenance set.
 
Here is another request:

When you select a unit in a port and ‘L’ to load it into a ship, it comes up with a list of ships and allows you to select which one you want the unit to go into.
The details shown on the list are just not enough for you to make a proper decision. You should also show the hp’s and movement left for each ship. When you have a number of ships carrying units back and forth between close by islands, you need to know the exact ship you want to use.
 
Add the ability to determine how much gold is generated by tourism. I can't find this information.
 
Originally posted by Tavis
Thanks - Even beyond bugs, simple modifications that add significant improvement to the game will be considered.

This fits into the "Not a bug, but a simple modification" department ;)

I would like to see the defensive bombardment ability that was added to Civ3 Conquests included in the actual conquests for archer/longbow type units. I thought that was a great addition to the epic game, and encourages some combined arms thinking, as well as giving ranged weapons a defensive capability. (I've always thought archers should be better at defense actually, the thought of a charging wave of archers on the offensive never seemed quite right, but that would be more than a 'simple' modification!). However, the defensive bombard is a step in that direction, and makes a lot of sense.

Since it is now a 'standard' ability for all archer/longbow and derivative units, why would it not also be reflected in the individual conquest scenarios? It seems to me the point of the scenarios is to showcase specific eras, with a focus on the warfare of the era. In many cases, standard units get added capabilities (Legions building roads, Curragh transport, etc), which it should, since this is a 'zoomed in' or enhanced look at specific eras. But I don't think that what is now a standard ability should be removed. I don't see how it would be unbalancing, as it was considered balanced enough to include in the main game.

Also, I know I could easily add it in the editor, but it just seems to me if it is now a standard ability for those units, it should be included in the 'official' conquests. I started a thread Here regarding this, but thought "hey, you asked for suggestions, here you go!" :)
 
First, one of the things I like most in CIV in general is not knowing the land I'll get. With the conquest scenario, I can't enjoy this.

Second, being a father, a husband and a hardworking person, I don't have that much time to play civ, so I always choose tiny or small maps. That too is not possible with the scenarios.

So is it possible to have a random generated map, or different map sizes for each scenario?
 
Originally posted by HannibalBarka

So is it possible to have a random generated map, or different map sizes for each scenario?

Open up the .biq file for that scenario and uncheck the 'custom map' option, which is under the 'scenario' options. (Be sure to save it as a different name in case you ever want the original map back, you won't have to re-install).

The .biq files for the conquests are in the C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Conquests folder.
 
What I really really would like to see added to the game are options for the worker automisation. I know that we can always manually control every worker, but for me it feels a little bit to tedious. What I mean would be something like this:

- roading all instances of a certain terrain type
- irrigating all instances of a certain terrain type
- mining all instances of a certain terrain type
--> each of these within your borders off course

What also would be very helpful, is rally points per unit type and per city.

- I don't want my workers and settlers to go where I sent my Knights
- I don't want my freshly built spearman in a frontier city to go to the other side of my empire and leave my recently built city undefended.

I know that all of this can be done manually, but IMHO if you add the possibility to automate something, it should have at least more possibilities.

Greetz Jurimax
 
Might you please (pretty please) implement a flag for unit attrition at some point before the release of Civ 4? It seems that the pieces are there: units can already suffer loss from disease, and it can't be difficult to count distance from cities/roads/colonies/forts.

Please.

And maritime colonies (exploitation of distant maritime resources) too, so there's a reason for naval warfare.

That's all. Just those two things. I beg you. I'm begging here.
 
Please add an option in the editor to pre-load transport ships with troops. Currently, only carriers can be loaded with aircraft - loaded ships are essential for many scenario ideas :)
 
For bugs, I can't imagine anything better than Bamspeedy's list in the bugs sub-forum ( http://forums.civfanatics.com/showthread.php?s=&threadid=70063 -- already referenced) This is very cool and clear and well-organized. I have some quibbles with classification (RR to city bug I would classify as moderate not minor, but things like that are just tiny details.)

Small modifications:
- Put battles without animations back to quick show of hps drop, like it was pre-C3C (or make an option for this in preferences). Lots of us liked this the way it was before.

- Remove the added one turn of anarchy (not sure if this is a bug or a feature, but anarchy's frustrating enough without it being +1 turn universally). This also limits experimentation/playing with the new government types, as the change is now almost never worth it.

Might be more involved but cool modifications:
- Make worker purchase only available with a certain tech. In the Epic game, I would have this be map-making or writing. In the conquests, it would necessarily vary but shouldn't be immediately available. This eliminates a few exploits, is natural, and fits with a lot of the rest of Civ3.

- Eliminate reputation hits from the death of a civilization. There are other problems with reputation that are much harder to solve, but this one seems easier. If a deal is broken because a civ no longer exists...no rep hit. It "seems" like this particular one should be relatively straight-forward.

- Make army units culture-flip proof. That is, a city with an army defending it (a true army, probably generated from a military great leader, not just a bunch of units) will never culturally defect to another civilization. This is keeping with the C3C trend of improving army effectiveness and can eliminate significant player frustration. Losing 20+ units I can handle -- losing an irreplaceable army is just a bit too much to take.

And one more plea to not break the game by changing the combat system....

Arathorn
 
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