Civ III: Conquests Patch Fix Request

Messages that appear on-screen during MP consist of two types:
1) Game messages.
2) Text typed between players.

These messages will be displayed for a certain duration, and then they automatically disappear. However, for text typed between players, I very frequently miss messages because I am in the city screen or something like that. Therefore I have a request for an option (either as preference, or through the INI file) to do one or more of the following things:

1) Have an option to always display the queue of messages, i.e. disable the time out.
2) Have an option to set the time out value (in millisecond) in the INI file.
3) Have the option to set the size of the on-screen message queue in number of lines above and beyond the current 8 (?) lines.
 
Originally posted by Colonel Kraken
Please, Please, PLEASE add a selector in the Units tab in the editor that allows us to have different upkeep costs for different units independent of Government type!

This has been asked for over and over. Please, Please, PLEASE!

--CK

1) Making an aircraft carrier more expensive than a warrior is much needed. I hope this request is not forgotten.

2) Colonies should have harbors

3) Era specific barbarians (I'd also like culture specific barbarians, meaning what they are close to produces certain units but i figure thats too much new code)
 
Idea about balancing Statue of Zeus:
Why not make wonder obsolete with Monotheism?

It goes well with flavor, and still leaves enough time to build good number of Ancient Cavalries.

If, on the other hand, this solution looks to harsh, maybe adding ability to upgrade Ancient Cavalry to Knights could be added to compensate.
 
Different upkeer for units would be really nice to see, a must! I hope this is added.
 
Originally posted by EmperorJay
I've read trough almost all posts, so I might have missed this.

What I would like to see is to see the AI attitude towards me in the Diplomacy screen. (Not the Diplomacy Adivisor).

I agree this would be nice. Currently this is possible by moving the mouse pointer over the leader pic. You will get several pieces of information if you move you mouse back and forth over the pic in the diplomacy screen.

But, yes, this should be more obvious.

--CK
 
I'm really not sure if this is possible, but you would certainly think this would have been implemented from the beginning. For some resources (and certainly for resources added in mods) that exist on "overlay" terrain (like forests, swamps, jungle), it would be very nice if the resource would disappear if that overlay were removed (chopping a forest, clearing a swamp).

To me, this only makes sense. Right now you have the phenomena of fish existing in grassland (after a swamp has been cleared), so on and so forth.

It seems only right that the resource would disappear after the overlay is removed.

Thanks,

CK
 
Originally posted by denyd
What would be really nice is a single screen with the AI names (or icons) across the top and on the left what you have to trade and on the right what they have to trade (just like the current trade screen) and when you move the mouse over the AI icon both screens change. By clicking on the AI icon you can propose a trade. This would be so much easier and faster that having to 'visit' each AI and click on propose a deal each turn. Just one screen with mouseover updating versus the old way of 10+ AI selections and 10 clicks on propose a deal with the associated screen changes.

Thanks for listening

:beer:

1) I echo this request... Probably the number one most annoying thing for me is visiting all the AI players one by one to make sure they're kept happy and I'm kept abreast of any new tech's, GP, luxuries, and resources they might be willing to trade from one turn to the next.

2) I know SirPleb requested that citizens in a city not be reassigned automatically for milking purposes, but this is actually something that truly annoys me as well, and I've never even "milked" a game... I'm not that good yet ;)

3) For C3C, the inability to set up more detailed diplomatic stances actually really surprised me. That is one of the primary differences that still sets Civ3 apart from other games like Freeciv: the diplomacy aspects of the game. Give more tweakability to make unalterable or controlled alliances/hatreds/etc. amongst the player and the AI, and the AI and AI.

Thanks for listening!
 
Originally posted by denyd
What would be really nice is a single screen with the AI names (or icons) across the top and on the left what you have to trade and on the right what they have to trade (just like the current trade screen) and when you move the mouse over the AI icon both screens change. By clicking on the AI icon you can propose a trade. This would be so much easier and faster that having to 'visit' each AI and click on propose a deal each turn. Just one screen with mouseover updating versus the old way of 10+ AI selections and 10 clicks on propose a deal with the associated screen changes.

Thanks for listening

:beer:

1) I echo this request... Probably the number one most annoying thing for me is visiting all the AI players one by one to make sure they're kept happy and I'm kept abreast of any new tech's, GP, luxuries, and resources they might be willing to trade from one turn to the next.

2) I know SirPleb requested that citizens in a city not be reassigned automatically for milking purposes, but this is actually something that truly annoys me as well, and I've never even "milked" a game... I'm not that good yet ;)

3) For C3C, the inability to set up more detailed diplomatic stances actually really surprised me. That is one of the primary differences that still sets Civ3 apart from other games like Freeciv: the diplomacy aspects of the game. Give more tweakability to make unalterable or controlled alliances/hatreds/etc. amongst the player and the AI, and the AI and AI.

Thanks for listening!
 
Although this might have been requested previously (didn't learn the whole thread by heart...):

I would like to have two closely linked things, which as I guess wouldn't require much re-balancing:
1: I would like to have UU's consume the same amount of shields as the unit, they replace. I mean, a Unique Unit is a specialty of that very nation and replaces for instance the swordman. So it should cost exactly the same as the swordsman does. Or just take the Javelin Thrower as example. Does cost 30 instead of 20 for the spearman. That is 50% more. Ok, it has both, double the attack strength and the enslaving, but for that it is a UU.

2: to balance proposal 1), I would suggest just to multiply all attack and defense values by 10. That would allow for greater diversity then because there would be space for more fine-tuning in those stats. So, in the example above the Javelin Thrower could be reduced to 15 attack points, just to make it more balanced against the spearman, which would have 10 attack points then.

#2 I would especially like in the area of ancient and medieval naval units. Take the Dromon with 2/1/3 and transport of 2 and lethal sea bombardment at a cost of 30. And now compare it with the Frigate: 2/2/5 with no transport capability, no lethal bombardment and costs of 60! Ok, the Dromon is limited to coastal waters, but since the autopathing makes mostly use of excactly those waters.... :confused:
A Dromon will always have a good chance when attacking a Frigate! :eek:
Another example are the stats of the Galleon vs. the Privateer: Galleon 1/2/4 with 4 transport at costs of 50. Privateer with 2/1/5, no transport at costs of 50 as well. The Galleon has a 50% chance to survive a Privateers attack! And the Frigate is not better than the Galleon, as far as defense is concerned.
In this area I see an absolute mismatch of the stats.

Any comment welcome.

[edit] typos
 
1. In the city view. A count of wasted sheilds and productive shields as separate numbers. Same for Science and cash.

2. Option to turn off corruption so players can play and conquer like CIV I

3. Right Click / Wake Offensive Units. Slide/side menus to wake/all, fortify/all by type of unit.

4. Offensive units wake when they heal in a city.

5. When war breaks out, a global Wake all offensive units"

6. Group Bombard. Also, when you have catapults on SHIFT+B bombard. They dont stop if there is a fortified defensive unit on the square. Makes bombarding/seiging a city more automated.

7. Prevent automated workers walking across other CIVs land to make it to a distant City of yours. They must stay within borders unless manually controlled.

8. Rally point per type of unit.

9. Warning at beginning of turn for undefended cities.

10. Changing government takes too long sometimes. It should be a small or standard size. Not years!

11. (Civ4?) Allow workers to work in a city to help production....even wonders. 1 Shield/turn.

12. Unload units from armies. Upgrade units in armies.

13. Able to select the unit colour of your CIV

14. Have automatic action happens absolutly last

15. Able to save build queues. For conquered cities i build, Temple, Library then barricks. When adding say 3 settlers to the build queue. Make it so the list stops moving. It moves to spearmen if i click too fast.

16. Bring back in the right click list, the ability to see which units have already produced a leader. Units that produce a leader could be demoted to veteran so they can produce another leader down the track (Whats the diff?).

I better stop now and give someone else a chance to speak :lol:
 
I'd like to have a combat stats page added ala Civ II. I enjoy keeping an eye out on my kill ratio, to make sure the other guys are dying a whole lot more for their countries than we are for ours. :D
 
Originally posted by Commander Bello
1: I would like to have UU's consume the same amount of shields as the unit, they replace. I mean, a Unique Unit is a specialty of that very nation and replaces for instance the swordman. So it should cost exactly the same as the swordsman does. Or just take the Javelin Thrower as example. Does cost 30 instead of 20 for the spearman. That is 50% more. Ok, it has both, double the attack strength and the enslaving, but for that it is a UU.
I'm gonna quote myself from another stickied thread. I was answering to some people asking for a 15-shield Enkidu.

No, no, not again !!! Please keep the enkidu at 10 shields ! Hoplites cost 20 shields, not more than a spearman, so why should it be changed for those nice units ? At least make warriors available for Sumeria, so that I can have the choice to build either enkidus or warriors.

More generally, as I have already said many times (sorry, Chieftess) : a nice option would be to allow every civ to build both their UU and the standard unit it replaces. Some civs won't need this option obviously, ie. all the civs that have a UU that is better than the standard unit in any way : hoplites, immortals, riders... But a lot of civs need this option : Mongols (the Keshik is feeble in defense), Arabs (ditto with the Ansar warrior), Celts (Gallic swordsmen cost more than swordsmen), Sumeria (Enkidus replace the warrior but (fortunately but crazily) upgrade to the swordsman, so no swordsman massive upgrades for Sumeria), Incas (no comment)... and so on...

I'd like a designer to comment on this subject. Thank you very much.

I'd like either of these :
- Make all UUs slightly better in any way (currently not always the case) and don't allow standard units (currently the case) ;
- Make all UUs really better in some ways, a little worse in other ways (defense, upgrade path...) but let them cost more (not always the case) and allow standard units (not the case) for a flexible use.

I mean : we know Persian immortals aren't in Civ what they really were, ie. some kind of elite soldiers who would be part of an eternal 10,000-unit army. Even with this misdesigned unit, surely the Persians wouldn't always build "better" swordsmen in those times ? In corrupt cities they would build standard swordsmen that cost less... (Persian immortals are a bad exemple in Civ, because they are superior to swordsmen in any point, but you get the idea.)
 
Originally posted by kszyhoo
I would be very happy if i could see computer moves in hotseat games.

Optional combat replay (possibly even a visibility report) would be a killer feature for hotseat/PBEM, nice for those players who are slotted first (and for last player in case of human fights).
:yeah:

Then again, first player(s) can still discover techs first and trade stuff first - random player turn order might *adjust* this issue, though.
 
I have noticed a dramatic drop in the availability of strat resources. I have played two large pangea maps with the 1.12 patch. On both maps, there were only 5 horses and 6 iron. When palying against 10 civs, that sucks. All of the important resources were very low. is there a way to fix this?
 
Time

Could you please place the current time in the bottom right panel.
 
Originally posted by valamas
Could you please place the current time in the bottom right panel.
Please make it optional - I do not want to know that it's 4:00am on a week night and I've forgotten to eat again. I'll go to bed once the Hoover Dam is complete!
 
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