Civ III: Conquests Patch Fix Request

1) Here's a simple one: Please alphabetize the civs on the setup screen.

1a) If possible, after the civ name, their 2 traits (abbreviated to 1 or 2 letters) eg.
Byzantine - Sc, Se
India - C, R

This helps selecting the opponents, if I want a game with all militaristic civs, for example.

2) After a right clicking a stack, the option to "fortify all units" is not available if only 1 unit can be fortified. Please make this option available always. It's irritating to not have that option available with only 1 unit to fortify.

3) Thanks for alphabetizing the stacks of units in C3C. Now, if all units in a stack are fortified, can you find away to let us just activate only units of a certain type, rather than activate all units?

4) Add an explanation to the civilopedia about what a "wonder" victory is. Add an explanation to the culture victory that you need to be 2x 2nd place to win by overall culture (besides x # of points)

5) Why is Japan the only militaristic civ to receive Wheel instead of Warrior Code? The reason is because in original Civ 3 there were 2 militaristic and religious civs. Japan got the 'wheel' to differentiate the 2 civs with the same traits. Following that logic, Japan should now receive warrior code and Mongols should get "wheel", since there are 2 civs that are Mil. and Exp. and Mongol needs horses for their UU. Similarly, there are 2 more(Greece+Korea and Persia+Ottoman) sharing the same traits. Maybe Korea and Ottoman get Pottery instead of Bronze Working.

6) Make an option (in the preferences menu?) to disable the warning that appears when you want to mine an irrigated square (or vice versa). Very irritating, because I change these squares often.

7) Probably too hard but.... Worker armies! The ability to combine workers in armies to simply tasks like pollution cleanup. It would be so nice if it takes 6 worker turns to cleanup pollution to put 12 slave workers in an army. Make it easy to add and subtract workers from an army, although that would be icing on the cake. I'd rather commit too many workers to an army than shuffle a gazillion workers around the map.

VERY IMPORTANT. You're patch announcement has alarmed a lot of people. Please address this in the patch announcement thread.
 
I would like to see techs aquired via trading to be untradable to other civs (at least for a certain number of turns). This would prevent an ai player from trading away the techs you gave it to another ai player who you don't want to have it. It would also reduce the effectiveness of tech brokering.
 
Some small changes for the units:(That i believe it would help the strategy of the game.)
A)Helicopters sould be able to pick up units,not only drop them.
B)Paratroopers having a +1movement after the Airdrop.
C)Cruise misiles could be transported and activated on AEGIS Cruisers.
D)Create un ''Army'' of Naval units would also be nice
E)One last thing.I've noticed the importance of the MG Battaglion(IIRC spells that way)and the light tank,both from the WW2 scenario.In the epic game the Tank VS infantry hardly looses a battle so an MG Batt.could be a great defender.Also if someone don't have the resourses to build tanks remains with the Cavalry which is obviously a weaker unit that the tank.So maybe if adding the Light Tank(with a requirement of just oil f.ex.in the same box of tech with the Tank))it would be easier to ballance the attack units.After all MG Batt. can easily be upgrated to TOW Infantry and light tank to tank.


(The frown face showed up by mistake!):)
 
(The frown face showed up by mistake!)

Add a space in between : and (

Anyway, before this thread get too huge to be read easily, I'd like to ask that "City View" be a flag in the Scenario Properties, not automatically disabled.
 
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:
 
Add the option to the editor (or in game setup) to give the AI a combat bonus verses the human player. I enjoy the building and research aspects of the game, but at demigod level and above the player is forced to adopt warmongering to win. This is fun at first but soon become boring. With the AI having a 50-200% combat bonus (in both attack and defense) a game at regent-emperor level could become interesting again.
 
Tavis, I really appreciate the fact that Firaxis is seeking comment from its users. :goodjob: That is soooo nice to see. :)

In addition to the bug fixes, I would love to see something done about having a player's rep get trashed by actions not under their control. That is one of the most annoying features to both PTW and C3C. I recognize that cleaning up this problem fully is a monumental coding task that is likely beyond available resources. But a few ideas might be fairly reasonable to implement:

1) If a civ dies before the 20 turns are up, no rep hit should occur.

2) Rep hits should either not be permanent or "1 and done" events. I would like to see the possibility of re-building a rep. Perhaps over time your rep can improve, aka "Time heals all wounds".

3) Put in an adjustment for level of trust. For example, the AI wont let you pay 200gpt for a tech, but will sell you 15 gold for 1gpt. Scale the level of value of the trade to the overall income for the civs. Not sure what the parameter might be, but set a percentage of total income value as the cutoff. This process might dovetail with rebuilding your rep. With an ever-improving rep, you could trade for a larger percentage of gdp. Also associated with this might be an adjustment for the trade value that was broken. A big trade hurts rep more than a small trade.

I realize that determining who causes a trade break is about impossible to code. But hopefully with these types of changes, a player can recover from it.

On another subject, how about allowing worker trades only when trades for luxuries/resources can be made (e.g., roads or harbors link)?

Thank you for listening.
 
A request for change:

Currently, if I have a citizen working a tile, and that tile becomes polluted, the program will automatically take the citizen off the tile when the pollution occurs and reassign it. (Often to become a specialist since all other tiles are being worked.)

I'd like the game to NOT do this if I have the city governor turned off. Even though the tile has become polluted, I'd like the citizen to remain on the tile.

This change would fix what I find to be a great nuisance when milking a game - with this change I'd be able to use automated workers to clear pollution instead of doing it manually. (Currently I visit each polluted tile and put the citizen back where it was manually, before clearing the pollution.)
 
Right now, the AI aggression settings are:

Least Aggressive
Less Aggressive
Normal (as in default)
More Aggressive
Most Aggressive

Obviously, there is no real "Normal" aggression setting because "Normal" in this case is default, therefore, we skip a whole aggression level which we could set.
I suggest this:

Default Aggression
Least Aggressive
Less Aggressive
Normal Aggression
More Aggressive
Most Aggressive

By using this, we add the normal aggression level which is missing.

If at all possible, I suggest using my suggestion because like I said before, right now, in version 1.02, we are skipping one aggression level and skipping form "Less Aggressive" to "More Aggressive" which does not make sense.

Please consider this in the next patch.
 
I don't suppose asking for heli's to have the ability to land on carriers would be to much to ask for? After all I want to be able to make MEU.
 
Originally posted by MarineCorps
I don't suppose asking for heli's to have the ability to land on carriers would be to much to ask for? After all I want to be able to make MEU.


Well it actually is. ;) There is some code or whatever that cannot allow you to land air units with foot units on carriers or something like that.
 
I agree with Meateater that their should be a button that allow's you to control weather civs can destroy cities. I also think that their should be a button that would allow you to set neutral nations. THis would make it so that that civ couldn't declare war on another civ and no civ would be able to declare war on them. This would help for scenario's because you could have a civ that wasn't millitarry involved but was economically.
 
A few Editor stuff I'd like to see:

A "Trade Installation" flag that allows Free Maintanence under Adam Smith (so Commercial can get cheaper buildings)

A "Captures Unit" flag that would allow the ManOwar to capture a Galley and have it stay as a Galley (you could make it work sort of like capturing Artillery, if you can't build the unit (too advanced, uu, etc) you can't capture it).

I'd like a "Locked Peace" feature that isn't an alliance, but would prevent a civ from declaring war on another civ. Even better, how about something like this:
 

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Great screen Louis XXIV! I'd love to be able to find out where my rival is getting uranium and from that kind of screen you can do it. I'm assuming in this example, that the player is neither Russia nor America.
 
Actually this was an idea for an editor screen (that's why I used the silver editor color, not the more golden color of in game screens)

I guess I didn't really explain what it was. Instead of the current "Locked Alliance" Editor when you can have up to 4 groups fighting each other, it sets locked alliance based on civ. If you want Britain and America Allied together, you just click on the 2 scroll down lists at the top and choose the civs. If you wanted America to be locked at war with Germany, just change England (or Russia in this screenshot) to Germany and select "Locked War". If you wanted America perminantly at Peace with Russia, and having a non-perminant Military Alliance vs Germany, just set America and Russia, and click on the appropriate flags. I also made it so you can set attitude and trade agreements.

I believe everything here except the locked stuff and the trade stuff could be done with Civ2, and I think it allows even more flexibilty with editors. You could make a War in the Pacific Scenario where Russia can't declare war on the US, but doesn't have to fight Japan. Furthormore, You could set it so America is loked at war with Germany and say Rome, Locked Peace with Russia, and Russia is only at war with Germany, but not Rome. Germany and Rome are not allied.

I'm sure I can think of many different combos with this idea, but I don't have high hopes of it getting implimented. I want my other ideas to have higher consideration, since they seem much simpler.
 
A foreign advisor summery would be a great help: what can I trade with whom (resources, techs, workers...) without having to meet each and everyone of them since trading is a major aspect of the game and a must on high levels, and now meeting every one evry turn is really a pain.
If this is too hard to do, then a pop-up saying "x discovered tech y" (where tech y is something I have or I can trade with w) would be fine.
 
Hey...Santa Clause(Atari/Firaxis:santa: )since this is the official thread request,can you give us also the new G.W in the city view?:)

Edit:I have posted this request because until now a lot of us have expresed their disapointment for the luck of the new G.W in bird's eye.Others say that they don't care and i truly respect their opinion,but i also respect us too(those who like Bird's eye).I believe that a great number of players would appreciate to see the G.W returns.So if it is possible please add them.
 
Under PTW all screens (advisors etc) where easily to customize in own scenarios. Now in C3C there´s one exception - the new campaign progress screen. If you put a customized version in your scn´s art/advisors/ folder civ seems to ignore it. It uses the standard screen from Conquests/art/advisors/ instead.

Could this be fixed so that own screens in scn sub-folders are accepted? Sure, it is just a cosmetical change, but since all other screens can be changed I don´t understand this exception...
 
Originally posted by SirPleb
A request for change:

Currently, if I have a citizen working a tile, and that tile becomes polluted, the program will automatically take the citizen off the tile when the pollution occurs and reassign it. (Often to become a specialist since all other tiles are being worked.)

I'd like the game to NOT do this if I have the city governor turned off. Even though the tile has become polluted, I'd like the citizen to remain on the tile.

This change would fix what I find to be a great nuisance when milking a game - with this change I'd be able to use automated workers to clear pollution instead of doing it manually. (Currently I visit each polluted tile and put the citizen back where it was manually, before clearing the pollution.)

this is the change I'd like to see, too. The only time where automating workers would be usefull is in the IA, after all tile improvements have been completed; the fact that you need to go to the cities again and reassign them manually certainly increases the tedium.
 
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