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Civ III: Conquests Patch Fix Request

I'm playing the Middle Ages conquest as the Turks and it is really really disheartening to watch spearmen/settlers or workers walk into Abbasid assasins and accidently declare war. Not to mention i really need to be extra careful with mine.

It's not just a sub bug.
 
And fix the barbarians.
NW/SE targeting really becomes boring.

Barbs + Armies = two most annoying bugs in the game.


Also, after looking SirPleb's Sid game report, AI should start attacking full-healed armies sometimes. Otherwise there are two many exploits ("funner of doom", "funnel of death", pillage resource and stay forever on top of it, etc...)




P.S.
There is also bug in the editor:
You can't turn on/off Scientific Leaders rule.
 
The player should not suffer a reputation hit for broken luxury/resource trades that are not his fault.

This usually occurs when an active trade route is broken due to the outbreak of a war which the player did not instigate.

When playing large maps, where most potential trade routes run through many nations, it is almost impossible to prevent my reputation from being forever tarnished early in the game, unless I don't trade until airports are proliferate.

I understand that the AI always considers a trade cut to be the player's fault, in order to prevent exploitive tactics (ie: selling a resource for cash, cutting the link to squash the deal, then reconnecting it and reselling ad nauseum). This seems like a crude solution.

A better one seems obvious: if a trade route is cut during the player's turn, it is his fault and he suffers a rep hit. If it is cut during an AI turn, he is not to blame and suffers no penalty (or a much milder one).
 
make it so the flaw is exploitable.the cheater will have fun,the honorable one will have fun and evryones happy :)
 
Is this thread still active?

I think Firaxis is done with Civ3.

No more patches, nothing.

Like Civ2, Civ3 has been left still with bugs (what a *ucking surprise).

(And if the Civ4 deal doesn't come through, this INCOMPLETE Civ3 will be all she wrote for a long time...so you will have plenty of time to find even more bugs that will never be fixed. Let the good times role! ;) )
 
I was under the impression that one more patch had been anounced, just without a date.... I sure hope for it, there are just too many bugs left, I stopped playing because of the subs bug....

Yoshi, I sure know how you feel, but I'm sure we will get CIV4, probably full of bugs, but we'll buy it anyway...
 
Where did you hear this?

AFAIK patches don't usually come out this late.

I don't know what you heard but I really think that's it for Civ3.

(I certainly know that my dreams of another XP have been flushed down the toilet. :( )


Civ4 will be the same as any other game: it's all about budget. If sales won't be affected by the bugs then only a company that's obsessively dedicated to player satisfaction will bother fixing them.

Civ3 bugs certainly don't break the game (in most players' opinion) so it's not worth the man-hours fixing something that will not cost sales (i.e. only hard-core civers complain about bugs but hard core civers buy the game when it comes out anyway and regular players will buy it based on general interest--a few bugs won't stop them from buying the game).

...You stopped playing just because of the sub bug?
 
aeldrik said:
I was under the impression that one more patch had been anounced, just without a date.... I sure hope for it, there are just too many bugs left, I stopped playing because of the subs bug....

Yoshi, I sure know how you feel, but I'm sure we will get CIV4, probably full of bugs, but we'll buy it anyway...


Once Pirates is released - probably before Xmas - we are all hoping they will put some people on the final patch for Civ3-C3C. But they may just switch their attention to C4.

No matter how many people complain on these forums - we all know we will buy it when it is released. ;)
 
My request is a government fix.
Currently, Facisim for the A.I. is the kiss of death to the A.I., and never used by top teir human players. I would suggest a few changes to make the government more feasible.
1.) Create a SPHQ 2 for the facist state. An additional corruption reduction makes the government far more lucrative to humans.
2.) Switch from pop-rush to cash rush. The A.I. has an amazing tendancy to whip cities when it is losing, and will have size 2 or 3 in their core. The cash cost could be double a representative government. The A.I. already reduces the pop size so I do not even have to starve the cities to reduce flip risks. This also prevents the human from whipping the foreign citizens out of the city.
3.) Impose a facist penalty, like the despotism penalty but cap it out at 3 food/shields/commerce instead of 2. This would predicate over and offset any existing penalties.
4.) The worker bonus, unit support, MP level and xenophobic actions would still be in effect.

I think that these changes will make facism a viable tech, and not hand the game to the human once the A.I. goes into this government.
Edited for speeling an graamer
 
Here are some suggestions :

* CIV can trade Units.

* The movement rate along railroad can be change with editor just like road.
2-4 times that of road,or unlimit.
 
And maritime colonies (exploitation of distant maritime resources) too, so there's a reason for naval warfare

I must second Redking's motion. The whole idea of colonies more or less implies that the sacrifice of a worker derives the benefit of transporting the related resource to the mother country. If a ship can get the worker to the maritime colony site, then it is logical that the colony can be resupplied and goods shipped back to the mother country on a trade route. Having to build a city to use overseas resources requires that the terrain be hospitable to city building with all the incumbent needs for adjacent squares providing food. That makes no sense because a colony is by its nature there to gather, mine, or grow the desired resource, not to become a self-sufficient city. A colony is by its nature, at least in the beginning, normally unable to provide its own food because it is there for a different reason -- resource acquisition.
 
1. One thing I think would be really cool would be if you added a casualty report system. After a war is over have a casualty report that pops up on how many people, military units, buildings etc each side lost during the war. This would not only be cool, but it would give you more incentive and you could look over the results of that war and think up new tactics according to what your overall military objectives in the game are.

2. Also maybe add a "Spy plane" type unit that would enable you to get an aerial view of another players city.

3. A cooperative system with allies would be nice too. For example if you and another player are at war with someone you could make military plans together, stuff like that...nothing fancy just a simple allied planning system.
 
watorrey said:
That belongs in the civ4 suggestions. There isn't gonna be a patch for C3C... it's gonna stay broken.
Then why did Tavis say this "Thanks - Even beyond bugs, simple modifications that add significant improvement to the game will be considered."?
 
Just seems like if he wasn't considering it or it was no longer a relevant topic of discussion he would have closed this thread by now....
 
* I'd like the small world map in the bottom left corner to be able to scroll right or left and stay where you set it. This would help when you're positioned on the edge of the map so that your part of the world isn't split in two.
* There should be an easy way to make a particular strategic resource flash temporarily, including ones that might pop up under a city. Enough of the hide & seek game.
 
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