Civ III: Conquests Patch Fix Request

Originally posted by deepgreensea
The Dutch Swiss Mercenaries which replace the Pikeman are upgradable FROM the Musketman. Surely this should be the other way round.

If it were the other way around, you wouldn't be able to build Swiss Mecenaries as soon as you get gunpowder.

This way, if you don't have iron, you can build Muskets, but, as soon as you get iron, you get to build your much cheaper Swiss Mercs again.
 
Final Patch for C3C.

I would like to see the following in the final Patch:

1. An option in the Editor to adjust railroad movement for mods.

0 = infinite as is the standard.
1 to 63 (or 127) = any unit regardless of its number of movement points, moves that number of tiles if on a railroad.

Why? Because a tank or a horse moves the same speed as a foot soldier, when on a train.

2. New improvements that add one extra food to land tiles that already produce food. Water tiles have this ability - land tiles should have it also.

3. Workers. A command that automates workers to clean up pollution only. If there is no pollution they return to the nearest city and sleep. This is similar to the shift - A command, but crucially it stops the workers from working on tiles (when there is no pollution to clear), that have not been altered because they are outside city limits.

4. Histographs. A ruler at the bottom of the histographs screen that marks out the percentage difference of each civ. To make it easier to see the differences between the civs. A number against each civ would also be useful. (x%)

5. In the city adviser screen, a count of the number of cities you have and the optimum no - before corruption kicks in. i.e. 11/(12), 15/(12).


6. An alteration to coastal fortresses - so that they automatically bombard a ship, of a civ whom they are at war with that moves next to them. Before that ship attacks. (Defensive bombardment.) A graphic showng the bombardment would be useful also.

7. A third screen in the Hall of Fame for mods.
 
I would like to request that the editor would be enabled to allow negative production by a city improvement as it now allows negative culture. Some of my big late game cities become just a bit too quick to produce. Either that or allow max shield cost for units to go from 999 to 9,999. Thanks.
 
What I would like :

1) Get rid of the "city rank" in corruption model. Make the corruption depending only on the raw number of cities and the distance from the Palace/FP/SP (whichever is closest). Simpler and less possibilities for bugs.

2) Separate the type of corruption with the intensity of corruption in the editor : the corruption could be either communal or distance-dependant, and THEN could be "minimal", "rampant", etc.
2 bis) Rather than named corruption level ("nuisance", "problematic", etc.), I would prefer a numeric value, that can be altered. Allows better moddability.

3) Ability to set the multiplier for railroad movements. Infinite movement is just excessive.

4) If possible, allowing new "works" on tiles in the editor (allowing farmlands, highways and advanced mines, for example).
 
Originally posted by Akka
What I would like :

1) Get rid of the "city rank" in corruption model. Make the corruption depending only on the raw number of cities and the distance from the Palace/FP/SP (whichever is closest). Simpler and less possibilities for bugs.
Please no!

City rank is the one thing that allows you to expand your empire. The limit on cities would really kill the game! :sad:
 
Originally posted by anarres
Please no!

City rank is the one thing that allows you to expand your empire. The limit on cities would really kill the game! :sad:
?
Sorry, but I don't see your point.
Actually, the corruption depend rank, which is a combination of distance and number of cities (a rank is given to a city according to its distance to a palace and the number of cities that are closer than it to the palace itself ; the higher the rank, the higher the corruption).
Getting rid of it would just make the corruption less buggy, more logical, and not at all kills the expanding of empire...
 
Hi there,

I would like to see something like a "permanent voice chat key". We are talking all the time and it is very annoying to press the TAB key for talking because you can not do anything else during that time. Shouldn't be too difficult ...

Best regards
Rock_it
 
Akka - if the corruption in each city depeneded on the total number of cities it would severely hamper expansion!

At the moment, when you build a city far away from your empire your cores are unaffected - you would have us face worsening corruption in all our cities for each new city captured/founded! :eek:
 
Originally posted by anarres
Akka - if the corruption in each city depeneded on the total number of cities it would severely hamper expansion!
Err...

You know, it's ALREADY the case. It's the very point of the "OCN", the Optimal City Number.
It also has been the case in Civ2, and probably in Civ1 as well.

At the moment, when you build a city far away from your empire your cores are unaffected - you would have us face worsening corruption in all our cities for each new city captured/founded! :eek:
Sorry, but yes they are.
 
Originally posted by Harrier

3. Workers. A command that automates workers to clean up pollution only. If there is no pollution they return to the nearest city and sleep. This is similar to the shift - A command, but crucially it stops the workers from working on tiles (when there is no pollution to clear), that have not been altered because they are outside city limits.

:goodjob: :goodjob: :goodjob: Totally agree! I hate it when I automate workers to clear pollution and then they go add ugly railroads to every tile in my territory!
 
Akka, please explain what you mean, as I do not understnad you at all.

At the moment you can add a new city and it will not affect teh corruption of any closer city to the palace (those with lower rank). This is because only higher rank cities will change - their rank will increase by 1.

The OCN is a constant in the equations for both the rank corrutpion and distance corruption, I understand what it means and exactly how it factors in to the equations. ;) How does the OCN factor in to this converstaion though? The corruption in each city when looking at the total number of cities has no relation to the OCN, except as a constant. In fact, the total number of cities bears no relation to corrutpion in each city at all (except under communism).

Please explain! :confused:
 
On behalf of my wife, I post this excellent suggestion:

In a similar way that you can set your workers to build a "trade network" with roads, there should be a command to set workers to build the trade network with Rail Roads.

Once one is allowed to build RRs, it can be crucial to make sure all your cities are first connected by RR. You may, however, not wish to have to micromanage this.

Thanks,

CK
 
Originally posted by anarres
Akka, please explain what you mean, as I do not understnad you at all.

I do absolutely agree, because I don't understand what Akka is talking about.

Just wanted to repeat here also that it would be nice is to have FP distance in the corruption equation. For example, coefficient for distance corruption is 3.6 for Palace. It can be possible to make it 7 or 8 for FP. Thus, it would have some impact on a short distance. In this case, Palace region will not benefit from remote FP but the remote FP region would still have some productivity increase in its region.

Another corruption component, city rank, may also have 2 sub-components, Palace city rank and FP city rank. To make the remote Palace jump useless, the FP rank has to be devaluated so that OCN is decreased 2-3-fold or even 4-5-fold. This way even if the Palace is moved to a remote area, very few cities around FP might benefit from it.
 
Sorry, this may have been stated earlier...

What I would like is the following:
If a privateer succeeds in enslaving a ship, this shouldn't become a new privateers, but instead a new ship type like 'captured ship".
This could have ADM 0/0/5 (same movement as the privateer).
You may upgrade the 'captured ship' to privateers at 0 cost, but you first you have to escort it to one of your harbors.
Due to the fact that it has 0/0/5, if the escort gets intercepted on it's way back to your harbors, the successful enemy would get it for free.f Pretty much, as things have been in the old times, I guess.

Of course, this can be modded in the editor. Why I put this here, is my concern that the AI might not be able to deal with that concept. So, it should regard those captured ships as very precious and do it's best to bring them home safely.
 
Tavis has just posted that there is a bug with FP and SPHQ regarding corruption. It should be reduced when either are built. It will hopefully be fixed in a patch due in January.
 
This isn't a big deal, but I've always thought while modding Civ3 it would be nice to separate each resource requirement by an operator: AND or OR.

Between each drop-down list of resources you choose AND or OR for resource requirements for that unit/building. This would allow much more flexibility in scenarios. You may wish to have units be allowed one or more different types of resources as a requirement to be built --but not neccessarily require all of them.

Just a thought.

Thanks,

CK
 
It is a great feature (given the limitations of the combat model used. Sorry had to throw that in. :p ) to allow units to have a defensive volley via "0" bombard range.

However, why is it not allowed that these units have a rate of fire beyond 1? It would add much to the game to allow units the ability of defensive fire differentiation (is that a word? :eek: ).

How many shots can such and such a unit get off before the enemy closes? Wow, what a cool concept! Just think, the Babylonian Bowman could be highly distinguished by allowing it to get 2 shots off instead of just one.

The possibility for other units is wonderful and great to contemplate. This simple addition could have very strong repercussions for unit variability and possibilities, including unique units.

Thank you,

CK
 
Please allow modders to decide how many armies a scenario/mod may have. This is very helpful for some scenarios, especially in World War type scenarios.

Simply have a selector in the general settings tab "Number of Allowable Armies".

Thanks,

CK
 
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
 
Many of us in the mod community get frustrated over the limitations of the type of terrain improvements we may have in scenarios.

Add a "Add Terrain Improvement" section in the editor that corresponds to a graphics file pcx like "terrainbuildings". In the editor, these would add to allowable worker actions like "Build x". Food, Shields, and Gold would be adjustable for these terrain improvements as well as added defense and other similar types of adjustments. This would allow for things like Advanced Mines and Farms and more types of defensive fortifications.

No new worker animations would need to be created. No new artwork would need to be added. Modders would create their own artwork. Just give us the option to add this stuff in the editor.

Thanks!

--CK
 
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