Civ III: Conquests Patch Fix Request

Here's one small thing I thought about... you really shouldn't be able to use rails if you don't have the tech for them. i.e., you don't have Steam Power, and there's rails going through your territory. Your cities shouldn't get their effects (i.e., +1 food/shield), and possibly, units can't use them. (I guess they stow away on the trains...)
 
I want to see in a patch:

* Posibility to enable a pop up window which will appear when a civ has discovered a technology you don´t have.
* Diplomacy window should have a complete report of other civilizations (when you have a embassy):
- Technologies you don't have
- Resources and gold they have
* Filters to minimap and map to show clearly the position of a given resource.
* Posibility to order all cities, or all cities in a continent, or cities producing units, to build a given city improvement. This will be very useful when you only can build units in cities (because all improvements have already been built for the technologies already discovered), and you discover a new technology which allows a new city improvement construction.
* Posibility to order all cities, or all cities in a continent, or cities with production greater than x (configurable) shields to build improvements of a queue. There should be also a command "save queue" to save them in the savegame or a file of saved queues.

:)
 
Correct the city name list of the Portuguese:
Add: Setúbal, Bragança, Aveiro, Funchal, Ponta Delgada, Beja and Dili and Macao
 
bug fix request:
After building a lot of (Mayan only?) cities with default names, the game suggests the name "New" instead of "Chichen Itza 2" (etc...) for every new city. Not an issue for a human player (can rename it), but who knows what the ai does after actually having one city called "New" and trying to build a new one (->unique name rule)...
This may be a problem in games with a lot of space for settling, i.e. huge (pangaea) map (->or just big OCN in general), few opponent civs and AI-controlled Maya.


feature request:
I'd also love implementations along the lines of Charis' and SirPleb's suggetions, especially:
-don't remove citizens from polluted working tiles (possibly as game pref option?)
-clearly arranged science/tech screen:
a) show beakers currently accumulated/amount of beakers in total needed for actual research topic (both with 'real' numbers, pretty please)
b)don't wanna check every civ's tech status [theoretically:] every turn for trading purposes; maybe make them visible on espionage screen for contacted civs (w/o having an embassy! - just contacts is fair game) - this does not change any existing civ3 rule.
 
A few improvements for the user interface:

Originally posted by Grille
feature request:
b)don't wanna check every civ's tech status [theoretically:] every turn for trading purposes; maybe make them visible on espionage screen for contacted civs (w/o having an embassy! - just contacts is fair game) - this does not change any existing civ3 rule.
1) This would work well in the Trade Advisor screen (F2), and would give that dour advisor a bit more use. The Can Trade With list could be expanded and under each civ it would show tradeable technologies that the civ has, which you don't. Even if it just showed the first couple available, for space reasons, it would at least let you know which AI civs had a tech that you could check out.

2) Along similar lines, it would be enormously helpful if the trade advisor listed any resources/luxuries around that aren't yet connected to your cities. It's rather annoying to go hunting through all your territory for that lone coal or rubber that might be there, even with the Control-Shift-M option. With a popup telling you what city the unconnected good was near, the display could look something like a perfected version of this:

Resources.jpg


3) Speaking of lists, a small but very helpful change would be to have all the city lists that aren't currently listed alphabetically, be changed to show up that way. Specifically, the two lists of cities (connected and unconnected) on the Trade Advisor Screen, and more importantly, the list of the AI civ's cities in the Espionage screen. Hunting through a couple dozen cities with odd names when you have no clue when they were founded (which is what the current order goes by) can be annoying.

And if none of these can be added in C3C with a patch, well, hopefully they can be kept in mind when designing Civ IV. :p
 
I would imagine a hundred turns of ultra-low corruption in one city could add up to a huge amount of shields + gold.

Certainly not any more powerful than several of the Great wonders. If it worked as another forbidden palace, where several cities are getting the lower corruption, then yes, I would say that is unbalancing, but this is for only 1 city.



I'm not convinced about the courthouse idea...maybe part of the skill in building courthouses/police stations is judging whether they will have an effect? If this is done for us that's free information that we're perhaps not entitled to.

Think about the people who haven't played this game for 2 years. They have a city producing 1 good shield out of 4 possible. They rush a courthouse and see no improvement (the city was simply too small at the moment to see any immediate improvement). Later on in the game they have some city way out in the boonies producing 1 good shield out of 18 possible. They rush a courthouse and again see no improvement (the city was hopelessly corrupt, nothing can save it).

This is likely to make them say a few words that unappropriate for this forum and then never build courthouses again *anywhere*.

I think temporarily showing the change in corruption (what would happen if you complete the courthouse) is a terrific idea. It would be good to be able to know which cities are going to be getting the most (immediate) benefit from the courthouses, so I can prioritize in which order I should rush them (the cities that will get the most benefit I will rush courthouses in them first, before the other cities that are going to take awhile before they will get any benefit).

Getting this to show up nicely on the interface is the tricky part, and may have to wait until Civ4.

Perhaps when the courthouse is pictured as what you are building (in the city view screen), if you hover your cursor over the picture of the courthouse, a pop-up will appear and show either just the future output of the city when the courthouse is complete, or show the current corruption rate of city vs. the future corruption rate. If I see that the corruption rate will be reduced from 90% to 75% and the city is only producing 4 shields, then I know the city won't get an immediate improvement, so I wouldn't rush the courthouse right away. Where, if the city was gonna go from 80% to 50%, I see that the city will gain 1 shield immediately, so I would prioritize the courthouse much more.

Another game I am playing now has something like this. When you go to upgrade a wizard's spell levels, when you hover your cursor over a certain spell it lists the current power (damage power, etc.) of that spell and then what the future power of that spell will be if you improve your wizard's skill level of that spell. This allows you to make a more informed decision on which spell you want to get better at, without doing trial and error in battles.
 
b)don't wanna check every civ's tech status [theoretically:] every turn for trading purposes;

The way it works in Debug Mode would work, if there was more room available.....

This screenshot is from a game with only 4 civs, so this looks pretty good. It looks really crappy with 16-32 civs, and with 8 or more civs, the top list of civs makes the top part of the tech tree look crappy because of words overlapping each other.

knowledgeoftechs.jpg
 
To show what a building's effect would be without actual making it:
1. The player puts the buildings he wants to check in the build queue.
2. He, or she, presses a key shortcut or button which then adjusts the screen to account for the new buildings.
3. He looks to see that with a courthouse no new shields are available.
4. He releases the keys.
This could also be used to see what the effect of more population is in productivety and commerce. I sometimes wonder how many turns less a wonder will take if I have 1 more citizen working.
A similar method could be used to check the various governments to see how they stack up. Or just add the civ2 way and allow any gov. change the turn anarchy ends.
 
You could also do a similar thing for the scientific GL. Assuming you're holding onto him to rush a crucial wonder--he could increase scientific research in that city by 25%.
 
Originally posted by Bamspeedy


Certainly not any more powerful than several of the Great wonders. If it worked as another forbidden palace, where several cities are getting the lower corruption, then yes, I would say that is unbalancing, but this is for only 1 city.



Bamspeedy, my concern about this is that it does not even consume the leader! You get this AND can rush a small wonder/army!

I agree that having ultra-low corruption in one city for a hundred turns is no more over-powerful than, say, having the Great Library pop 10 techs before expiring. But first of all, MGLs can no longer rush great wonders, this was a deliberate weakening in Conquests. And secondly, the proposed change would allow them this ultra-low corruption AND then, when war is redeclared, for example, the ability to rush a small wonder or build an army. THAT, I think, would be too powerful.

IMO the way round this would be to have something like the way SGLs can increase science, ie, have a *fixed* period of reduced corruption and have the MGL consumed by using it like this, eg, you can use the MGL to have a "low-corruption zone" (akin to a FP) for 20 turns.

I understand this is merely a suggestion thread ;) so we might as well debate the suggestions and look at their pro's and con's rather than just make them.
 
I think that these following changes in the multiplayer mode would make the MP much more enjoyable (and a few bugfixes):

1. An option in preferences to allow all the popups as in the normal game. It's quite frustrating, as enemies can even capture your cities without you noticing it. It's also pretty tiresome trying to remember all the 15 finished buildings and their locations in the 10 seconds that the list in the upper left corner is visible. If it's supposed to make the MP-game faster, it doesn't work. It's actually making it slower, as you must browse through your cities fixing this and that. It should atleast be made optional!
The popups that I think are crucial:
- "What shall we research next?" (I rarely agree with the AI ;) )
- New build orders after an improvement has been finished. This is perhaps not needed when a city completes an unit.
By the way, I don't have the "fewer multiplayer popups" checked.

2. The game shifts the view elsewhere whenever I attack. The result is displayed in the upper left corner. This is quite annoying, if for example you have 50 tanks ready for assault and every time you attack with one, you must then scroll the window back to the units (or mouse-click) and choose another. The scrolling hardly makes the MP-game faster!
It would also be nice if the game would show the AI moves whenever they cross my borders (so that they won't get next to my capital without me noticing it :cry: ) or attack my cities.

3. If you use the "goto"-order to an unit, the game chooses another unit automatically even though the unit's turn is not over. It does of course get to move the rest of its remaining moves later, but this is highly annoying when, for example, building railroad-systems and such. :mad:

And the bugfixes:
4. The AI always declares war when you don't give them what they demand (as in normal game most of the threats are simple bluffs) or if you demand that they leave your territory or declare war. I don't know if anyone else has experienced this. This is in LAN Turn-Based game.

5. Always renegotiate deals doesn't work in MP. It simply announces that "we have lost our supply of spices" and you lose one turn of happiness.

6. Sometimes when you trade across water with harbors, the deal is suddenly cut off with no reason. You are able to make the deal (say, buy dyes) and it works fine for two turns or so. Then it (without any declarations of war or trade embargos or such) suddenly simply ends. No dyes :( . You may buy it again, but take the chance of it ending again. I have found no reason for this and it is only in MP (as far as I know).

It will probably be enlightening to see what many have thought of these issues here (some of them quite temperamentic ;) )
http://forums.civfanatics.com/showthread.php?s=&threadid=59432
 
I also like the idea of keeping a citizen on a square that becomes polluted. The effect is worse with captured cities. When I capture a large AI city, I set all the citizens to tax collectors. When my units pacify resistors, it assigns them to work tiles and the city is instantly in disorder. Further, it resets my tax collectors to entertainers. The computer should not automatically assign citizens, that way. Pacified citizens should always be made entertainers first, at least, and don't mess with my other assignments. Also, how about a command to make all specialists in a city tax collectors, or scientists, or whatever, rather than making the player switch each one, one by one? How about the military advisor telling me how many units I need to garrsion the city with to eliminate the flip chance?
 
Originally posted by Charis

*2* The single biggest and most useful timesaving feature I can think of is a button/command when you click on a piece of artillery that acts as: "Continue to shoot artillery from this stack until there are no redlined defenders left in the target square." This is different from the autobombard command in that the command just applies to one turn, but applies to all artillery units in the stack. Example 1: You have 20 artillery next to a city. Select this new stack-autobombard-defenders and one after the other fires. If the 15th shot were to reduce the last defender down to 1 hp, then you still have 5 artillery left to move. If it takes all 20 shots and there are still healthy defenders, all 20 possible shots are fired. This is combination with holding down the shift-key to temporarily turn off battle animations would have me an hour or two per game ;)
It would only apply to the type of unit selected when you right-clicked or used the hotkey. That is, with a bomber active it would mean auto-attack-all-bombers-at-next-target, and artillery and/or fighters would not be included.

Charis, this is a good idea for how to implement the much-asked-for 'stack bombard'. Just like stack move/attack, you could either bomb with all the bombard-capable units you have on the tile or with only the type of unit currently active (i.e. like 'X' versus 'CTRL-X' for stack move/attack)

I also think it would be great if stack attack were adjusted in a similar way, so that you don't waste movement points after the last defender is killed -- only move 1 unit from the stack automatically onto the tile, so the rest can attack other targets or make other moves. While stack attack is great and a huge time-saver, it sucks when you have to waste the turn of 10 extra swordsmen because the defenders fell so easily.
 
I just started playing conquests and noticed a big problem with the navy AI. While playing the conquest "Pacific War" as America, the Japanese navy only escorts its ships without ever once attacking my ships. The Japanese cruisers and battleships run off from their beginning good positions to go chase around their own transports and killing off the panicing ships is as easy as squashing bugs. It's escort overkill because every warship they have will run to the transports to protect them. Never once did the japanese navy attack me, except for his destroyers and subs attacked my subs. This point was much better pre-conquests where the AI simply appointed one ship to cover each transport. It's good that the AI is finally grouping its ships up but without fighting they're dying much easier now. Can this be fixed?
 
I'm using Conquest with last patch, difficulty diety, normal AI aggression.
EDIT: In the editor I deflagged "Escort Required" for transport and aircraft carrier.

I tested the problem stated in my previous post using the editor by placing a stack of battleships within sight of the Japanese fleet poised to hit Pearl Harbour. Sadly, once I began the game, the Japanese first bombed (using airplanes only) pearl harbour itself resulting in one US battleship losing 2 hit points and all other ships untouched. Then the Japanese ships politely WENT AROUND my stack of U.S. battleships without firing a single shot at them. Like I mean, they could've at least gotten off some free bombards while running off. I've also never seen the Japanese even once bombard my land with their ships - they never shoot at anything. It's like they don't want to play in the game or something. :( Also, deflagged "escort required" brought no improvement. Is it hard-coded?

Does anyone know how to work around this problem? It's just no fun knowing I can do anything without ever being attacked on the sea.
 
I like the stack bombard idea, that WOULD save a lot of time. I have fought a couple of WWI style campaigns in my latest game, laying siege to cities with machine gunners, infantry and a stack of artillery. It takes a while to fire off all those artillery pieces, although it's more fun to watch one bombard at a time. Maybe they could do away with auto bombard and replace it with stack bombard.

It would be nice if you had a chance of a great leader appearing whenever you finish off a rival civ. I think all your cities should automatically have WLTK day also, for 1 turn, as it's an event worth celebrating.
 
I posted this in another thread, it might belong here too:

"In C3C it's becoming very easy to apply modifications (graphics, rules and others) to the game, by using the civ-content menu and the scenarios folder.

And this is of course great.
(in stead of the enormous back-ups)

But unfurtunately, only using the civ-content menu makes the Hall Of Fame unwilling to accept the played games. This is unfortunate for those of us who like to see and compare results.

Any ideas of solving this issue and making it easier to go into the HOF? Without having to back-up everything? Is the only way really, really, really getting down on our knees and praying Firaxis to include mods in the hall-of-fame?

Well, consider it done."
 
Please Improve the Editor!!! give us more options. If we have a great Editor, people will be playing the game forever....
Here a few things that are just missing in my opinion, making it impossible to make a good scenario (or at least I was really missing them in the ones I made, some of this things have already been written here)...

1/ A Complete Diplomacy screen, let us preset and lock all diplomatic and Trade relations between all the civs, the 4 locked alliances is just not enough [great screen Louis!!)
2/ Preload units in Ships would be great, and MORE IMPORTANT, preload units in ARMIES!!!!!
3/ preset the "opinion of the civs", meaning setting wether a civs likes an other or hates it...
4/ TURN OFF THE CITY DESTRUCTION, this is just awfull for every historical scenario
5/ presetting the state of units (fortified or not) would be nice
6/Presetting the tech a civ is researching, and how far it has gone..
7/ More realistic maybe: an option were you take the King or the Capital, and instead of beeing destroyed, all the cities left are added to your CIV!!!!!
(quite a few of these were available in CIV2, please give them back to us....)
 
Some minor variations:

* allow Paratroops to attack on turn when landed

* allow helos to pick up (someone mentioned this in this thread... sounds like a good idea... I rarely use helo's myself).

* increase range of cruise missiles (to 4 mb). EDIT: THEY ARE ALREADY 4... must have changed in a previous patch.

* allow certain ships to carry cruise missiles.

* ability for subs to evade or withdraw from combat.

* Set Resource scarcity option at beginning of game (much like Barbarian option). Resources are more scarce in C3C and this seems to be turning off many "casual" players.

* craters add movement penalty of 1 to tile. Only % chance of creating craters (25% or 33%).

* rethink barricades. Make enemy units stop on adjacent tiles, not just on the barricade tile. Or, added features of Military Engineers below)


Other changes:

* upon capturing a city, rail network should be damaged. As is, with rail fully intack it is very easy to overpower the enemy (or be overpowered). This will slow the pace of enemy advances. Rails give you too much logistics power as is.

* Military engineer unit. Available with "replacable parts". Requires Rubber. Ability to create "obstacles" (barbed wire graphic over tile). Also, builds fortresses and baricades, and roads and rail. Not the "combat engineer" of WWII scenario by way of stats... mb 6/8/1.

* "Obstacle" add a three movement penalty to tiles. Obstacles can be cleared by "pillaging". Or, obstacles can be immediately cleared by moving one your own Military Engineers on to the tile... thereby clearing the terrain for normal movement of your army. A Military Engineer that clears obstacles in this manner immediately takes 3 damage points. (Killing it if it was a "regular" unit).

* "True" guerrilas. Unflagged ground troops. Capable of being "stealth" in forest, jungle, mountains, and hills. Move on all terrain as if roads. Weak attack/fair defense (4/6/1 mb). UNABLE to capture cities... but ransack them like barbarians.

* some "spontanious" guerrila activity after capture of enemy city. MB these guerrilas automatically dispears after a certain random number of turns.
 
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