Civ III: Conquests Patch Fix Request

****** BUG ******

when the Great Wall becomes Obsolete, shouldnt artillary bombardment be able to destroy the Walls?
Or does the person holding The Great Wall need to discover Metallurgy?
 
Originally posted by Naokaukodem
Commander Bello, i don't know if you ever played Civ3 in multiplayer mode, but i think that Artillery is managed just like you wish.

Until now, I haven't had the chance for a MP game. But again, my idea would be that the artillery fires 'simulatenously' (that is, one arty after the other) until the respective attacking unit has been redlined to 1hp/0mp. For sure, this is not done in single player mode.
 
Commander Bello, you can still start a MP game and play it solo. Even I think that each artillery can shoot at ALL the attacking units, but am not sure if this have been corrected or not in any of the beta patches.
However:
- Artillery is not that precise in reality, especially against moving aims (the more the best i guess). And i believe that in the battle field, artillery is nothing without powerfull troops.
- Defense artillery shot is a quick 'once' shot 'at sight' and could probably not be 'crossed' with modern instruments.
 
Well, as your avator shows, you are the expert in artillery, not me :-)
 
I would love an option in the game that would show the time in the information box in the bottom right corner. I'm not sure how many times I've accidently stayed up to 2am when I've been planning to go to bed at midnight.
 
For that purpose, I installed an additional 1" display, which is easily to be fixed at my left wrist... ;-)
 
****** BUG ******

The Computer Civs are not building walls.
 
Originally posted by Justinian III
****** BUG ******

The Computer Civs are not building walls.

... neither do many buggy human players.... ;)
 
I'd really like to see a "wake all *insert unit name*" command.

Example, you have 10 bombers, 10 tanks, 10 fighters, 10 cruisers and you want to wake only the bombers so it'd be "wake all bombers ( 10 ). "

Something like that anyway. :D
 
Originally posted by Veky
I'd really like to see a "wake all *insert unit name*" command.

Example, you have 10 bombers, 10 tanks, 10 fighters, 10 cruisers and you want to wake only the bombers so it'd be "wake all bombers ( 10 ). "

Something like that anyway. :D

Quite a good idea, although in the middle and late game it could cause some irritation if you mistakenly clicked on the riflemen (254) to awake....

Maybe, there could be something like a "rubber band" which you could use to select units of a certain area, and then have a button "apply command to all selected units of type: <radiobutton[unit_type1]> <radiobutton[unit_type2]> ... <radiobutton[unit_typeX]>", followed by a list of possible commands "wake, fortify, sentry, move, go to, go to city, ...."
 
Originally posted by Commander Bello


Quite a good idea, although in the middle and late game it could cause some irritation if you mistakenly clicked on the riflemen (254) to awake....


I wasn't thinking of a global wake all command, only when you right click on a terrain spot with lots of different units. If you wake the wrong type of units, "fortify all" comes to rescue.
 
Any plans to restore barbarian behavior to what it was like in PTW? The C3C barbarians seem unusually passive.
 
why can i not use a Leader to hurry the Hoover Dam??? I can hurry the battlefield Medicene.
 
Military Great Leaders can't rush Great Wonders, they can rush city improvements or Small Wonders (such as Battlefield Medicine), or create armies.

To rush a GW you need a Scientific Great Leader...
 
My apologies if someone has already pointed this one out:

What the <explicative!!!> did they do to the editor ? I tried to add some units yesterday and ran into two problems:
1. A limit of 349 units ? I was looking at puting in Civ specific units for things like spearmen and swordsmen. When I tried to scroll up to where I thought the units should be in zulu's units.pcx, I hit a limit.
2. Any changes to the default units.pcx and the editor says the file is not valid. I did some work before on vanilla 1.29 and was able to add about 50 units, using zulu's updated file.

Needless to say, why did Firaxis do this? Is there something sacrosanct about the default conquest.biq ? I had been working through the scenarios and was inspired to try to import some of what they had done and got a nasty surprise.

Please upgrade the editor to allow us to have as many units as we are crazy enough to want to add to the game. I was wondering why they made most of the units so generic, but then gave us an editor to modify it, and then killed off some of its functionality. It's not very helpful...

D.
 
Maybe it has been mentioned before...

I would like to have the victory point condition be saved, after you have changed it.
Explanation:
If you check "victory points" as victory condition it is defaulted to 50,000. If you want to make use of it for intelligence purposes, this limit is just too low. In most games you will get those 50,000 points in the early middle ages.
So, you may change it to 300,000 (or any other bigger number). Then you start your game and realize, that you've forgotten something else. Or you are unsatisfied with being located on top of the north pole, or whatever.
If you go for a new game, the victory point condition automatically is reset to 50,000 :-(

This is most annoying, since almost any other setting is saved.
 
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