Civ III: Conquests Patch Fix Request

That is true, having to reset them each game is irritating. Your changes should be storred in the conquests.ini file and when you go into the victory points screen, all it needs is a reset defaults button.
 
This isn't important but it'd be nice and it should only take a second to do; at the domestic advisor screen, aswell as giving a list of your cities it should have the total number of them displayed somewhere, possibly beneath the Gold From Other Civs etc. list.
 
Originally posted by Seanirl
This isn't important but it'd be nice and it should only take a second to do; at the domestic advisor screen, aswell as giving a list of your cities it should have the total number of them displayed somewhere, possibly beneath the Gold From Other Civs etc. list.

I agree with you - also as well as the total number of cities it should also display the OCN. i.e. 12 (13) 12 being your total cities (13) being the OCN (Optimal City Number). :)
 
Originally posted by Harrier


I agree with you - also as well as the total number of cities it should also display the OCN. i.e. 12 (13) 12 being your total cities (13) being the OCN (Optimal City Number). :)

Harrier, that is a perfect idea! I second it!
 
I already brought this up, but 1.20 patch doesn't seem to be taking care of it (the description I read of it), so:

Hidden Nationality land units bug. Although a HUMAN player can not attack and capture cities with them (unless declaring war), the AI can, and greatly abuses this. For me it's no problem, I can handle it, but the other AIs have no clue how to deal with it.

And another one:

Invisible units bug.
If your submarines happens to be in the direct path of the AI, he will attack and declare war, no matter what, instead of simply going round it. Same with invisible land units: if the AI happens to move a worker onto the square where you have an invisibe unit, it attacks and war is declared. He should just ask me to leave his territory instead. Again, the AI does not actively seek out my subs to attack, only if it's by accident in his direct chosen path, BAM, war !
 
I had discovered the tech that show saltpeter on the map. I was at war and in the peace deal i happened to get a city that had saltpeter. It was on another continent on the coast. So i built a harbor and there were all ready harbors on my continent. When i got that new city, the saltpeter was alredy roaded, it was adjacent to the city.

The city with the saltpeter could build musketmen, but my main continent could not.

The other weird thing was my main continent had horses, but my new city could not build knights.

I wish i had the save game, it did seem like a bug and harbors were where they should be and access between them was not blocked on the sea by enemy ships or anything like that, nice clear ocean.

C3C 1.15b
 
Originally posted by valamas
The city with the saltpeter could build musketmen, but my main continent could not.

The other weird thing was my main continent had horses, but my new city could not build knights.

I have had this happen to me before, probably with different resource/luxuries.

When I checked the map there was one place where the ocean was only one tile wide. So some of my ships could cross it in one turn without the fear of sinking.

I had not yet discovered the tech that gives Ocean trading, so I could not build the same items in all cities.

May be that is what happened in your game. :)
 
One AI improvement that I think could be made:

If an artillery ends its turn with movment left and if there is an enemy unit within range, then fire it at the enemy. I have taken cities with artillery type units in them where the artillery type units presumably did nothing even though my units were in range.

Rarely the AI does seem to fire them, but not if they are sitting in cities (soon to be) under attack.
 
Originally posted by Greebley
One AI improvement that I think could be made:

If an artillery ends its turn with movment left and if there is an enemy unit within range, then fire it at the enemy. I have taken cities with artillery type units in them where the artillery type units presumably did nothing even though my units were in range.

Rarely the AI does seem to fire them, but not if they are sitting in cities (soon to be) under attack.

For each attack one enemy artillery should have given a defensive bombard.

But I agree on the AI turn - if you have not captured the city, the AI artillery should fire an offensive round.

Infact on any terrain, if you are at war the enemy bombard units should oen fire. For some unknown reason they tend not to. :(
 
In my Conquests I can't view my cities, I mean where you see the land and buildings and wonders. I didn't see that it was fixed in any of the patches. Will this be addressed in the next patch?
 
I'm researching Medicine and when I try to optimize my economy by lowering the tax rate but keeping the same research rate (in turns) it doesn't subtract one turn when I go to the next round.

So if 2 turns remained before I lowered my tax, 2 turns remained when the tax had been lowered. But it was also 2 turns in the next round. Happened quite some times now.
 
Madbone1, if you used a Scientific Great Leader to initiate a Scientific Golden Age there is a bug where it *tells* you that you get the Sci bonus, but it doesn't actually give it. :(

Moral of the story: don't use SGLs to generate Sci GA's...
 
If you play a Game of the Month, there are a few rules as to what we as competitors are allowed to do and what we're not allowed to do. One thing that's disallowed is resourse denial, placing a unit on a resource to prevent your opponent from hooking it up. I don't think the AI civs in Conquests play in the spirit of the Game of the month rules ;). The AI civs are often parked inside the human player’s territory, completely unlike the vanilla version and PTW. This is a common sight in Conquests:
 

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I would like to see an end to AI resource denial. It gives the AI an inappropriate kind of advantage. On sid level you start out so far behind the AI that you can’t demand their troops to leave your territory until perhaps 100 turns have gone by. If you still do it and they declare war you will be toast.

I feel that my opinion is backed up by the combined wisdom of the Game of the month team. Here is the rule quoted from the GOTM rules page:

“DISALLOWED
Scout resource denial
Place a scout on a square where there is a resource and in (future) enemy territory. As long as you have peace with them you can leave him there undisturbed and the other will never be able to build a road to it.”

Even though this rule refers to the human player's scouts, I think it amounts to the same thing.
 
Be careful of assuming GotM is the de facto standard we should all play to or aspire to. ;)

Having said that, AI tresspass is one of the things that worries me the least of all the possible AI enhancements...
 
Originally posted by anarres
Be careful of assuming GotM is the de facto standard we should all play to or aspire to. ;)
No, but
GOTM + Megalou > anarres
 
WTH is that meant to mean?? :confused:
 
I'm supposed to be supposing that until some kind of argument has been presented by the person who is in minority, the people in majority are likely to be "right". That's if there is a "right" in this matter and if the GOTM staff share this opinion.

And I thought you would appreciate the same kind of vagueness you had yourself.;)
 
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