Civ III: Conquests Patch Fix Request

Well said - Unscratchedfoot. I agree with you on thsi 100%.

The AI/human reputation code needs to be reworked.
 
The autosave is to big to attach. How can I post it?
Zip it (and no, I'm not telling you to shut up ;) ). You need WinZip or WinRAR for that.


I second what Harrier said concerning unscratchedfoot's post. I'll just add this question: how has Civ3's atrocious diplomacy be addressed in the past?
 
This has been requested but I’m going to post it anyway just because it is so important to scenarios (and actually even affected the Conquests scenarios):


Unit/Army loading in the Editor!


This is such an obvious request that I’d only be wasting space by justifying it.
 
Request:

Make the AI irrigate plains that have been mined. It's like they have their worker set on automate no altering.
 
Originally posted by player1 fanatic
Request:

Truning off auto-razing rule in editor.
Could be good for some scenarios when sttlers are disabled.

I second this great idea. It would be good for the napoleonic conquest cause France seems to get completely gutted by razing when I play it (although the resulting dead zone strewn with city rubble is kinduv cool). We need an option in Scenario Properties to allow or disallow city razing.
 
I already quoted Meateater on this before but I'll quote him again because this is obviously a big issue (it's even affecting the Conquest scenarios!):

Originally posted by Meateater
If possible to make an option in the editor to turn off the ability to destroy cities, for the use with scenarios.

I proposed adding 'Raze' to the Units Orders flags in the Editor. That way, you could just uncheck the order for (all) units in scenarios.

Another option that I hadn't considered is adding a 'Cannot Raze' flag in the city properties list when you R-click on a city in the Editor. That way you could determine which cities are razable and which ones aren't --but this wouldn't really affect colonization games. So really, both the city property AND the unit Order should be added.

Additionally, I would suggest tweaking the AI to not raze as much (in a previous post I mentioned that this can even be done by the player--to a certain degree--by unchecking the 'Pillage' order; tweaking the AI would be much better though because pillaging is a key strategy in Civ3).

In fact, the AI should actually come first (not only for play purposes but also because it would probably be easier than adding new features, ad more appropriate to a patch).
 
I don't know if it has been sugested before (don't feel like reading this thread the rest of this week), but it would be very nice if there was some sort of 'auto-mail-save game' in the PBEM variant.

Now every time i have to switch to outlook express, search for the file and send it. Life would be much simpeler if I could just send the file ingame. Just an extra button wich says 'save and sent to opponent' or something.
 
Obsolete improvments still show up in the city screen and cost maintenance, pollute etc. after the got obsolete.It is very annoying to sell them individually in every city.It would be better if they get automatically sold or at least if there would be an option to sell a special building in every city.
 
Originally posted by JedaiNait
I don't know if it has been sugested before (don't feel like reading this thread the rest of this week) I printed it out and binded the huge stack of paper into a book so I can read it during my lunchbreaks at school and on the train in the morning. Is that the lamest thing you've ever heard or what? , but it would be very nice if there was some sort of 'auto-mail-save game' in the PBEM variant.
 
F8 - screens.

I would like to see the final Victory Point totals for defeated Civs kept in the list. The same way it is now done for the (Happiness/Land) score.
 
Originally posted by Harrier
F8 - screens.

I would like to see the final Victory Point totals for defeated Civs kept in the list. The same way it is now done for the (Happiness/Land) score.

I would love to have an option to keep this values at game's setup.
I am really not interested in the values of nations which haven't made it.
With such an option, both fractions could be satisfied.
 
Civlopedia link when R-clicking on terrain in-game.

It's a pain to have to open the Civlopedia just to get info a particular terrain.
 
Color-coded civ titles in diplomacy prompt.

Avoids confusion as to who you are talking to.
 
[EDIT: Please ignore this post. This problem does not exist.]

AI tweak: Worker will not alter Forest squares with Resources on them even when Worker has been given 'Automate' order (as opposed to 'Automate-No Altering').

This ensures that you won't lose a resource when you want the Worker to alter tile improvements and thus do not give them the no altering order.

[*]
 
'Builder' list in Improvements and Wonders screen of the Editor.

Has the same function as the list in the Units screen of defining which civs can build a particular item.


I would also add a similar list in the Editor's Advances screen so as to be able to determine which civs can research which techs.
 
Helicopters Loadable WITH units icon hold.

Although you can give the unit the Load order, it won't re-base to a carrier with units in the hold. This severly limits the unit.
 
Originally posted by yoshi
AI tweak: Worker will not alter Forest squares with Resources on them even when Worker has been given 'Automate' order (as opposed to 'Automate-No Altering').

This ensures that you won't lose a resource when you want the Worker to alter tile improvements and thus do not give them the no altering order.

As far as I am aware resources are tile dependent only - ( that is they appear on the tiles they are assigned to - using the initial tile type - if generated randomly).

Therefore altering Forest squares will not remove the resource. They are removed randomly whether you use that resource or not.

If you have chopped down a forest witha resource and then lost that resource , it was pure co-incedence. IMHO - :)
 
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