Civ3 Conquests First Patch Thread

Originally posted by LeroyJr
I could not seem to get my engineers to clean up pollution with any short cuts. I tried SHIFT P like in PTW and it did not work. Seen the new command was SHIFT C so tried that and no dice.

It's SHIFT-D. It's in the manual. In mine at least :)
 
Originally posted by alexman
Interceptors use attack, attackers use defense. So the odds are again in favor of the defenders (I thought fighters had a higher defense for some reason), but at least fighters are cheaper than bombers.

The whole reason to have fighters was to protect your bombers from enemy fighters, not to send them on bombing missions. And in this regard, I don't see how either attacker or defender should have an advantage, since the defenders were up there specifically to look for incoming enemy planes, and the attackers were there specifically to look for the defenders. Maybe a slight (1 point) advantage should go to the defenders.

Perhaps I can get around this limitation by upping the defense number and lowering the bombard number (currently 2). If you reduce the bombard number to 0, will that remove bombard as an option, thus making the fighter unable to attack the enemy?

And, like others have said before, I definitely don't like how it is an all or nothing thing...either your plane (fighter or bomber) survives or is totally destroyed. Since each plane unit represents at least one squadron, you didn't often lose an entire squadron in one battle (the Battle of Midway the obvious exception that I can think of), but you did lose individual planes, thus damaging the squadron as a whole.

Of course, this would go back to my earlier post about damaged units requiring shields to heal. Otherwise, there would be no real consequences of sending planes into battle from cities. If they were damaged in the battle, they would automatically heal completely on the next turn (assuming you had barracks, which all my town do). Even based on carriers, you could just use the rebase option to rotate planes from a city to a carrier, thus giving you a completely healed air force ready to do battle every other turn with no cost to you.
 
Not true. Air missions cost movement points, and healing requirs that you have not moved. Also, I think you would need an airport to heal air units in one turn, and a barracks only works for land units.
 
Originally posted by Gogf
Not true. Air missions cost movement points, and healing requirs that you have not moved.

That's right. But under my scheme, you would have a fully healed air unit ready to do battle every other turn.

1st Turn: Plane1 from carrier attacks enemy.
2nd Turn: Plane1 rebases to city with airport or barracks or whatever it takes; Plane2 rebases from city to carrier.
3rd Turn: Plane2 attacks enemy; Plane1 does nothing and so heals completely.
4th Turn: Plane1 and Plane2 swap places.
5th Turn: Plane1 ready for battle again, while Plane2 is healing.

Does anyone see a problem with this scheme? This is the problem with Civ's current scheme for healing units, i.e. it really doesn't cost you anything other than a little time. You could theoretically have 1000 elite units at 1 HP and heal them all completely in 1 turn with no cost to you, no consequences.
 
Originally posted by Balastulin
An idea for a patch:

Also, if the computer already knows what is or is not going to be acceptable, why can't we just have an "ask Trade Advisor" button instead of having to put in fifteen amounts of gold until we get the right one.

VERY good idea! By the way, who is the advisor anyway? God? He knows that the cost for chemistry is a world map and 1432 gold! No more, no less. And he is always right.

In this case, I think he should count offers from maybe 1700 or something as "acceptable". Still, you should be able to recieve a lower price, even though he says that they probably are going to refuse the deal. Every time they refuse a deal, they should get angrier. This way, you can choose between playing safe and pay far to much or taking a risk by offering them a very small amount of money.

To make it even cooler, Civs in desperate need of money would sell their techs at bargain prices! And maybe be willing to trade a city or two for some badly needed techs.

The Diplomacy right now is just silly. I hate it. It's one of the reason why I haven't played the game so much.
 
I think the rallypoints should be patched. It's great having the continental rally point because the city by city is too tedious, but it's not a usable feature yet.

What we need is a distinction between offensive and defensive units. Along with building offensive units, I also build the defense in each city. If I use the Continental rally point then I have to track down the defensive units that have "run from home" and send them back.

Anyone agree?
 
in case this hasn't been reported already I caught a bug in the Napoleonic Scenario. It values a mutual protection pact from France way to high. I went to all the players that I was at peace with and offered each mutual protection. They each gave me ALL their cities other than the capital, all their cash and in several cases gold per turn. The only exception being Prussia which only gave 3 cities, but a lot of gold, and Denmark which already had mutual protection via the locked alliance.
 
I can't really say if this is a bug or not, but I received a scientific leader at the same point in 2 consecutive games. Each time I was first to research Scientific Method and each time I received a scientific leader! Each time I had the scientific trait so this is a 400 to 1 chance of occurence.
 
I didn't have that much of a corruption problem later on in the game. I build around resources and when the city gets large enough, I convert some tax collecters to policeman, and the problem gets better, not much though...

Speaking of specialists, is there a way to use civil engineers to control over population? I mass produce workers in over populated cities, but then they all just hang around. Can't civil engineers make apartments or condos in the outlaying areas so I don't have to keep starving off my population? Or make a suburb option when a city reaches 30?

Popution is way too high, I agree.

Some other little things I hate, is the AI can threaten you with war for crossing borders on the first time. Why can't we? I hate waiting three times for thier troops to move automatically, and by then they are already where they want to be ( or transported to their desired location.

Also, please rework they way the AI "plants" cities. I noticed this and hated it in all the C3 versions. They make cities with one food square available. Or they build way too close to my cities, and I don't have enough room to "Grow". Maybe enforce an 24 square radius to compensate for future growth of a city?

And I am still geting tanks distroyed by archers. Realistiacally, wouldn't the darn arrows just bounce off the armor???? Can't there be some fuzzy logic involved?

Also a zone of control for mobile sam or flak? Meaning if a plane passes over it to get to a target, the SAM or flak is automated. I'd like to be able to place them on the borders and have them hit planes before they get to my cities. Also I noticed a bug with the moble sam, sometime is will "flip" when making it sentry. It will sit there with the bottom of the graphic facing out. I need to get a screenshot of that next time.

And lastly, don't know what I am doing wrong, but my advance worker options don't work. I set them all to automate ( not by choice). When I try to automate "this city only" it doesn't do anything, the worker just sites there waiting for orders. I have workers wandering all over the place, especially in other civs territories trying to get to embedded cities. I'm tired of the remove forces dialog for workers.
 
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