Civilization III v1.16f Additions/Changes/Fixes

Originally posted by FortyJ


You can chat with your advisors while in diplomatic negotiations with foreign leaders. Click on the picture of your foreign advisor (not the box he's hiding behind, but the leader himself) in the upper right corner. This will open up the foreign advisor screen from which you can view other advisors' reports.

Excellent! Thanks for this tip :)

You can also access the civilopedia from the city screen to help determine what build orders you wish to implement. Right-clicking on certain areas of the city screen will open the civilopedia.

That's how I'm doing it now. Would be easier if you could right click from the build list. Hey, what can I say? I'm lazy. ;)

__________________________________________________
If you choose not to decide you still have made a choice.
 
Your right, you can sort your cities by their production values in certain areas, but it doesnt stay like that. As soon as you switch to click on the city, it goes back to founding day sort. Having them ordered by production would let you build the spaceship more efficiently, and tell which cities will benefit from the tech wonders/improvements.

I also dont see if I've discovered the related tech to a SR, why I cant tell a Civ that they have something I want, eventhough they dont know what it is. It's still there.
 
Northstar, I think my last sentence was out of line. My apologies.


Jonathan
 
Originally posted by mr.biswas
Anyway, the Russians sent up a bunch of planes which launched over 100 missles at an approaching US aircraft carrier from over 10 miles away. There was nothing the carrier could do...

The book was Red Storm Rising, and if memory serves, the carrier's defense systems stopped all but 1 or 2 of the missiles. So maybe planes can't sink modern ships.

No, I'm kidding - I'm on the side of those who want planes to be able to sink ships. But I definitely think that carriers and AEGIS cruisers, at least, should be able to fire back.
 
Originally posted by Mike C


Would you like it if they released Planet of the Apes DVD and the last 1/4 of the movie was all static?

Assuming you're referring to the new one, then yes, it would be an improvement.
 
Originally posted by Flak
Just in case, I will describe it again. The Theory of Evolution is supposed to give it's builder two advances upon completion. How it in fact works is that it looks to see if there are any 'optional' advances that were passed over. If none or only 1, it then checks to see what current advances are available. It chooses two and gives them to you. Unfortunately, it is quite possible (I've done it twice myself. Others have posted similar or identical results) to have researched all of your optional techs and have only the current tech being studied (or perhaps one other), available. As a result, the Theory of Evolution gives only one on ZERO techs upon completion.

I haven't realized/seen this bug. I've only played a few games (considering they are so long). My last game I got TOE; I think I got one additional advance, then I researched my current topic and advanced to the new era, *then* I instantaneously got another advance. I wonder if anyone has seen this behavior?
 
Originally posted by gibbie99


I haven't realized/seen this bug. I've only played a few games (considering they are so long). My last game I got TOE; I think I got one additional advance, then I researched my current topic and advanced to the new era, *then* I instantaneously got another advance. I wonder if anyone has seen this behavior?

I realized the same bug, I had got only one tech upon its completion. I am pretty sure that was just a bug probably fixed with this patch. :king:
 
I'm still missing two things:

Armies should be dissolvable / units unloadable (just enable the unload command). I sometimes might want to upgrade those 4 tanks I put into that army. It's even worse earlier in the game, e.g. with horsemen.


The AI hardly ever upgrades units. They frequently still have spearmen sitting next to mech infantry and that even though they built the workshop! I mean, what's the point of that wonder if it's not used? Plus, in the later game strategic resources often only become available for a while. When I conquer a saltpeter resource while knowing that I'll probably lose the city in another three turns I upgrade all my units immediately... Shouldn't be too hard for AI to understand. They tend to have too much cash on hand anyway.
 
Okay, they took away my favorite things (the Big Sailing Lighthouse, the "hell with waste, I'll just grow and cut forests all day in my outlying cities" factor, the Oh my god I forgot to switch that palace over to a wonder and now my capital is at the south pole factor, etc.) and "fixed" air superiority and precision bombing, which who cares because if you cant smash em with tanks, you aint gonna need planes. So for the next patch I would like to see:
1. ability to disband your own cities, for instance when you trade for a city of the AIs or one defects and you dont want it but you dont want it around either. Even if it meant building a settler or two. I miss that potential.
2. can I please kill enemy workers?
3. if my cannon is next to an enemy and I move towards him, you KNOW what Im trying to do, dammit!
4. How about letting me raise and lower the gold lump sum or per turn value by rolling my mousewheel so I can watch my advisor to see when I have hit the magic number without having to hit a hundred buttons?
5. Lets go back to telling me what my enemies are researching?
6. How about playable costs for espionage missions. I love espionage missions in Civ 2 but can never afford even the ones that wont work in Civ 3.
7. Nice try with the editor, now give us the Civ 2 MGE editor back and be done with it.
8. Submit the number of hours I play civ each week to Firaxis and let them pay me a few pennies an hour so I dont have to work.
 
Originally posted by KALIROB2k2


I realized the same bug, I had got only one tech upon its completion. I am pretty sure that was just a bug probably fixed with this patch. :king:


lol :D

if you are a scientific civ, you get one extra advance at the start of each era
 
Well it looks like the patch may fix many of the problems I've had but here a couple that I feel need addressing.

It'd be nice to be able to start a scenario on the Earth map and have my civilisation start where they historically did. I played Aztecs and they started near Greece, I used them to have a civilisation by itself to get used the game....and to alter history.

Another thing that really annoys me is spearmen being able to destroy cavalry and even tanks without blinking an eyelid. I thought that a modern unit would be able to wipeout an ancient unit no problem. I read in a review that a missle could be brought down by an archer, I tested this and that happened...bloody good archer being able to hit a missle travelling at 300+ km/h. Actually bloody good spearmen being able to penetrate tanks armour for that matter.

I noticed you fixed the problem of governors building privateers, but what about it building cannons, and spearmen and bowmen when it's told to build no units whatsoever? Especially if there's banks and other city improvements that need building first.

I hope culturally taking over a city easier works allows for spies. When I plant spies one of the first things I do is try to use propaganda against a city. Theres been many times when I've spent hard earned gold on a propaganda campaign unsuccessfully and the next turn or 2 later the city joins, I feel cheated.
 
Originally posted by KloePoek



lol :D

if you are a scientific civ, you get one extra advance at the start of each era

I know that :p, we are talking about a bug that the game had to where when sometimes when you finished the Thoery of Evolution is built, instead of getting 2 techs like your supposed to you only get zero or one tech. I think its rare but odd.:confused:
 
Originally posted by KALIROB2k2


I know that :p, we are talking about a bug that the game had to where when sometimes when you finished the Thoery of Evolution is built, instead of getting 2 techs like your supposed to you only get zero or one tech. I think its rare but odd.:confused:

It's nice to see some discussion on this. I would just like to know if this fix made it in or not. Could Dan or Jeff just state one way or the other? That would be great. Preemptive thanks!

:egypt:
 
Originally posted by Sultan Bhargash


4. How about letting me raise and lower the gold lump sum or per turn value by rolling my mousewheel so I can watch my advisor to see when I have hit the magic number without having to hit a hundred buttons?

Now that's a good idea. I love the game, but it sure is annoying to keep playing that stupid "33 gold? 34 gold? 37 gold?" game during negotiations. Or, for that matter, how about cutting to the chase and having the advisor telling us how much gold we need to get this deal done given the other parameters? Course this might be impossible from a programming standpoint. . .
 
Also with the patch, a new problemo!

What has happened to the "distinctly new era" pics that popped up when you researched to a new epoch?

They don't appear since the patch was installed, anyone notice this?

At least save games load quicker! :crazyeyes
 
Originally posted by Sultan Bhargash

2. can I please kill enemy workers?

Well why not just add them to the city? That way you get 1 more population. :goodjob:
 
Thanks for the advice about disposing enemy workers; and of course I use those tricks. Maybe it sounds sicko but I really do just want to kill the guys sometimes, especially when they are far away from my frontline or when I know the enemy is just going to capture them back next turn.

Other thoughts: Expansionism needs to give you two settlers instead of one. And to have a defensive parameter for the scout so that you cant be killed by barbarians on cheiftain level.
 
If you add FOREIGN workers to one of your own cities, your adding FOREIGNERS to your city, not your own population... therefor, say you're at war with France and have captured French workers, you add those workers to one of your own cities, your making your own city MORE FRENCH, and it may revolt or not like you much!

Not a very good solution!
 
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