Civilization III v1.16f Additions/Changes/Fixes

What about coastal fortresses and sam missile batterries?? I heard they weren'r working as expected.
 
that was a big list. didn't mention anything about losing all culture buildings when capturing a city. But at least it will be easier/quicker now since corruption is reduced. Overall, it looks pretty good. Nothing about cruise missiles though, but I have already solved that problem on my own.
 
The only thing i didn't like is 40 turns max time to discovery.
If someone from Firaxis would be kind enough to explain i would be very gratefull.
 
What about:

1) Setting start locations via the editor still not possible?

2) Anything done about AI unit shuffle?

3)Fortress fix

Maybe if they had spent less time correct civlopedia punctionation, these flaws could have been fixed :(.
 
Originally posted by Delar
jet fighters end game. Are these bugs addressed as well? Didn't see anything mentioned either.
-Delar :king:
jet fighters do not update because stealth fighters are not really fighter units. read the civolopedia entry on stealth fighters. they can't perform air superiority missions. they are just a different type of bomber (this is realistic to the f-117 in the usaf). perhaps basing a unit on the f-22 would be fairer, though (allowing a true stealth<i>fighter</i>)
but, as for now, the fact that the jet fighter does not update is good.
 
* Palaces and spaceship parts can only be built in one city.



what did he mean by that? Palaces can be built in only one city???
 
* Added "Ask for Build Orders after Unit Construction" pref (asks for build orders after every unit construction in all cities).
Dumb governor issue is solved. This alone makes the patch worthwhile. Was my #1 gripe. I really got annoyed when I found I build another worthless unit.

* Added "Show Our Manual/Our Automatic/Enemy/Friend Moves" preferences
Great - At peace time, I couldn't care less about computer moves. Will really speed the game up during peace.

* Corruption effects have been reduced.
Not surprised. Everyone hated this feature.

* Borders now draw over forest and jungle.
Thank you. That was a pain when a lot of cities were in the Jungle.

* Palaces and spaceship parts can only be built in one city.
Hmmm.... If we start a palace, and switch, then what? Could this make wonders even harder?

* The maximum number of turns it can take to research an advance has been increased from 32 to 40.
ARGGGGGGGGGGGGGGGGGGGGGGGGGGGGG! Science is bad enough in ancient times. Why did it get worse?????????

* The Great Lighthouse no longer permits Galleys to travel on Ocean tiles.
Will miss it, but is better for balance.

* Added "Culturally Linked Starting Locations" (civs are placed on maps in close proximity to other civs of the same culture; please note that not using this pref can lead to sub-optimal arrangements of civ colors)
It will be nice to play total random games sometimes. Of course, it will be a nastier game if you have NONE of you culture group around ;)



I noticed a lot of work on the editor. I wonder if we are heading toward scenarios someday?

Overall - 9 :) of 10 :) Only 9 because science got screwed.

What do I do until Saturday? I want my patch. Can I finish my Japan in 1500s game by then. Playing a strange attack vs. Germany. Cities are so far away, I am just pillaging Germany to death. Want to leave nothing for the other players.
 
I've tried to summarize what I feel are the most important changes. i.e., left out the typo fixes :)

Generally, I think we had 4 big changes:

1. An attempt to fix governors and production queues.
2. An attempt to fix corruption. Notice that not only has corruption been reduced, but that police stations now reduce corruption as well.
3. An attempt to fix bugs and rebalance units like privateers. There was no mention at all of SAM or coastal fortresses. Hmmmm. I'm also wondering about fighters on carriers and if that is fixed. Subs got a whole lot better too.
4. An attempt to fix what they feel are exploits, namely building palaces to rush wonders and clearing forests and setting tech to 0 (it can now takes 40 turns instead of 32). Notice that replanting and clearing a forest is nerfed now.

Enhancements/New features:
* Added "Ask for Build Orders after Unit Construction" pref (asks for build orders after every unit construction in all cities).
* Added "Always Start Building Previously Built Unit" pref (cities always start building the last built unit).
* Added "Show Civil Disorder Pop-Up" pref (displays a pop-up whenever a city descends into civil disorder).
* Added "Culturally Linked Starting Locations" (civs are placed on maps in close proximity to other civs of the same culture; please note that not using this pref can lead to sub-optimal arrangements of civ colors)
* Added "Show Our Manual/Our Automatic/Enemy/Friend Moves" preferences

Game changes with positive effects:
* Corruption effects have been reduced.
* Police Stations now reduce corruption in the city they are built in.
* Submarine and Nuclear Submarine now have an offense value of 8.
* Paratroops now have a range of 6.
* Privateer now has an offense value of 2.
* It's slightly easier to culturally acquire cities.
* Cultural priority of AI has been reduced.

Bug fixes:
* Corruption calculations for Communism are now flat for the number-of-cities factor.
* Improved City Governor Performance.
* Precision Bombing now works as intended.
* The AI no longer reacts to submarines that it cannot see.
* Air superiority missions work as intended.
* Once the UN is completed, you are no longer prompted to vote every turn.
* You no longer declare war by accidentally passing over a hidden submarine.

Nerfs/Exploit fixes:
* Shield bonus from clearing forest can only be received once per game.
* Palaces and spaceship parts can only be built in one city.
* The maximum number of turns it can take to research an advance has been increased from 32 to 40.
 
Originally posted by sianews
Because it's not fixed :(.

From Soren's Post on Apolyton (http://apolyton.net/forums/showthread.php?s=&threadid=36944&perpage=30&pagenumber=2)


"As far as I am aware, coastal fortresses work as designed. They always fire at passing ships, but you only hear a sound effect/see a result if it hits. The calculation is the same for units with ZOC, which basically treats those units as temporary artillery units with one shot at passing units.

Also, the offense value of the coastal fortress is not very high, so one of the reason people have not seen mauch of an effect is that the coastal fortress has a very low chance of hitting modern ships. Of course, this value is in the editor, so if you want to increase the probability of hitting passing units, just increase it."



Dan
 
Originally posted by lkendter
* The maximum number of turns it can take to research an advance has been increased from 32 to 40.
ARGGGGGGGGGGGGGGGGGGGGGGGGGGGGG! Science is bad enough in ancient times. Why did it get worse?????????


I'd like to point out that the min and max turns to research a tech has now been exposed in the editor, so you can change them to fit your liking. So if you disagree with our choice, feel free as always, to change it.


Dan
 
There is still no mini-map in the editor? :confused: :(

Besides that, the changes fixed all other problems I can think of. The game definitely will be more enjoyable after the patch. :)

Fixed AI exploit with regards to giving cities away in diplomacy.

Does this mean the AI will be very unwilling to buy cities from players?
 
I see several changes in this patch that will greatly enhance the game for me.

:goodjob:
 
I assume the reason was play balance between different civilizations. Back in early times, you don't have a lot of money to spend research on, and since the increaments start at 10%, sometimes you'd have one cultures 10% which would be much more than another; i.e. the poorer culture is getting a "break" by getting the maximum of 32 turns, whereas the richer culture is actually getting a lot of money wasted without improving rate of discovery advance. By lowering the maximum to 40, it gives you more room to distinguish between different rates between civilizations that are poor in a historical context but are of varying degrees of wealth relative to each-other.

Bruce
 
My good! :() that was a long list. There went that weekend.. wonder if i can get cloned so my clone can do all the social stuff and i can play civ3.. 48 hours to friday... can't wait. Its like a new game is being released..

Good work Firaxis. It took awhile but it was worth it.

Keep up the good work. Is there really anything left to fix
after this patch except the editor that is. Maybe some AI
behavior that can allways be improved.

One thing starting locations can you still not set them.
No big thing anymore as there is a fix from the community
Check it out its real easy to use. Its around here somewhere.

/Mathias
 
The starting locations issue isn't really one with the game as much as it is one with the editor, just FYI. Not that that changes anything, but it's an important distinction. It really covers the same ground as the need to place cities and units for scenarios.

Of course, you know what I'm going to say next: I can't tell you if/when this functionality is going into the editor, sorry :(

However, we are fully aware of it. It's "in the books", so to speak.


Dan
 
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