Civilization III v1.16f Additions/Changes/Fixes

I'm glad the patch is out and there are a lot of things I'm glad they changed, things I hadn't even considered but when I saw them on the list I thought, "hey cool".

There are still five more things I'd like to see however:

1. I want to be able to remove things from the que. It's a pain in the ass not being able to.

2. I need to be able to visit the civlopedia straight from the city screen build menu. When I leave the city to go check the civlopedia at the start of my turn when things are built, the game carries on without me. Just making all the options on the build menu into hyperlinks that would open the civlopedia without closing the city display would be super sweet.

3. When you give/sell a city to another civ and the city sold has a ship docked, the ship is transfered to the capital city, even if it's inland. Easy to loose ships that way because you then have to disband them.

4. Why don't fortresses stop units from walking past them like the ZOC rules from previous Civs. The whole point behind building fortresses in the first place was to keep people out! I like the way ZOC works now for everything else, but fortresses should be special and have this added trait. Their construction time can be increased to reflect this.

5. Shouldn't aircraft only be aloud to land in cities with airports?


Other than that, great! I can't wait to get it and I hope the aircraft work a lot better now.

Endureth
 
Wow!!!

The lighthouse change makes sense (I had wondered about ocean before), but it changes my strategy for the huge map games. I have rately seen a sea-only crossing be useful for finding other land masses. Oh well, adjust, keep playing...
 
Originally posted by sianews
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 :(.

LOL......would have been a lot less reading were it not for all that filler.....punctuation indeed!

But, I am very happy about the air superiority being fixed. Guess the coastal fortress bug/fix is still up in the air. Nobody seems to know if this is being fixed or not.

But at least now I can finish a couple of games I've been waiting on the patch for! Woo Hoo!
 
And to all you people that cried :cry: every time somebody had the least little criticism for Firaxis, maybe now you understand. Huh?

We criticized and complained, they listened to their customers and fixed.

Thanks Firaxis!
 
Originally posted by Endureth
I'm glad the patch is out and there are a lot of things I'm glad they changed, things I hadn't even considered but when I saw them on the list I thought, "hey cool".

There are still three more things I'd like to see however:

1. I want to be able to remove things from the que. It's a pain in the ass not being able to.

The building que right?
I just hit delete.. Works for me. I think i have to mark the item first.

/Mathias
 
Great! a patch at last!
No more air mission madness...

So stop the moaning, all of you!

PS
I didn't expect the mighty centurion MikeC to be satisfied! :lol:
 
  • Deleting a single item from a city's build queue - hold down left mouse, point at the item to be deleted, and press del
  • The Great Lighthouse vs Galleys. With the patch, Galleys will still be useful, especially on Archipelago (sp?) maps. Many islands are connected to their mainland by (at 'worst') sea.
 
Here's a question... whenever I try to use the editor to rename a unit, the game then crashes (does anyone else have this problem?).
Example: The "Cossacks" pictured in the game are actually dressed as "Hussars." When I rename them, crash time.
Will this patch solve said problem?
 
I am extremely thankful for the patch. However, several posts in this thread have more or less said, "now, aren't you sorry you complained?". NO. Many of us shelved this game until its bugs were fixed. It is the complaining of the masses that gets our games working correctly. Do you truly think that developers who are willing to put out poorly tested or faulty products would devote time/money to fix them if no one complained? Of course not! It wasnt important enough to fix before they asked us for our money, so what impetus would there be now if the customer base did not make themselves heard?

Before someone pipes in with "the Producers made them release it before it was done", consider this.... if you were charging people for a creation with your name on it, would you even be able to sleep knowing that it was anything but perfect?

Jonathan

"patched" for imperfect punctuation :D
 
(hopefully firaxis is reading this thread! :))

There are still some serious issues...

1. "AI Patrol" - is killing me..I have a p3-600 with 192mb ram, and the larger game turns are taking forever.....Especially when in Late game, when I can see lots o' enemy units...

2. "Forced Upgrades" - I don't always want the latest and greatest. Sometimes I want some Spearmen, Musketmen, etc. I know this would make the unit list longer, but one of the great things about SMAC, was that you could pick the right tool for the job, not be forced into the high shield cost units....

3. AI won't listen to a leave territory request. If you want AI out, YOU have to Declare war on AI. If the AI wants you out of his/her territory, but you want to stay, YOU have to declare war...It should work the same way for both AI, and Human. (I.e. so you don't ALWAYS get the bad rep..)

4.(don't think this one is change-able, but) The fact that the command Buttons share the same 8 button layout makes it a little bit of a pain....If I have a stack of Workers, that I want to all build road, I usually clickfast on the "road" button....but if somehow a warrior gets queued up in the middle, oops I just clicked in the same spot, as build road, but it gave a different order..

I wouldn't mind seeing a little more info on the combat calculation. In SMAC it displayed the different additions/subtractions to the %'s....

In Civ3 your guessing why your 3 Veteran Archers just got massacred in an attack against a single Spearman on a mountain....
 
I want to be able to remove things from the que. It's a pain in the ass not being able to.

You can ... just highlight the one you don't want and press delete, or, instead of pressing delete, just click on the unit you'd rather build instead (assuming its not already next on the queue).

MAJOR GRIP NOT ADDRESSED

Where is the separate trading screen that allows you to view all your outstanding trades with other civs? It's a real pain in the ass the have to enter into discussion with every civ in order to find out when your trades run out. At higher levels you have to keep constant check on when the potential for re-negotiating becomes available - this makes the endgame inparticular extremely boring and frustrating. THIS NEEDS TO BE ADDRESSED. SOME SORT OF TRADE TRACKING MECHANISM IS DESPERATELY NEEDED. The AI will not automatically cancel an unbalanced trade ... you need to know when that 63 per turn bursary from the Romans is going to run out! Especially if you need that money (or resource, or luxury) to stay in the black.

WE NEED A TRADE TRACKING SCREEN :mad:

(or am I being dense or something?)

Moderator Action: Post edited
Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
* Added "Show Our Manual/Our Automatic/Enemy/Friend Moves" preferences

Yesh! Time to try a new game! Last game I was so annoyed with waiting for the enemy units I recklessly attacked them.. and got crushed by them :( It was on monarch level, so I'm not ashamed :)
 
Originally posted by FM_Freyland
I am extremely thankful for the patch. However, several posts in this thread have more or less said, "now, aren't you sorry you complained?". NO. Many of us shelved this game until its bugs were fixed. It is the complaining of the masses that gets our games working correctly. Do you truly think that developers who are willing to put out poorly tested or faulty products would devote time/money to fix them if no one complained? Of course not! It wasnt important enough to fix before they asked us for our money, so what impetus would there be now if the customer base did not make themselves heard?

Before someone pipes in with "the Producers made them release it before it was done", consider this.... if you were charging people for a creation with your name on it, would you even be able to sleep knowing that it was anything but perfect?

Jonathan

"patched" for imperfect punctuation :D


Criticism yes, abuse no. One of the great lies in gaming forums is that venom and unrelenting attacks get you heard. Personally, nothing can be farther from the truth. The first time I read an abusive post from someone is the last time I read an abusive post from someone (thanks to UBB's wonderfully robust ignore feature). Nothing is accomplished with a threat that isn’t accomplished by simply stating the facts. It's quite the opposite, since if it convinces me that they're more interested in the forum than the game, I'm done listening.

In short, being critical is fine. Threats, slander, and personal attacks ensure you'll never be heard by me again.

Jeff
 
* 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???
 
I await the patch with great anticipation! Its going to be torturous playing with the bugs for the next few days until it arrives....its like Christmas come early.



I may barf
 
Can we stop pussyfooting around here Dan.

Simple question, is it Firaxis's intention to continue to support Civ 3 with additional patches after Saturday patch is completed and released to the general public?

Yes or No.
 
"AI won't listen to a leave territory request."

I forgot all about that one :(.
 
I agree with this guy.....

WE NEED A TRADE TRACKING SCREEN

This one is actually wicked important.

Does talking to a leader and not actually trading anything with them affect how they feel about you? I know trading with the improves your relationship. Does annoying them hurt it, if so then . . .

Endureth
 
One other fix that would be nice is the ability to group workers into a single unit. For instance, when I'm clearing jungle it's a pain to have to constantly move 10 or 12 workers from spot to spot (even worse later in the game when pollution appears and you have to move them across the entire map).
Wouldn't it be nice to be able to "load" 10 workers into a single unit called (I don't know), work-detail and then move the detail and tell it to clear pollution, but have it do so at the rate that 10 workers would?

What do you guys think?
 
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