Civilization III v1.16f Additions/Changes/Fixes

Originally posted by Endureth
I agree with this guy.....

WE NEED A TRADE TRACKING SCREEN
Endureth

I would even be happy with a popup -
This deal is expiring, do you want to continue?
Sometimes you want to computer to keep paying for a worthless deal.

However, multiple rows of "WE NEED A TRADE TRACKING SCREEN" is simply spam and a nuisance. Enough already.:rolleyes:
 
Can I have Spam instead of the baked beans, then?

Anyway, Cybernut, at least you can click on the "active" button when you're talking to another civ. I never knew anyone made so many trade agreements - I'm usually attacking everyone!
 
Jest,
I think maybe the 40 turn max research time is a response to a cheat? available early in the game.

Since you can't get research time significantly < 32 turns early on (maybe 30 with 100% research) you can take advantage of the max turn/advance by setting science to 10%, maximizing your income. Maybe a 40 turn Max allows you to have a significant effect on science progress (early on) by changing science percent.
 
Originally posted by Quetzalcoatl
Jest,
I think maybe the 40 turn max research time is a response to a cheat? available early in the game.

Since you can't get research time significantly < 32 turns early on (maybe 30 with 100% research) you can take advantage of the max turn/advance by setting science to 10%, maximizing your income. Maybe a 40 turn Max allows you to have a significant effect on science progress (early on) by changing science percent.

I thought it was determined by each tech needing a certain number of "beakers" to unlock? The minimum reasearch time shouldn't affect it at all....

However the percentage thing doesn't really matter anyways as during the early ancient age, setting low science doesn't exactly yield you a gold bonanza either....
 
i did the 10% on science in the ancient era and by the time i was in the 2nd era i had nearly 2grand! im glad they changed this as well cause its kind of lame getting a spaceship up by 1910 or so :P
 
Sorry for spaming (although it was only 2 messages!) :blush: ... I'm zipped for good ... beans on toast sounds good though :blush:
 
Originally posted by Kaos
i did the 10% on science in the ancient era and by the time i was in the 2nd era i had nearly 2grand! im glad they changed this as well cause its kind of lame getting a spaceship up by 1910 or so :P

Really? I could never get away with it anything under 50%. And that was with tech specialization and mad swapping with everyone else.
 
Will the change to 40 turns really make that much difference ... especially at higher levels. At higher levels (maybe just Deity though) you have to trade for tech (you just can't keep up with AI).

im glad they changed this as well cause its kind of lame getting a spaceship up by 1910 or so :P

Try Deity dude ... the AI is in a position to start building the spaceship by the 1500's !!! :eek:
 
LOL - Looks like some people will have to make new logins...

Originally posted by Jeffrey Morris



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
 
The 32 turn thing was even worse than that -- you could use one citizen as a scientist and set research to 0%. You can then buy technology from the AI for lots less than the research cost. I've had several games where I went into the second age with 2000 gold in the bank and ran 0% research into the AD era.

I agree with Cybernut about the trading summary screen...it would only take a minor revision to the resources screen to accomplish it.
 
Where can this new patch be found?

I assume it has not yet been released, as it is not posted either here or Firaxis, or am I missing something?

Good call on Police Stations and Corruption.
 
Final subs and privateers will be worthwild.

And hiding subs in enemy territory will no long cause war. ;)
 
Originally posted by Andre_Bolkonsky
Where can this new patch be found?

I assume it has not yet been released, as it is not posted either here or Firaxis, or am I missing something?

Good call on Police Stations and Corruption.

It should be released this Friday or Saturday, most likely on Civ3.com.
 
I'm very excited to get this patch. I had my 50 bucks of fun with it almost, the first week of playing with the "buggy" version. Even with the bugs though, it was fun. Now that your going to patch it, I'm going to put down my newly purchased xbox, and start to give Civ 3 some play time! Its just Civ 3 and Strifeshadow (www.ethermoon.com) for my PC gaming for a while...


And madden 2002 and halo on the xbox. ;-)


Thanks for not letting us down Firaxis. All people will never be satisfied, but TRUST me you've just satisfied 90% or more of the disgruntled gamers. There will still be the 10% who demand more...
 
Originally posted by Johnny_Vegas
Thanks for not letting us down Firaxis. All people will never be satisfied, but TRUST me you've just satisfied 90% or more of the disgruntled gamers. There will still be the 10% who demand more...

I agree. We will never be 100% happy. But the end of idiot governors building worthless units ... :goodjob:
 
Dan & Jeff,

The patch sounds great. Can't wait to get it.

One request and one suggestion though:

Could you post a manual online in pdf format with all of the the control, rules, etc? In playing a game with more than 8 civs I had to stop playing and search these forums to find out how you changed which civs you could see on the foreign advisor screen. Also I did not know about removing individual items from the queue until I read it here and a number other things I am sure I do not know how to do that are not covered by the manual I have or the Civilopedia. Thanks.

Suggestion: Flat world option for maps? So you can do a scenario of a region like in Civ2? Any plans to add that.

Thanks again.

Vivo
 
Originally posted by lkendter


I agree. We will never be 100% happy. But the end of idiot governors building worthless units ... :goodjob:

Yeah, rock on guys! This is great!

I always wondered why they'd want to build achers instead of panzers. Go figure. Btw- if you haven't played with panzers yet, it's pretty fun. It seems like with blitz you can wipe out like 5 units a turn. (Exaggeration).

I'm going to go change my bic file right now to allow the police station to decrease corruption.. (get one fix right away).

Freakboy
 
Originally posted by Johnny_Vegas
Now that your going to patch it, I'm going to put down my newly purchased xbox

You DO realise that you did sell your soul to Bill Gates :satan: the moment you handed the money over and walked out with the X-box.

Enjoy burning in hell for the rest of eternity.

:flamedevi [plasma] :cry:
 
Dear Firaxis,

I have owed Civilization 3 since day one, in fact, I believe I got the copy a day early at EB. I enjoy the game a lot, dispite some of the big bugs (air supriority - which is harsh if the Computer happens to have bombers, ouch!)

Looking over the patch information and through this long thread, I had a few suggestions, some may be based on various ideas I've seen posted here and others may just be off the top of my head, but bare with me.

For me, the improvement of my land is something I make sure to work on as much as possible, workers tend to be a big asset, not neccessarily cause they are great, but it requires large numbers of them to get stuff done. In Civilization 2, your workers eventually upgrade to Engineers, which allows them to move 2 tiles allowing them to get where you needed them faster, on top of that, they were able to work faster. Why wasn't this extended to Civilization 3?

It would seem to me, when you reach a certain age, that the worker should know more about doing the job better. With each advancement, their output should be increased, especially in lower level areas, like road construction for example. When automobiles are available, more or less, workers should be considered equipped with "state owned" cars or trucks so they move further (2 tiles for example, like the Engineers were able to).

One idea I saw on the forums was the grouping of workers, more or less complaining to a degree with the concept I stated above, that it takes them a lot of time to do stuff, so you have to use a bunch of them to do it, but then you have to move all of them to do it. If you set them on automatic, they have some kind of phobia of more than one worker per tile. This a bug? The idea of grouping workers into a Work Party could easily be implimented by using the ARMY concept, only designed for improvements. Instead of a General or Leader, you have a Foreman or Boss that you control. When you tell it to say, build a railroad, you get the bonus of all three workers working the same time at once. Then, instead of having 30 workers running around like fools, you'd have 10 Work Parties running around like more effienct fools.

Helicopters are nice, the range doesn't seem far though, and their capacity seems small. Why not have a second version of it, like the US' twin rotor helicopter that is able to lift tanks and such? Perhaps consider it an Advanced Helicopter, able to lift one vehicle unit or 2 or 3 infantry units?

These are just some ideas I would like you to consider. I realize it means more work in the end, but I believe that by continuing to support this product, you can make it have a long play life and ensure loyal customers.

Best regards,
 
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