Civilization III v1.16f Additions/Changes/Fixes

Originally posted by Cybernut
Sorry for spaming :blush: ... I'm zipped for good ... beans on toast sounds good though :blush:
You say you are sorry but your words mean nothing. Show us with your actions. If you continue on with your rantings you will find yourself faced with your mouth taped shut, for at least 3 days.
Oh, and I agree with your rants, just not the way you did them. We need a better system for trade. I am unusually peacefull and have, at points, 4 different trades between each A.I. civ, on a regular map with max civs. I won't even consider playing on a larger one as I have stopped a game because it took too much time doing trades to be fun.

Thanks Firaxis for patching the game. I plan to play it again (it has been sitting on the shelf as I found Monopoly Tycoon to be pretty adictive) if the patch fixes what I feel to be the significant problems.
 
I like the ideas about worker parties, particularly for non-industrious civs. By way of suggestion, perhaps industrious civs should get a movement advantage for their workers (like engineers in Civ 2) after the advance of Industrialisation or Steam Engine? That would make sense I think and add to the excellent civ specific abilities characteristic of Civ 3.
 
Originally posted by Mike C


No where on the Civ 3 website or the box of Civ 3 or the press releases stated Civ 3 was a multiplayer game. You can't shout and complain about something they didn't promise.

Well......sure, Mike. But you don't mind if I still :cry: for it, do you?


Cuz I am. :cry:
 
Originally posted by VoodooAce


Well......sure, Mike. But you don't mind if I still :cry: for it, do you?


Cuz I am. :cry:

I've heard time and time again (from Firaxis among other sources) that multiplayer is not due until 1st or 2nd quarter of next year.
 
Originally posted by KellyX
Dear Firaxis,

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).

Uhh.. Check the amount of time required to clear Jungle at the begining of the game. Check it again during Indutrial ages (been there since 1400s), and end game. Certain advances speed up the abilities of your workers already.

Of course, the work group:cool: Early on it would be nice to combined two or three "foreign" workers to get some decent speed.
 
Originally posted by shirleyrocks


I've heard time and time again (from Firaxis among other sources) that multiplayer is not due until 1st or 2nd quarter of next year.

Right. Same here. I'm just impatient!

I've resigned myself to no MP, but it isn't always easy to keep it under control.

This patch will help ease some of that pain, though.
 
Nice Patch Firaxis. Covered all the major bugs that I can see.
In the hope that you plan another patch, in my opinion the biggest problem with the game now is the micromanagement in the mid to late game. Three things which should speed this up in a major way are the following:

1) Ability to group and move ANY units that are the same. Workers especially but I don't see the point of making the gamer click 40 times to move his 40 tanks 3 squares. If we could even group say a maximum of 5 units that are all the same and have them move then attack or for workers move then do a task this would speed up the game immeasurably. In my opinion this is an absolute neccesity if multiplayer is ever instituted.

2)No plans to spam here but cybernut is absolutely correct. The second most important fix is a trade screen with a list of all your trades. Even in the late middle ages I usually have so many trades that half of each turn is spent checking them and making new ones while the other half is usually spent moving my workers. On this same topic I'd love a screen which listed the improvements you have built in each of your cities in a table. That is improvements along the top line, cities along the side of page, and a check or something for each improvement a city has already built.

3)The ability to delete certain things from our production list. Ideally I would like to see the following introduced. Set up a series of graduated production lists for improvements that we could set our selves. For instance, I would set first list to have temple, barracks, courthouse and library as these are almost without fail the first improvements I build in a city. My second list would have factory, cathedral, university, bank, collosseum. In the system I'm proposing, you would get the second list in a city once you have built all the improvements in the first list. Then you get the third list once you have built all the improvements in the second list. In my humble opinion this would save a lot of time searching through improvements you are very unlikely to build early in cities and would make setting up production queues much easier and faster.

That's my two cents. Great first patch. Keep up the good work

P.S. I'd like to hear feedback on my ideas from anyone on the forum.
 
Originally posted by Mike C


I'm sorry to burst your bubble, but Air superiority didn't work. The game was broken. Period.

As for Jeff Morris, he doesn't have to listen to me if he doesn't want to. I am well within my right though to complain, slander and do anything else I want when a) they released a borken product, b) they sealed their lips and gave no information to us, THE PAYING CUSTOMERS on when or what was going to get fixed.

He wants critisism, but only if we are willing to lick his shoes first. He wants us to kneel down and present him the "facts" while bowing our heads in thankfulness. Gimme a break.

But as the saying goes Caveat Emptor.

They can sure that I'll be doing my best to spread the word of mouth on how Firaxis treats customers.

Well, consider that many games truely are *broken*, by which I mean unplayablely bad, at release time, and patches takes several months. Now I fully agree with you that air superiority missions didn't work, and that was something that needed to be fixed. Along with the corruption issues. And others. We needn't get into it. But here we all are enjoying the game dispite these issues, so the question is, if the game is so broken, then why are we playing it? So, perhaps you could consider the development effort and realize that this industry isn't 100% perfect the first time every time, I think the developer did a pretty good job delivering their product. Of course, this *is* the third version of the game, but still. I stand by my pervious remarks. If you think it's so broken, don't play it.

And I don't think ass kissing is what is required. Just like other aspects of life, politeness and kindness goes a long way towards being heard. Just my opinion, which you are welcome not to share.
 
Hmmm.... I didn't see anything mentioned about the SAM bugs or the Costal Fortress Bugs. The Coastal Fortress is next to useless right now. I haven't personally experiences the SAM bug, since I quit out before bombers are available (due to the air sup bug). Does anyone have any info? I can imagine the costal fortresses being immensely useful at any ocean choke points, if they work correctly. "Sure, you can move here, but by the time your ships get past, they're all at 50%".

I hope units in Armies will keep their special abilities as well...
 
The coastal fortress works fine. SAM was fixed along with Air Superiority. Essex, I like your ideas.
 
One thing I would like to see in the game ,but probably will be a too big change to be implented, is a stock market kind of trading system.

For example you have fur excess and want to offer to the highest bidder all eligible civ would make a bid or several(adjusting to the competition) and then you can chose with whom you want to trade. Same for AI they offer a ress/lux and we can make a bid as well as other civ.

That change would allow us:
1) see all that want that particular ressouce instead of initiating a diplomatic call for each civ.

2) might be easier to get a ressource it has extra before it trade to another civ

3) make the the whole process of trading easier and rewarding (seeing the price for a particular ressource raise when diff civ battle for it)
 
<i>originally posted by ajohn505</i>
<b>Hmmm.... I didn't see anything mentioned about the SAM bugs or the Costal Fortress Bugs. The Coastal Fortress is next to useless right now. I haven't personally experiences the SAM bug, since I quit out before bombers are available (due to the air sup bug). Does anyone have any info? I can imagine the costal fortresses being immensely useful at any ocean choke points, if they work correctly. "Sure, you can move here, but by the time your ships get past, they're all at 50%".</b>

The coastal fortress does work. The defense value is low so you dont see it often.

SAMs are fixed in the patch. Fighters and SAMs had the same problem so both them are fixed now. Soren clarified it somewhere
 
I love the press release on the patch, but I can't seem to find it at Infogrames.com. Should I be looking elsewhere?
 
I hatre to be redundent all over again, but in many many posts I haven't seen an answer on Cybernut's issue. That would help immensely. I always forget to renegotiate so I keep getting screwed.

Thanks in advance for the patch
 
I dont see anything here with re: to AI violateing borders and the AI saying it will leave but doesnt problems. Under AI fixes perhaps?

-Also is there anything we can glean re: the slooooooow problem in the later games, or is that a 'to be seen?
-Will obsolete units continue to show into the modern eras?
-Police statiions reduce corruption-finally good one!
-espioage being boken seems to have recived little attention? But maybe the greater funds we will recive from corruption fixes will partly offset there low value for gold atm


Comments
They did little actually modifying of units themselves(shrug)-maybe thinking we are going to be far better at that than they are(true enough). The sub+N-sub both@8 offense seems hard to fathom but its not a major issue. All in all looks...promiseing, just have to see how it plays out I guess

:scan:
 
Originally posted by MikeC
I'm sorry to burst your bubble, but Air superiority didn't work. The game was broken. Period.
As for Jeff Morris, he doesn't have to listen to me if he doesn't want to. I am well within my right though to complain, slander and do anything else I want when a)they released a borken product, b) they sealed their lips and gave no information to us, THE PAYING CUSTOMERS on when or what was going to get fixed.
He wants critisism, but only if we are willing to lick his shoes first. He wants us to kneel down and present him the "facts" while bowing our heads in thankfulness.
Gimme a break.
But as the saying goes Caveat Emptor.
They can sure that I'll be doing my best to spread the word of mouth on how Firaxis treats customers.

Wow. I didn't realize how easy you've made it to disagree with you.. But by the number of people quoting you, you probably have an idea.

I say that because most people realize that THERE IS NO COMPUTER SOFTWARE RELEASED THAT DOESN'T HAVE BUGS. If you want something with fewer bugs, go buy a PS2 or XBOX. (Unfortunately, bugs are even making it out to those systems as well.)

Oh, BTW, the game was not BROKEN, as you put it. So AIR SUPERIORITY doesn't work. Big Deal, you still have 3000 years pre-flight, as well as a whole new load of features to go along with it.

Comeon, try to have a positive attitude. Think of how Pool of Radiance was released. Think of how WWII Online was released. Remember the original release of Black & White?

Those games were RELEASED BROKEN. Please stop whining because a feature or two wasn't fully implemented.

Also, How long was the wait for patches for some of those truly BROKEN GAMES. Much Longer than the 30-40 DAYS after SHIPPING that CIV3 did!

Either you don't realize how crappy other companies are releasing games, and decided to complain about one of the fairly decent releases, or you're really just overcomplaining, to see your messages appear on each page more..

Either way, CAN IT, as you're clogging up the forum.
 
<i>originally posted by jfw3rd <\i>
<b>
I love the press release on the patch, but I can't seem to find it at Infogrames.com. Should I be looking elsewhere?</b>

The patch will be released on Friday or Saturday
 
Very exciting changes!
I'm thrilled.

THANKS FIRAXIS!!

My wife doesn't like you, but I do!

Quick things:

1) Please add a trade tracking screen.

2) Please allow us to go to the map and the Civilopedia from the Diplomacy screen.

3) Please make cities in Civil Disorder obvious in the Domestic Advisor screen, so I can catch them easily on the turn /before/ they stop producing. Changing the city name to red would accomplish this nicely.

4) Please let us know if you'll be making any more changes or updates.

Thanks,

- Stravaig
 
Originally posted by Endureth

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

Endureth

Hold down the shift key, and left-click your mouse, you can change the items in the queue
 
Originally posted by Essex

1) Ability to group and move ANY units that are the same. Workers especially but I don't see the point of making the gamer click 40 times to move his 40 tanks 3 squares. If we could even group say a maximum of 5 units that are all the same and have them move then attack or for workers move then do a task this would speed up the game immeasurably. In my opinion this is an absolute neccesity if multiplayer is ever instituted.
top line, cities along the side of page, and a check or something for each improvement a city has already built.

[/B]

I was under the opinion that by holding shift and moving one unit, all units on that square move. I've never tried, so not sure.
 
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