Civilization III v1.16f Additions/Changes/Fixes

Do the Air Changes include allowing aircraft to destroy naval units - Is this what "precision strikes" refer to.

Was a little upset on how ineffective my carrier was. 3 jet fighters failed to take out a frigate.

Not complaining mind you - just concerned ! :)
 
The readme posted here seems to indicate that perhaps the paging file problems some of us have been having will be fixed with the fixes relating to save-games and that sort of thing. Anyone have some thoughts on this? I know I'm not the only one who finds the game begins to loop sounds and becomes sluggish and choppy at a certain point, and after closing down the game you find a windows error message indicating that windows needed to allocate more memory to the paging file. IF this isn't actually addressed by those fixes in the patch...does anyone have a clue how to fix the problem. It only seems to be affecting those of us with slightly older models of AMD processors, though that isn't confirmed. Thanks.
 
Do the Air Changes include allowing aircraft to destroy naval units - Is this what "precision strikes" refer to.

No, that was a design decision and air units can only take a naval unit (or any unit) down to 1 hp. You have to have your own naval/ground units finish the job. Precision strikes refer to the ability of having a fighter strike a specific city improvement instead of the usual random event.

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edited by poster for personal stupidity :)
 
I see that corruption effects have been lowered, and police stations now reduce corruptions. That's fine.
As I understand it though corruption and waste are two different parts of the game. I did not read anywhere in the patch list any fixes to waste, what I did read was they are removing the "logging" proccess that helps with those far away cities that only produce one shield.
I could tolerate the corruption problems, because in time larger cities with improvements seemed to help the corruption issue. But the waste factor was a real issue to contend with.
I suppose if the corruption is reduced enough then rush building will be the solution to that.
Did I miss something in the patch list or does anyone have any info on the waste issue?
 
Originally posted by Jim
. . .As I understand it though corruption and waste are two different parts of the game. . .

I might be wrong, but I thought corruption was broken down into two components: the loss of commerce and the loss of shield production. My guess is that by reducing corruption with the patch it will reduce corruption overall. I don't have the game with me, so I can't check the civilopedia file, but I think that's the answer.
 
Thanks for the reply about the air strikes.
Just want to :cry:

I think there should be a few special case combats added, so that when this unit meets that unit bonuses apply. It would make the lack of realism in certain encounters less glaring.

Also, I know making fortresses, coastal fortresses and air units use the bombardment code saved a lot of effort, but it makes the game less enjoyable. Denying sea access to bays using coastal defences, having really effective border castles and making air supremacy count are all not possible, which is a shame.

Love the stock market idea.

I think the resource trading needs a little smoothing. I love resources, but it is almost as if Firaxis made them too powerful, so now civs will not trade for them.

If they were a little less good, so that 5,6,7 and 8 only made 2 people happy then perhaps they could make the other civs a little easier to trade with in this respect. They hardly ever go one for one - and I can see why from a playbalance point of view.

Also, strategic resources are even more difficult to trade for. Civs would rather have 5 extra unused, than trade them to me for 3 cities and 200gold per turn!

This is a very complex game and it will be a while before the playbalance is established. I'm looking forward to the next patch !
 
From what I can see, the Patch addresses most of the issues I've had with the game. I have a few questions and I hope one of the folks from Firaxis can answer these for me:
1) will the patch at all affect the graphics files -- aka if i'm running using the modified trees/water/mountains/land files that seem so popular and definitely make the game look better, will this patch adversely affect that or will it run with them in place?

2) my continuing gripe: a game resolution switching utility, preferably in-game. I run on a 21" monitor using a Titanium500 video card, using a desktop resolution of 1280x1024. I don't want to play the game in that resolution (so no keepres=1), I don't want to change my desktop resolution specifically for one game either. But the default resolution sucks -- I can see at most 7 squares across, which is too zoomed in. My brother also bought CIV3 and on his computer the default resolution lets him see something like 11 squares across (on a smaller monitor). His is a far more playable game at that resolution. As I said, I can use keepres=1, and the game does then run at 1280x1024, but it's too zoomed out then.

Suggestions, anyone? And Firaxis, how about a resolution-switching utility, which lets us choose which resolution to run the game in?

Thanks to all!

Spyder1
 
4. Allow Civs not able to use a resource, still Trade/Sell it to Civs that can use it.
5. Military units to be able to be upgraded in "By City" veiw in the military advisor. Currently only upgraded in the "By Unit" view
6. Need to be able to sort cities by more than just founding date.
I wanna make that wonder in the city with the highest production, and scrolling around is tedious.
7. There needs to be something to help city growth from size 12 to the discovery of Sanitation, size 12 cities happen very early compared to Sanitation.

>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<

Scoobs, I am with you on that, especially being able to sort cities by whatever I want - trade, science, shields, etc. in domestic advisor window...
Also, does anybody have any use for a "Cultural Advisor" screen? I look at it maybe once during the entire game. Do we need it? Or am I missing the importance of it?

:cool:

ff
 
To Dan Magaha FIRAXIS -

What are your thoughts and the thoughts of the folks at Firaxis concerning airplanes not being able to sink ships. A lot of people on the boards hold that as a fairly large problem.

Also, do you guys have plans to expand the role of the UN? Right now, it feels like an add-on. Personally, instead of a diplomatic victory, I would like to use the UN for hardcore diplomacy to broker peace agreements, set up trade, and etc. And even maybe (this is in my dream world) have its own peace keeping force.

Just my two pennies.
 
Originally posted by Jezner
To Dan Magaha FIRAXIS -

What are your thoughts and the thoughts of the folks at Firaxis concerning airplanes not being able to sink ships. A lot of people on the boards hold that as a fairly large problem.

Also, do you guys have plans to expand the role of the UN? Right now, it feels like an add-on. Personally, instead of a diplomatic victory, I would like to use the UN for hardcore diplomacy to broker peace agreements, set up trade, and etc. And even maybe (this is in my dream world) have its own peace keeping force.

Just my two pennies.


Or at the very least, expand it back to the role it had in Alpha Centauri.
 
Originally posted by Traquenard-fx
I don't want AI or me taking more easily cities by culturals borders(pardon my english).
If disable the cultural victory erase this feature?!

:confused:
The same question:mad:
 
Originally posted by Dan Magaha FIRAXIS


Don't forget civ3edit.hlp!

old BIC files should be compatible, however the BIC file format can and does change as we add things in to the editor, so there is a good chance the "hacked" editor won't play nice with new BIC files. As long as the "hacked" editor obeys the rules of the BIC format, though, BIC's created with it should still work. No guarantees, though.


Dan

as i understand it, the editor was "hacked" by going in with res hacker and making the already existing add and delete buttons visible. assuming the buttons are still there in the new editor, it should be a very simple matter to make a new "hacked" editor. i can understand why firaxis chose not to make the buttons visible for the customers in the first place, as the features uncovered by them probably haven't gone through full testing yet. this way they are still available to the fans without the blame falling on firaxis when we screw up and have to reinstall or something. :)

scraun.
 
Originally posted by royfurr
gibbie99,
But this doesn't help with Middle ages mismatches- the "Knight vs. the warrior" situation (although, admittedly, it is less extreme then "swordsmen vs. tanks). Again, there is a probablility thing here, sometimes the weaker guy DOES triumph- dooodoo happens, after all), but if MANY people are experienceing a warrior wasting 3 Knights (or similiar face-offs) frequently, that seems a bit disproportionate.

ANYONE ELSE got any impressions on the patch and this issue?

the thing you have to remember is that the units(especially the early ones) are often not a single spearman, but about 20 of them. picturing one guy with a stone axe beating up on a knight is harder than imagining a group of 50 doing the same with half a dozen knights. especially when the issue in this case isn't whether or not they kill the knights, but whether they can do sufficient harm for the knights to flee the scene. personally i still think the balance is a little off, but not glaringly so. and i'd much rather have the ability to hang on just long enough to make a tech/trade advantage win out over a more militarily aggressive ai civ than to be able to wade into the heart of a bronze age civilization with a tank and blow up their capitol/destroy all their cities with complete impunity.

scraun.
 
Just have to say that I agree with Witchfinder a few posts up:

- Realy annoying that air units cannot destroy naval units, and also extremely annoying that they don't fire back.

- A queston though: Is it possible to do this yourselves with the editor? Anyone knows?
 
I think that this is a very good point. I have to open my IE, Outlook, and TV prior to (or during) the loading the game just to be able to use them during gameplay. It's a bit stupid having to constantly save, close, restart and reload everytime you want to check your email. And having all those programs open at once doesn't exactly help the smooth running of the game. Good call ...
 
Originally posted by Risbinroch
Just have to say that I agree with Witchfinder a few posts up:

- Realy annoying that air units cannot destroy naval units, and also extremely annoying that they don't fire back.

- A queston though: Is it possible to do this yourselves with the editor? Anyone knows?

I have to agree I wish more than anything for those air and naval units to be able to destroy each other like real war, I mean remember pearl harbor? Those planes sunk ships, and the guns on the ships took down some of the planes. So I think making it unable to destroy each other makes it very unrealistic. Not to mention sea units not being able to bombard land units and destroy them. I mean think of cities on a one tile piece of land. You cant land with land units next to them thus you cant attack them, you cant kill them with air or sea units, so thus making them invincible and unable to take over. So that civ could never be destroyed. :cry: Cant Fraxis fix this by allowing bombardings to kill land units? Then you can take the city by entering it when there are no longer units inside. PLEASE Fraxis this is really important.:confused:
 
I've never been a big Marine user, but they used have an amphibious flag on them in Civ 2, allowing them to attack from a ship, making a 1 tile island city not invincible. I have yet to use Marines in Civ 3, but I think Marines still have that ability.
 
Wow Scoobs I just figured it wouldnt work like it did on the old Civ2, but Maybe your right I am going to check it out and hope they added at least that :D
But it does make me wonder Marines do come a bit late in the game so you would have to wait a long time before you attack that city right? So it still is kind of a safe haven for the AI. :(
 
to spyder1.

i have a 22" monitor and I use a program named quickres downloadable from cnet that allows you to attach a resolution to any icon on the desktop. It means that once you have a shortcut of civ3 on teh desktop, you can right click on it and select the resolution you want for that shortcut. It will automatically switch back to your normal resolution when you quit the game.

Right now im playing on 1600*1200; 1920*1440 is a bit small for my taste. :crazyeyes
 
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