Conquest XP Creation Wishlist

What I would like to see:

  • Prerequisite Improvements for Units
  • Prerequisite Improvements for Technologies
  • Prerequisite Improvements for Resources
  • Required Government for Units
  • Ability to add Eras
  • Alteration to Required Governments option to allow selection of multiple governments like the "terrain" options for Unit mobility to act in an either/or type way. This way you can have two democratic-type governments build a democratic improvement, etc.
  • Alteration of Required Improvements option to allow selection of multiple improvements in an either/or type way. For example, with this you could set Coal Plant, Hydro Plant, Nuc. Plant, or Solar Plant as a required improvement as long as the city has any one of them.
  • Either/or option for Required Resources to allow for several choices rather than both be necessary.
  • Production Bonus ability for Technology
  • Specific Bombard to allow bombard units to only bombard sea units, land units, cities, etc., and it should allow for multiple abilities.
  • The ability to have different bombard animations if a unit has multiple bombard capabilities (i.e. a naval fighter/bomber can have a torpedo animation for attacking ships, and a normal bomb animation for attack land units)
  • Units with Sabotage Ability
  • Units with "Heal" Ability (to heal in enemy territory)
  • Ability for a Building to have a function only during war (or rather only when War-Time Mobilization has been activated)
  • Extend the Required Government feature to include the improvement's continuing abilities (i.e. change governments and lose the function of the building and the maintenance costs)
  • Ability to add more worker jobs (far-fetched no doubt) with a creative list of special functions that can be accomplished with the new tile improvements... i.e. add +1 food, +2 production, etc.
  • Toggle on or off the "sacraficing" of a worker when building Airbases, Radar Stations, and Outposts.
  • Unit-Specific Terrain Bonuses (or Losses for that matter)
  • Ability to remove troops from Armies
  • Ability to have Partisans appear around cities when they're captured.
  • Allow Small Wonders to have access to the options reserved for Wonders.
  • Expansion of "replace any improvements with this flag" option to allow for multiple flags for multiple lines of replacement for different types of improvements.
  • Ability to Attack City Walls and defenses specifically like how cannon used to be used against walls in the early Gunpowder Age.
  • Some kind of added defense/attack bonuses against certain classes of units would be good... i.e. +25% vs. mounted, +25% vs. foot soldiers, etc.

That's all I've got for now.

I'd also like to do something with submarines so that rather than be used against other warships, they would damage the economy of the enemy civilization. Don't know quite how that'd work though...
 
Of course, I left out the most desired thing of all: EVENTS LANGUAGE!!!!



If I were to enumerate what I'd like to see for an events language, it'd take too long. It is sufficient to say that any events language would be a great improvement, but if possible, I want it to give access to almost any cause and effect possible in the game.

With this, I can make this game into what I always wanted it to be! :mwaha:
 
Originally posted by Mawfia1
Theyll probably end up making a couple of more XPs before they decide on what they want for civ4.

I agree. This is a lower cost, low risk option for Atari, I don't see why they wouldn't do it this way. Besides, nearly everyone at Firaxis is busy on other stuff for the next few years anyways.
 
Originally posted by Dom Pedro II
Of course, I left out the most desired thing of all: EVENTS LANGUAGE!!!!

Don't get your hopes up. I seriously doubt that this'll happen. This is the kind of thing you should plan into the code from the beginning (even if you don't expose it right away). It's hard (this can be read as expensive) to put something like this in on code that's been around for years.

I do have to agree that it'd be the ultimate addition. I just don't see it happening for Conquests.
 
In that case, I want to see it too.
 
Originally posted by warpstorm


Don't get your hopes up. I seriously doubt that this'll happen. This is the kind of thing you should plan into the code from the beginning (even if you don't expose it right away). It's hard (this can be read as expensive) to put something like this in on code that's been around for years.

I do have to agree that it'd be the ultimate addition. I just don't see it happening for Conquests.

Events language was added to Civ2 in the first expansion pack, and then considerably improved in following XPs. So if it was possible to add an events language to Civ2 in an XP, I don't see why it's not possible to do for Civ3.

As the name suggests, Conquests is mostly scenario-focused (as was Conflicts in Civ XP for Civ2), so I hope that when designing scenarios Firaxis will realise that it's impossible to have a really good scenario without events and will create at least a basic events language, which could then be improved in other XPs.
 
Someone told me it's already here, but I suppose it's worth saying again:

I'd like Civ-Specific Armies and Leaders, Naval and Air Armies.:D
 
sgrig, like I've said before, adding an events language isn't impossible, just expensive. I don't know that Breakaway was given enough time, money, and leeway to do something of that scope for Conquests.

One big difference between Civ2 and Civ3 was that the developers were also the publishers for the project. It was their own money they were using so they had control of schedule and content. As it is on the Civ3 line, Atari controls the money, the schedule, and (I hope to a lesser degree) the content that gets put into the Civ3 line.
 
Originally posted by warpstorm
One big difference between Civ2 and Civ3 was that the developers were also the publishers for the project. It was their own money they were using so they had control of schedule and content. As it is on the Civ3 line, Atari controls the money, the schedule, and (I hope to a lesser degree) the content that gets put into the Civ3 line.

I see, I didn't know this difference. Thanks for clearing this up! :)
 
Actually, I would like to see EVERYTHING civ specific. Interface, advisor names, advisor graphics, King unit, Great Leader unit, "Captured" unit, etc. It isnt going to make any sense in the MTG Mod without those things. The "giants" get a great leader who looks 1/2 the size. The Dwarfs get a leader that is twice their size, just doesnt make sense. The "Undead" get a leader that looks alive . . . :crazyeye:

Also the capture unit. If I capture a goblin worker (using a flavor animation), he then turns into a regular worker. I scared him outta his skin . . . :crazyeye:

Maybe to implement this (*looks around for ATARI staff*) have a folder in the Art folder just for this stuff, and in that folder have folders for each civ name. Then just like the PTW Search folders, it would search like this:

Current Mod's Folder for Current Race "PTW\MyScen\Art\Flavor\Goblins"
Current Mod's Folder "PTW\MyScen\Art\"
PTW Search Path Box "PTW\Snoopy\" :p
PTW Default "PTW\Art"
Civ3 Default "Art"

Then if I have a "Worker" folder in the "Art\Flavor\Goblins" folder that contains the goblin-looking worker animations, the Goblins worker will look like that in the game but everyone elses will look regular. Then you also only need 1 unit in the BIX "Worker" and not one for each civ "Goblin Worker, Elven Worker, Druid Worker, oh my".

Oh, I babble, a thousand pardons and a plate of mashed potatoes.

GIDustin
 
my one and only request (at the moment)

when you add things in the editor it automatically updates the PediaIcons and civilopedia because its so annoying having to fiddle through all the text files
 
***Uhm... Sorry for the Double Post***
***I just clicked the button twice:) ***

Now i've got an idea concerning the unit classes
it could be done as the tech tree
And have a structure like this:....

***See Next Post Please ***
 
Now i've got an idea concerning the unit classes
it could be done as the tech tree
And have a structure like this:


Land Units->Melee->Blades->Swordsman
Land Units->Melee->Pikes->Pikeman

Land Units->Short Range->Longbowman
Land Units->Long Range->Cannon

Land Units->Mounted->Melee->Knight
Land Units->Mounted->Short Range->Keshik

Sea Units->Subs->Submarine
Sea Units->

Air->Land Based->B-52
Air->Land Based->Carrier Lander->F/A -18

So every Tree Node has its pros and cons

for example
All air units can't move
All Land based have rebase command

But All Land Based AND Carrier Lander could also land in Carriers

And so on...
Also units could have specific anti-unit capability , because ontop of the tree are the actuall units
 
Maybe we should add the updated list to the first post?

My big request: Resource editing! So in the editor you can name resources, i.e. saudi oil but it still is a prereq and tradeable like oil
Make resources obsolete so the disappear after a certain tech AND/OR the resource disappears after a certain number of turns when connected to a city, this also customizable in in a scenario like the name(i.e, texas oil lasts longer than pennsylvania oil)

For UNIQUE GRAPHICS this is a possbility though I like GIDustin's suggestion:
1) I'm for adding file paths in the editor for unique graphics, i.e.
a) pull down on the unit tab for each unit where you pick the civ and next to it you type in the civlopedia path for the graphics (so you dont have to create totally new flavor units). Or something similar/better if 32 pulldowns is a pain

2) For civilizations
a) file path for city styles (so you dont even have to add new cultures)
b) file path for buildings, citizens etc. also

3)
 
what about a future era? sure its more along the lines of activision's civ series but underwater cities, space stations, and omnipotent AI's always make 4 fun play! u can allow players to set starting and ending eras to play only the 1's they want so if they aren't scifi fans they can "end" in the modern age.
 
Better AI...

AI that understands the use of precision attacking and just not rushing everything they got against odd target. Example I have had many times almost defenceless city very close to another superbly defensed city and AI just keeps hitting it's head to "fortress city" instead of that weaker city. It seems they lack the effort when it comes to choosing the weakest point.

AI that understands land transports, uses artillery (especially long ranged) effectively, understand the difference between attacking/artillery values withing the same unit and uses them both. AI that really builds naval units...

And what is done with those wonders in conquests that can add commerce just like some did with culture...how about also some buildings that could add shields to city production instead of "factory bonus".
Also buildings that can produce certain resources Example gunsmith allows saltpeter (raw resource) to be produced into gunpowder (produced resource).
Units that need certain building so they can be produced. Example Stable allows producing "horsed units" etc.

Resources that are movable or trade routes. This effects strongly the strategic value of resources and the need to protect the trade routes (also sea).
 
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