Final Civ3 Patch Requests

Gengis Khan said:
First you should bold the Scientific Golden age one, it's unbeleivably lame that that hasn't been fixed yet.

Second barbs are 10x better in conquest then in vanilla(IMHO). They actually act semi-intellegently, instead of charging the nearest unit & suiciding themselves. Before they were just walking promotions with gold pouches, now they fort on mountains if you're after them.

Third there's no way that any bombing mission should be able to destray Small Wonders, how would you feel if you lost your FP(or IW for that matter) to a stealth?

Sorry, but I have to disagree on the Barb topic. Barbs do the most funny things, but almost never what a human player would do if acting as a Barb.
The intention of having barbs is to put an unpersonal, non-adressable threat to the game, right?
But in recent games it happened to me more than just once, that groups of Barbhorses passed by my warrior/settler-combo on it's march. They fortified on a plains tile, though.
Sometimes you have a stack of barbs sitting around, while you retreat with a redlined unit. Even towns defended by 1 or 2 warrior are often not attacked by groups of Barbhorses....
Barbs should be something like the Huns - a steady threat, coming out of the nowhere and smashing the "civilised" world.
But in C3C, they often enough just make up for an addition to the landscape, nothing more. And I'm not speaking about sedentary Barbs, or Chieftain level.

Second, bombing is for destroying things which would be helpful to your opponent, right? So, if there would be an opponent with bombers, and me would be the one without AA-defense, then I would expect the enemy bombers to go after my production capacities (and after my units, of course).
Of course it would be frustrating to loose either FP or IW to enemy bombing, but hey, that is what fighters and Flak are for!
The argument "how would you feel if you lost your xyz..." literally is a killer argument against any other enemy unit.

What bothers me much more, and this could be an addition to the bug fix list, is the insane razing of towns. This is especially annoying in scenarios where you don't have the chance of founding new towns.
A good example for this would be the Napoleonic conquest, where you find the AI raze towns like hell. And this in no way seems realistic, nor does it add to the fun in any way.
 
The Last Conformist said:
Firaxis has hinted that if someone cares enough about this issue to create the necessary artwork, send it in, and surrender all copyright claims on it to them, they'd love to implement it.

Well...if i could do this i would certainly create the art work,unfortunately i don't know how.Still i don't think that this is the work that an individual player sould do,it is atari's obligation to create a complete game from every point of view and not thinking of how to profit from the lack of certain details.It is bad for the image of the company if you wish...
 
I'd like to see the scientific GA work. I'd also like to see SGLs in scenarios. As I mod the rules, I'd like these back. Plus, when RnR comes out, this will effect how that plays, as well.

I'd like to see the Civil Engineers fixed too. Not that they're broken, but if you're starving a city and trying to get production out of it by using CEs, it's wasted effort because as soon as the city drops down it pop, the working tiles are rearranged and then production is put into the box. however, due to the way this happens it doesn't count the shields from CEs.

Moderator Action: Think I'll sticky this....
 
Do you remember the AI for automated workers in PTW? If they wanted to change something, they changed something!
It was ideal for the AI civs but then they changed the automated worker AI for conquests. Basically, if they have mined a plaintile due to lack of fresh water they will NEVER irrigate that tile. You're doing them a favor if you bomb all the mined plaintiles in their territory.
This is extremely annoying. Change back automate to the way it was before! It will help the AI loads and will not hurt us human players because there is an automate - no altering already.

Also if I was in charge of the firaxis patch development budget, I'd shift almost everything over to adding more editor options since that would make the game live longer.
 
Dogmeat said:
Do you remember the AI for automated workers in PTW? If they wanted to change something, they changed something!
It was ideal for the AI civs but then they changed the automated worker AI for conquests. Basically, if they have mined a plaintile due to lack of fresh water they will NEVER irrigate that tile. You're doing them a favor if you bomb all the mined plaintiles in their territory.
This is extremely annoying. Change back automate to the way it was before! It will help the AI loads and will not hurt us human players because there is an automate - no altering already.

Also if I was in charge of the firaxis patch development budget, I'd shift almost everything over to adding more editor options since that would make the game live longer.

I personally think this seems more like something for Civ4, because it involves game engine changes.
 
Gogf said:
I personally think this seems more like something for Civ4, because it involves game engine changes.

That is something, I'm wondering about. As to my understanding, the code for C3C shouldn't be that different from the one of PTW - at least not for workers. So, the appropriate portions could just be copied and pasted into C3C, compiled and everything should work.
But ok, I don't read the code.

Another bug still present has been reported by Chieftess in the bugs forum:
Why do Galleys attack harbors??? Seems that this was added to benefit the Byzantine Dromon, but really is annoying.
 
@Watorrey
they fix some of the major issues instead of more private agenda gameplay

Amen. Cannot agree more. Obsessive requests to "rebalance" something like the AGR trait.

2 must-have fixes for the editor:

1) Allow SGLs to be implemented in Scenarios (best way would be to allow picking some rules like SGLs or Random Seed in the opening screen, like it used to be).

2) Implement SGLs/ Leaders in the editor. The SGL is not accessable at all, and you can only have one type of battle-generated unit (the MGL). Everything else can rush nothing but Great Wonders :crazyeye:

Concur with the list in post #1 otherwise, don't miss anything else here (though I wouldn't know about MP bugs).

Re: Barbarians
Originally, I loved the unpredictability (at least, it looked like that at first sight)in C3C - until someone (CyberChrist, IIRC) figured out how they work, and it turned out they're even more predictable...
 
There was actually a change to the barbarians in PTW. If i remember corectly, Soren said he didn't know what he did that changed thier behavior. Now that someone figured out the new behavior, it might be an easy fix.
 
I guess they could fix the jumbled science advisor text. That'd probably be pretty quick and easy.

EDIT: Something else I've noticed that I haven't seen anyone else mention: It takes two turns for an elite extra-HP unit to heal in a city with a barracks. They go up to five in the first turn, and then you have to wait another turn for them to get up to six. I've tested it with Ancient Cavalry and with the Russian extra-HP unit in the Napoleonic conquest. This could be WAD, but I've never seen it mentioned. Just thought I'd throw it in.
 
I just bought C3C yesterday so maybe I'm doing something wrong but if not I'd like to see this the same as vanilla....MAKE THE "TAB" BUTTON TOGGLE BETWEEN UNITS THAT HAVEN'T MOVED YET. I got really used to this on my GOTY and it is annoying me a great deal so far on C3C.
 
As the bug that AI never creates armies still seems to exist in Conquests expansion I have been thinking some ways to overcome this limitation by doing some modifications to military academy wonder, or some other wonders.

At least following solutions seem to exist:

1.) Modding military academy so it does not require victorious army.

This I have been experimenting a bit, and as a result AI seems to build Military academies, but still haven't seen them build any armies. If this worked, it would be an easy way of overcoming this bug.

2.) Modding military academy to produce army automatically every 30 turns.

Haven't tested this yet, but this would be a way to force AI to use armies, any comments are welcome if you have tried this before. Problems might arise in ways of army mass production, so it might require that MA becomes obsolete after some specific tech has been researched.

3.) Modding some other wonders or small wonders to produce armies automatically every x turns and becoming obsolete at some point.

This would alllow armies to be produced starting from ancient age, and would not make MA too powerful as it might be if case 2. was used. Any comments about experimenting with this are also welcome.



-- Migo
 
I know it's really late for a new feature request...but....

I *really* would like a way to "mass draft"...ie, a button that would draft a unit in every city capable of drafting a unit.

When they AI launches a surprise attack, and you have a large number of cities, this would definately speed up the ability to mobilize. I lose track of which cities I have drafted from and have to hunt for cities that haven't drafted yet.

And yes, draftees are useful. They are great for attacking redlined / 1HP units and getting them promoted to regulars :)
 
Wait, wait! Has it actually been confirmed that Atari is releasing another patch? Have they even hinted that they might release a patch?
 
Word was back in the beginning of the year there would be a patch out before the end of the First Quarter and then the final one in June....
 
Gogf said:
Well, I doubt Firaxis will make another patch, but they might. So, post your requests here. Not concepts like what we want in Civ4, trivial things, and bugs.

Here is the current list:

Bugs:
  • Submarine bug
  • No attack value unit attacking an invisible unit
  • Stealth bombard doesn't allow you to select a unit
  • AI (lack of) use of Armies needs to be fixed.
  • stop the games obsession with having all the American civs in every game.
  • Fix the Scientific Golden age
  • AI War Weariness
  • Fix barbarians (note that some like the current behavior)

Other requests:
  • Persision bombing allows you to select a building. Allows for "Operation Babylon" like missions to take out a nuclear reactor.
  • During steal attack, you can see the health left, and total heath of a unit (3/5 Carrier), so you can decide which unit to attack.

To add:
-Stealth AI units can attack the cities, while players can't.
-Bombarding cities of civ with great wall can get to descrution of building instead of units and later even woders and palace.
-barabrians only go on defended targets at NW-SE axis
 
Turner_727 said:
Word was back in the beginning of the year there would be a patch out before the end of the First Quarter and then the final one in June....

...or july..of 2005 for civ4... :eek:
At least they could say when and if they intend on releasing this final patch.
 
player1 fanatic said:
To add:
-Stealth AI units can attack the cities, while players can't.
-Bombarding cities of civ with great wall can get to descrution of building instead of units and later even woders and palace.
-barabrians only go on defended targets at NW-SE axis

Please add:
Mass Draft

to the wishlist
 
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