Final Civ3 Patch Requests

My request is:
Please give us back semi-animated battles, like they used to be in PTW. I dont want to see the units moving and shooting, but It's very helpful to see the units healthpoints ticking down. It helps to count how many defenders are left in a city when attacking, especially when bombarding with bombers and artillery.
Attacks on me in the AI's turn need to be animated too for the same reason. Right now the two choices i have is

a) Turn animations off and guess what happened during the turn of the AI
b) Turn animations on and wait forever until all the unnessessary animations played.

That's the one single thing I dont like about C3C. I know it has been done to speed up Multiplayer, but an additional Option to have it back the old way would be much appreciated. Especially since the code is already there. :)
 
My personal patch requests -

Check the 'Airliftable' box on Artillery units (I know I can change it for my games, I want it changed for all games) - It makes no sense, you can airlift every other unit ground unit, worker, settler, etc in the game but Armies. Why can't I airlift a catapult, cannon, or radar artillery?

Sub Bug.

Automated workers should make changes again (like PTW)

AI should build armies.

AI should deploy armies without holding the first 2 in reserve.

Thanks for Listening

Kevin
 
Just make the MGL build armies, nothing else. This would cause the appearance of AI armies, and is logical.

Just make the SGL give a one-turn-research. That should be easy to program, and would be logical as well.

For both, cutting the costs to half for the appropriate buildings as long as an unused MGL or SGL is around but then consume him, would be fine, either.
 
I have been observing the AI on debug mode. The AI does use MGL's, it just happens to use them as generic GL's. In other words, I watched (please note that the Scientific Leaders button was ON) a MGL from England rush the "Sun Szu's War Academy" great wonder. Apparently, when Firaxis put in two different leader types for human players, they left the AI with one.
 
watorrey said:
C3C has the exact same animate/don't animate options that PTW has. 9 of them i think.

That's not what I mean.

In PTW and Vanilla, when you turned Combat Animations off, you could see the Healthpoints of units quickly ticking down during combat without showing the actual animation.

In C3C, when you turn Combat Animations off, nothing of the battle is shown. One of the two battling units just disappears.
 
Setting barbarian activity to "No barbarians" in the editor does not work i.e. you still get barbarians in your custom scenarios.
 
Helicopters!

Should be able to land on carriers and carry out missions from them.

Should be able to carry at least one tank/artillery (shouldnt be heavier than three ground units)

Should be able to pick up units and bring them back to base

Should be able to drop units in empty enemy cities and let you capture them from above

And for Civ4; Stealth choppers with these abilities!!
 
mobolization doesn't help with artillery, bombers, or any unit that doesn't have an attack stat, even if it has defense, bombard, is an army, or whatever.

May I suggest the mobolization still converts all production to wartime (a new feature that means you cant continue that university that you were already building) but gives a shiled bonus to everything during mobolization? The exploit of having the inherint bonus even to buildings is gone with the automatic wartime conversion of all nonmilitary buildings.
 
Gogf said:
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.

"AI (lack of) use of Armies needs to be fixed." - it is not just the lack of use, but the failure to attack armies that is the problem. eg Funnels of Doom/Death type strategies. The AI either needs to assess what other units are around it, when determining potewntial for success of an attack (probably too much new coding for a patch), or just assume it has supporting units and prioritise armies first just to stop the potential damage from them. ie add a line to the code "Is there an army I can attack? If yes, do so, if no do what you do now." Something like that.

I haven't noticed the games obsession with American civs.

One thing no one else has mentioned is the bomber issue. I am not referring to the lethal bombard of bombers, as I actually like that, but rather the way the AI goes on a building rush when it first gets flight, but after reaching the next tech, appears to not build a single additional bomber, thus losing the value of this feature, and making it very powerful in the human's hands. The best fix in my mind is for the AI to continue to build bombers like it does ships. This would keep the air war interesting and more balanced.
 
The science advisor describes some advances wrong. For example for the explanation of steam power,he tells me about integrated defence and for fission he tells me about computers.
That needs to be fixed. It really spoils the athmosphere.
 
ulutin1 said:
The science advisor describes some advances wrong. For example for the explanation of steam power,he tells me about integrated defence and for fission he tells me about computers.
That needs to be fixed. It really spoils the athmosphere.

Just replace script.txt from Conquests\Text folder with file from this zip to get things fixed.

It will take a long time for next patch, but to fix some things you don't need programers. :)
 

Attachments

I didn't see it in the list, but the AI almost never attacks armies. This is a game breaker.

Other than that, the rest of my shortlist is mentioned:
-Scientific Golden Age
-AI (almost?) never builds armies

Not mentioned annoying things, but not as crucial:
-AI never uses the ability to capture non-defense units from ships (the possibility is added in C3C)
-AI should emphasize more on Literature and Ironclads (it's now almost never) and less on government techs (it always goes for these first). Knowledge of this are now easy ways to come back into the tech race
 
I'd like to add: Invisible human units with hidden nationality can't attack cities but the AI can!
 
I think Paratroopers should be able to paradrop from aircraft and helicoptors. They would be able to use normal paradrop but using the different planes would give them more range.
 
1.)ACCESS THE FILE MENU WHILE A POPUP IS OPEN
the ability to open the file, civilopedia, or advisors menu ON TOP of one of the popups (i.e. "new york has finished producing ...)
its a real pain having to click through all those windows at the beginning of your turn before you can reload your game.

2)LINK PEDIA TO CHOOSE GOV'T POPUP
civilopedia links to the available government types listed on the 'choose your government' popup. At the end of anarchy, sometimes i want to see the stats one more time before i choose my new gov't. Currently, you cant.

3)GOVERNMENT PREVIEW
some way to see what effect a new govt would have on your current stats (maintenence, corruption, etc.) BEFORE committing to anarchy.

4)SET HIDDEN NAT. + INVISIBLE BACK TO THE WAY THEY WERE BEFORE!!
Hidden nationality/invisible units USED to work properly(at least in 1.00), but now they are useless when used against the AI, because AI can always see you. This should be changed back! (i.e. custom spy units no longer work!)
 
black gas said:
3)GOVERNMENT PREVIEW
some way to see what effect a new govt would have on your current stats (maintenence, corruption, etc.) BEFORE committing to anarchy.

I'm not sure if I will be the only person, but I don't feel that this is a major issue... if you're going to commit to anarchy anyway, I would think you're doing so with a specific goal in mind for upgrading your government. And not only that, I find myself changing governments not only for current benefit but also for future gains...
 
Such a simple request and such a difference to the game!

Allow mods to specify random traits and random startup techs (restricted to very near the root of the tech tree, I would suggest). A tiny bit of code in the editor to mod the civilizations tab, and a teenzy bit of code in the game just at the new game initiation phase. Random traits assigned mean you can't predict your neighbours priorities. Random startup techs mean you can't predict your neighbours early builds. Even the testing could not take long. I'm pretty sure the original had both those features available thousands of years ago back in the 1990s.

All that would leave to fix would be to introduce random UUs and make the golden age something sensible, but I doubt either of those is an easy code change. Still, no harm in asking????
 
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