Final Civ3 Patch Requests

Just my 2 c.
1. Automated pollution cleaning: a) shouldn't chop forests (they do it now when the pollution occurs on them - maybe it's somehow connected with the fact that the hotkey for removing damage and forest chopping is the same?); b) shouldn't clean tiles that are not accessible by any city and the tiles without roads. Or simply, STAY OUT OF FREAKIN VOLCANOS!!
2. Automated movements should be really hidden when this preferences option is set. I hate waiting while all the zillion of workers flick around the empire by RRs cleaning pollution for several minutes before I can end the turn at least... Also, the stack unit and automated workers RR movement should work like the ordinal unit RR movement - it shouldn't flick around the whole path, just put them all where they belong now, instantly. Oh and, when you move the stack just to the neighbour tile, they somewhy move one by one instead of by stack, although automatically.
3. Make editor government setting of "corruption/waste" to "OFF" work as it is supposed to (according to the common sense - just don't produce any corruption anywhere), not like the "catastrophic" (as it does now) - or just remove this option.
4. It's more like a feature request rather than a bug, but still.. In the city list (F1), highlight the cities that would riot next turn if their happiness wouldn't change. I find it hard to get this obvious info from the faces icons (comparing the happy/unhappy face rows), it just is too hard to read this info visually, fast - especially when you have a lots of rather populated cities. Yet this operation is in fact mandatory at end of every turn.
 
Well, for number four you can download a smiley head that very quickly tells you what cities are about to revolt. And also you can download a program such as Dianthus' CRPSuite, which will tell you which city will revolt the next turn.

You can find the smileyheads in the Graphics modpacks section, and CRPSuite in the Utility section, both in Creation and Customization subforum.
 
Ha, ha, ha! Another request thread! When will we stupid civers learn? ;)
 
I thought this thread was already stickied? :confused:

I have PLENTY to add--literally a short novel's worth of stuff--but then, what would be the point? (Hence my apparently not-so-humourous post.)
 
Nah, it's the "we" part of it that makes it inoffensive. I agree with the basis of the message though- might as well unsticky this and the other thread and let them die, along with our hopes for a new patch.
 
It isn't really a bug, it's more of an annoying lack of attention to detail. It doesn't seem like any punative measures are taken when you hit zero dollars. I've played a game for hours in debt up to my eyeballs :D without seeing any harmful side effects.
Once again, it isn't a bug, really, but at least in CivII there was motivation to find a financial panther. ;)
 
Try a level higher than Chieftain. Chieftain allows deficit spending. Warlord and above, you lose one unit and one improvement (generally the latest built) every turn that you are running below zero gold.
 
The editor should be able to set nationality of a city. Or alternatively, the editor could read in a save file and save it as a .bic, so the nationailty traits of sav file be kept.

Reason: to fix some errors in current conquest scenarios.
 
Turner_727 said:
Try a level higher than Chieftain. Chieftain allows deficit spending. Warlord and above, you lose one unit and one improvement (generally the latest built) every turn that you are running below zero gold.

Does this happen to the AI controlled civs too? :)
 
1) I don't know if there's a already a way for this but I would like to be able to see what kind of trade deals the AI civs have with each other, who's trading what with whom. This can be enabled, say, after you establish an embassy with an AI civ.

Correct me if I'm mistaken but AFAIK, you can only see the details of your own trades and which AI's engaged in trade with which other, without any specification of what the trade is between them.

2) One minor but irritating point: The second city of the Ottomans is misspelt. The real name of the place is "Edirne" (spelled as Ed-dir-neh) instead of "Edrine" (which is probably read by everybody as Ed-rhine). It would really be nice if the correct spelling of the name is included in a future patch (imagine Washington spelled as Wahsington).


Edit: Moderators: Not sure if this post should be here or "Civ III: Conquests Patch Fix Request" thread, so please move it there if that's the more relevant thread. :)
 
What about the MPP DoW?

If you have an MPP with Eng and Germ, and if you make a DoW on Germany and do not attack and wait for them... then Eng will make a DoW on Germany when they attack you! Eng should make a DoW on you immediatly after you Declare War!


Note: I haven't tested it on C3C v1.29, but I think it hasn't changed...
 
Okay, enough of this. It's pretty clear Firaxis is done with Civ3 and even if they were to come out with another patch, it would only be for very minor bugs of whose existence they are fully aware--no adding stuff (as much as we may want that to happen).


Civ4 will probably be very similar to Civ3 (with a few things out and some new stuff): why don't you just post in the 'Civ4 - Ideas & Suggestions' forum?

There is a greater chance that stuff posted here will at least be taken into account than it will here. Here's the link:

http://forums.civfanatics.com/forumdisplay.php?f=119

(Considering the fact that many of your posts here are with a view to actual implementation rather than unrealistic changes to the program--because you know that anything more sophisticated is just posting to see yourself type--these posts would actually be very useful to any Firaxis people who are undoubtedly frequenting that area of the site these days. NOTE: for the record, post only ideas for game mechanics; it's all too often that people post stuff that can easily be modded later; e.g. unit types, civ names, etc.)
 
Give Subs a shot option against Sea targets. To simulate a Torpedo shoot. Make it have the potienal to be fatal. Thats about all I can think off...
 
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