How many patches?

Originally posted by Turbo

I don't see why all you guys are crying about things that are easily taken care of. If you don't like the UN or space race victories just TURN THEM OFF! Fraxis was very good about letting you decide how the game should end. They let you click these little boxes when you create a game that say the game rules and how you can win. So stop crying and just turn that option off.

So we should leave out the UN altogether just because we might lose because of it? That is just plain stupid. Why should I be deprived of a possibly good game feature just because someone was too lazy, or enamoured with too much Sid's butt kissing (like you) to complain?

One simple option to fix this. Make votes representative of world population (you get 1 vote/million people) and allow a player to turn against the UN if they do not want to loose when an AI gets elected and wage war against everyone (very similar to the MOO's council system). That way, the UN still is important if you want to go for a diplomatic victory AND a militaristic player who is on the verge of winning global domination doesn't get shafted.
 
Originally posted by Mike C


So we should leave out the UN altogether just because we might lose because of it? That is just plain stupid. Why should I be deprived of a possibly good game feature just because someone was too lazy, or enamoured with too much Sid's butt kissing (like you) to complain?

Agreed.

I also agree that fraxis has done well in providing the extra flexibility.

The only games that I enjoy are global domination games (I wish they would go on for 3500 years though) on HUGE maps. In a large game, you can concentrate on other things like diplomacy, space race, etc...

I just think the game type should be just that bit more flexible enough to allow you to set the parameters youd like to win by.
 
Agreed there, too.

You can continue to play, though, after 2050 AD. To me, the game pretty much starts, or at least just begins to get real interesting, in modern times.

I like to play games with massive modern warfare going on.

Will be nice when some huge modern warfare scenarios are posted.-
 
I love civilization III. Don't care about corruption, or various victories, its part of the game. One thing I noticed, if you piece all the changes together, is that Firaxis made the game so that it is more than just a military conquest game. Almost all the changes have the effect of slowing down or making fruitless military conquest.

In light of that, I just want some non-permeable borders during peacetime. I realize that there will be invasions (that's the fun and surprise -- nothing like an enemy ship landing and dropping off a thousand guys, or founding a city in your "turf" to get you going). It's the random units kicking around the place that are infuriating. If they have right of passage fine, but if I build fortresses that are defended I should be able to keep other civs out -- unless they attack me. Without them, it undermines the ability to choose a cultural victory (which seems to be the focus of Firaxis' changes).

Anyway, its a thought, not a complaint.
 
I have noticed every now and then that when one of my units enters a "camp" (the little mushroom huts), that the units that went in retains the movement circle even though his move has passed. The only way to move other units (who haven't moved that turn) is to click them directly. The turn continues until the final unit remains stuck. You have to click the end turn button at the bottom right. The next turn everything is back to normal.

This has occured in a few games at different times (sometimes not due to the huts, but with founding new cities). It always lasts one move until you hit another hut or found another city.

Anyone else getting this phenomenon?
 
Anyone notice that the AI automatically builds Privateers over and over, toward the end of the game when all other improvments have been built? This is way past the time when they did any good (if they ever did), also they should make the Privateer steel gold or something like they used to in Colonization, make the unit have some use for gods sake!

Savagery
 
I got the "stuck circle" thing last night everytime I moved a unit into a city and fortified it. Kind of a pain when you are trying to conquer some Zulus, you fortify the unit, then its circle won't go away so you have to keep track in your head of around 50 units, who's moved and who hasn't. Of course, you could just not fortify them, but -- I'm at war!

Anyone? Someone? Bueler?
 
This can be a double edged sword too. If you hold the vote in the middle of a war against everyone, then yes you're going to loose it. But you can EASILLY win it by just having everyone go to war against the party with the UN. While a 'Deny the vote!' feature would be nice, I dont think the UN is a broken feature, you just need to plan for it's use. (IE, yes you're going to have to start getting on the GOOD side of at least a few of those countries.)
 
My two cents, mainly based off the general opinion here (rather than just one person wanting the game exact to their preferences).

The UN: while it can be disabled, this isn't preferable. It's a fair enough method of victory - it should just be a lot harder to achieve as it's much easier than any other ways. Mike C said "Make votes representative of world population and allow a player to turn against the UN if they do not want to loose when an AI gets elected and wage war against everyone. That way, the UN still is important if you want to go for a diplomatic victory AND a militaristic player who is on the verge of winning global domination doesn't get shafted." - sounds reasonable.

Culture flip: What exactly is this? From what I read, I gather it's to do with a revolting city switching along with all military units in it, but that doesn't have a lot to do with Culture - is that cities culture not lost when it flips side? This just seems like a bug. The military units/armies should be moved to the nearest square that's still the original owner's and the culture should be affected just like the city was invaded (or possibly it keeps culture points, but loses all age bonuses?).

Armies: They become obsolete as they can't be upgraded. Allowing them to be upgraded might unbalance things, making them too powerful (except against the other side's armies) - I can't say.

Corruption: It seems like a good idea in preceptable, but from what I read, it's too strong.

Air supperiority: Don't know anything about this bug - what's wrong with it? The only thing I understand is that it is serious and it only affects the player - in which case it definatly needs sorted!

Mike C - when Gnarlyhotep mentioned "Assured wins" I think he was replying to Akka's post near the start of this thread. He didn't mean you're suggestions meant an assured with for the player.


EDIT: Does anyone from Firaxis ever read this BBS? There are good ideas in here and this could be very useful to them for the patch (according to Bluesnews, there's a patch *maybe* next week, although no details of what's in it apart from *maybe* an nVidia fix - disappointingly little info).
 
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