Lovro: The civilopedia is mostly fixed now, with all the functional errors removed.
A big civilopedia update will basically require going through the entire thing and fixing any error, and probably adding a few things too (man, does their Concepts section suck or what?). I doubt I'll be doing that anytime soon, as it's alot of work for little pay off.
But for the entrys everyone actually uses (like seing what Guild Hall actually does...which is simply to reduce corruption), that'll mostly be available in ERP4. I don't feel like rechecking it all, so just report any and all errors and I'll get 'em fixed
Ripley: No idea what's up with that, but I'm guessing it's civ3's fault.
PepsiFizz:
New Stuff - Those 2 later things are pretty much just there for the heck of it, though they are indeed unimportant.
However with the addition of National Bank and National Constitution, along with the old Forbidden Palace, there should be enough options to fight corruption now.
I think it's just peachy now playing on Monarch, though I'm sure it's still a little high for some people's taste.
Shakespeare - Yup, definately a bug. Whoops! Thanks for reportingi t
Pioneer - The Pioneer is only for Expansionist civs, and Upgrade is the only way to get rid of the option of the old Settler in favor of it's replacement.
Non-expansionist civs won't notice anything at all.
3 pop Settler - I've pretty well decided against this one, because frankly...I kinda hate it. It just slows everything down entirely too much, but having 4 cost instead of 3 seems to be the ideal fix. Slows the crazy expansion quite nicely, I think, yet it doesn't feel as if the game is that much slower.
Shrine - Thanks for reminding me of that, and I've decided to go ahead and add it. It also allows me to give Polytheism that extra increased value I had wanted it to have by moving Temple to it, though moving Hanging Gardens to it also did that. Hopefully it'll make the ancient age a bit more interesting.
Hospitals - Not a bad idea, but for now I'm leaving it alone. Otherwise I'd have to figure out what to use to replace Sewer System...
J C Woodman:
The non-disappearing one can't be used, but you could always open up the mod in the editor, go to the Natural Resources tab, then set all the disappearance rates to 0.
But with ERP4 they won't move around nearly so much. They were definately hoppin' all over the darn place, but it seems more calm now.
Goat_Guy:
You'll have to send me the .sav, cause I have no idea what causes that error. Never heard of it before.
krenn:
Don't know what's up with the Pikeman thing. Fortified on a Mountain a 3 defense pikeman has a modified defense rating of 6.75. So with a Knight it would be 6 vs 6.75, and if both veteran the Knight has a 42% chance of winning.
And what you're noticing is a bug in civ3, in that disappearance apparently occassionally means actual "it's not on the map anymore". This is vastly improved in ERP4, and you probably won't notice that problem much anymore.
Though I haven't changed the appearance ratio of anything...but luxurys won't disappear anymore, and everything else won't disappear so much.
arebelongtous!:
1) See above.
2) I agree, though I don't really know how to fix it. Shock Troops are just a kind of "Special Unit" now, powerful but can give a good hit on your population (same as settler now).
Paratroopers airdrop, marines and amphibious, and the machine gunner is the only normal one of the bunch.
You are right though in that there are too many right then, but it does clear up as soon as you get Computers, and completely with Synthetic Materials.
3) Fixed (mostly) in ERP4
4) I too just played a game on Monarch, but I believe this is just Civ3 itself. With me the AI kept sending it's units in small little waves, like a complete imbecile, allowing me plenty of time to waste each set and get back into my citys, get full HP, then go out and wipe out the next batch.
That was the Greeks though. The French I mostly just wasted outright...they weren't quite so stupid though, but they won't win any awards for "Ingenious Tactics" from me either.
It's just the case of how badly the AI invades. Really, it just implements it for crap, allowing a strong force with a good strategy to end up slaughtered one by one, usually leading to a big follow-up AI defeat.
I don't think the mod makes it any worse, and I only wish I could make it better...*sigh*
ERP4 on it's way out, and if I may say so: I've
really outdone myself on this one, and in a major way. Shwew!