PATCH 1.29F NOT ENOUGH!!--gRRR!!

Does patch 1.29f suck to you?

  • Yes

    Votes: 10 35.7%
  • No

    Votes: 18 64.3%

  • Total voters
    28
  • Poll closed .
Originally posted by wargasm23
looking forward to your response,

For example - in 1.16f patch the AI build usually only 2 ( maximum ) 3 defending units for city - 3 or 4 for defending the capitol - at least this is my impresion.

Now I should kill 6 pikeman to get a border city !!??? :eek:

Strange ... even logical ... ;)

Regards
 
Originally posted by Greyhawk1
No city radius apearing on the main map. I find that a bit annoying, it makes placing cities a bit trickier without the grid on.
Well, it's been said before, but this is not a bug or a missing feature. Use Ctrl+G and turn it on if you want it on. Don't like the fact that it isn't auto on? You can change that, too.


Nowhere near enough fresh water sources especially on island maps. Even big islands rarely have a source of water. Not really a bug, just an annoying 'feature' of the map generator.

Barbarians are far too weak.

Techs are too close together. Some units only have a few turns lifespan in the game.
Other people have commented on these more eloquently than I would, so I'll ignore this.


Inability to build obsolete units. Really annoying when you have Medieval Infantry and you want to build Gallic Swordsmen with their lovely 2 movement after your GA. :cry:
This would allow people to build inferior units and then upgrade them. With Leonardo's Workshop, this can be very cheap and, allow you to get units MUCH faster. Say, a 2 turn Modern Armour.


You should be able to choose what cities get what resources without having a major fit trying to figure out road logistics. That way you can limit very low production/less vulnerable cities to producing older but still viable units without being too restricted as to what you can build.

I'm not really sure what you mean here, but I have a feeling it's more complex than simply having a road connect a city to a resource.


Espionage isnt a viable strategy.

There's no recce units in the game which I was suprised about. After 1700 or so observation balloons should be units followed by spotter planes and UAV's to scout out enemy cities and troop movements for that turn. An upgrade path from Scout & Explorer would be obvious choices :)

1) Espionage prices are reasonable considering what it costs in the real world. If you don't like it, you can mod it.
2) This is also, not a bug, but an example of units you'd like to be in the game. I would reccomend that you use the editor to create them if you want them.

I got PTW so I could *dun dun duuuuuuun* Play The World!
It allows me to play my favourite game with my friends. I think it's worth all the praise it's earned.
And besides. The mod community usually has better stuff than the "real" expansions come with anyhow, imho.
 
Originally posted by pheezer
Well, it's been said before, but this is not a bug or a missing feature. Use Ctrl+G and turn it on if you want it on. Don't like the fact that it isn't auto on? You can change that, too.
How can you get the grid to be 'auto on'?

I would very much like to know, I thought you couldn't do it...
 
Originally posted by anarres
How can you get the grid to be 'auto on'?

I would very much like to know, I thought you couldn't do it...

I was under the assumption that you could open Civilization3.ini, find the GridOn entry (Edit->Find will help you) and change it to 1.

If I'm wrong, then my bad. Just hit Ctrl+g.
 
Originally posted by Greyhawk1
No city radius apearing on the main map. I find that a bit annoying, it makes placing cities a bit trickier without the grid on.

This is one feature from Civ2 that I really miss.

Originally posted by anarres
Hey, the grid bug is annoying if you like to play with it on!

Hear hear!:beer:
 
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