Second Patch

bakant

Warlord
Joined
Dec 3, 2001
Messages
146
What things which are not in the first patch should they put in the second?
 
Since the readme seems to cover comprehensivly all the bugs that were listed, I don't even know if they are planning on releasing another patch. More likely, they are going to work on an expansion of some sort (Multiplayer?)

Anyways, if they do make an "enchancement" patch, I would greatly appreciate a serious look into the naval combat issues including but not limited to:

Industrial/modern naval units frequently getting clobbered by Ironclads and Galleons.

A revision in submarine rules so that they are more effective (being undectable doesn't help much when you only have attack 8).

Allow ships to be sunk via aircraft bombardment.


Another area that could be improved is the airwar. Now that we will finally get proper air superiority:

consider some way allowing bombers to actually go through the fighter screens without heavy heavy losses. Some sort of fighter escort protection would be nice. Ie if the bomber attacks a tile, take all fighters from both sides, see who as the numerical advantage, and then only have the bombers face the surplus fighters who weren't "tied up" with aggressor escort fighters.

I know that sounds sketchy but I haven't had time to think up a set of simple but effective rules for the air war.
 
something minor... but when you pillage, you should be able to choose which improvement is destroyed first (like in civII)

sometimes i want to get rid of a fortress that i don't need anymore, and i have to pillage that square 3 times (once for the railroad, again for road, and finally the fortress!)

or am i missing something?
 
I've put some thought into the whole air vs naval issue. I'm very much on the fence.

As far as bombing in general is concerned, I like the fact that ground units cannot be totally destroyed by bombardment. But I've just been unsure as far as other units are concerned.

What about a compromise? Maybe air units shouldn't be able to sink a battleship, but they should certainly be able to toast off an aircraft carrier. There is a lot of precedent here. I don't even know if it's possible to make some sinkable and others not, but it's just a thought.

Anyway, I think this patch is sufficient for the time being. I'd rather see them getting hot on MP. :D
 
This is more of a wish list than stuff I expect to see, except for settable start locations, I expect to see that much :P

EDIT: Btw, This first patch is everything I expected and then some. I'm fairly impressed at the number of things they fixed that I hadnt even noticed was in need of it yet, and they fixed everything I thought would be fixed except the start locations, and the late game turn lag due to ai patrolling (but im not 100% sure thats not fixed based on the readme)

1) Settable hp for units, serving as a base from say 0 (like now) to 10, to which the experience level hp is added. Id primarily use this for naval units and other mechanical (armored) units, but scenario authors could do alot with it. Firepower would be nice to, but probally isn't necessary with this in a strictly statistical sense. It just really bugs me that battleships and warriors can take the same amount of damage before dieng :)

2) Settable lethal flag for bombardment (and bombing since its treated seperately) on a unit by unit basis. Again default to all non-lethal for the standard game rules but changable in mods. Possibly even allow varying levels of lethality for example "lethal to all units, lethal to ships only, lethal to units outside of cities/forts only"

3) Settings to the limit the max cities & units per civ. For example setting a limit of 16 max cities would not allow a settler to use a found city command when the civ has that many cities, they could surpas the limit by conquest or assimilation though. This would help lag issues for slower computers, and make an interesting game variant where colonies and forts mean more. Example, huge world, limit of 10 cities per civ, would end up with most of the world being open space where colonies had a real use.

4) Colonies having an automatic harbor & airport improvement when technology allows for trade network purposes allowing overseas colonies without cities to link them into the trade grid.

5) Colonies fortified by units shouldnt auto-disband when they come under cultural influence of another civ. (posibly an editor setting), but should have a chance to do so each turn.

6) Possibly a small chance a colony could turn into a city each turn. Afterall most of the eastern US cities were once colonies, but are cities now. Again the chance should be settable in the editor, and probally default to 0%.

7) Of course start locations settable, this is the one thing I think they almost have to do in a 2nd patch, and the main reason I expect to see at least one more patch, prior to an expansion pack.

8) Wonder/small wonder effects should be settable as either wonder or small wonder. If someone wants manhatten to be a small wonder and only allow that civ to build nukes, then why not.

9) Effects from wonders in the past games should be provided as options for wonders in the editor, this is more likely with the an expansion pack I guess. For example, the apollo program's clearing the fog of war option.

10) Civ specific governments, improvements, wonders to allow better customization of scenarios and mod pack civs.
 
Some Improvements for the Editor:
The ability to add Units, Ressources etc. etc. etc.
At the moment you´ve got only the ability to add Civs.
With everything else you have the ability to modify but not the ability to add new Items to the List.
 
Mentioned in the original patch v.116 thread but should be posted here. To speed up the game to things are definitively needed:

1) Ability to stack units in order to move them all at once and give them orders all at once especially for workers. I would even be happy if they introduced a 'foreman' type unit that let you put workers in stacks of 3 to 5 type thing

2) A comprehensive trading screen showing all active trades at once. A bonus to this would be the ability to hold auctions.

3) Definitely the ability to organize the city lists on all screens by any criteria and optionally a screen with a list of cities and what improvements have been made in those cities.

Now you might consider my 'need for speed' something derived from being an RTS player but in my opinion the fun in this game is the strategy necessary to build your towns and organize your troops. That's what I want to spend my time on. Once I've decided what I need to do it should take far fewer mouse clicks to accomplish it than it does now.

Cheers:)
 
One thing I would like to see is the ability to name parts of the map as you discover them, whether Middle Earth, Narnia, Horseshoe Island, or the Persian Sea, using such names would add to the enjoyment of the game for me. Ideally, these names would then become part of the game thread, such as "The Egyptians have invaded Horseshoe Island.", or giving rights of passage to specific islands or continents rather than to your whole civ.

On my current game, my civ started on one large continent that I share with the Americans and the Aztecs, and I have inhabited two smaller Australia-type continents...in both cases having to fight off efforts of other civs to establish cities on those continents. Each of those continents has developed an identity...but I haven't had to name them.
 
My big one is the pollution option for workers should make them "fortify" themselves in a city and wait for pollution if there's none accessible to them on the map. Of course, I've yet to see anyone else *****ing about this (which drives me crazy in the late game), so I'm half expecting someone to tell me it's in the game and to rtfm :)
 
RTFM.

:)

Originally posted by lowinor
My big one is the pollution option for workers should make them "fortify" themselves in a city and wait for pollution if there's none accessible to them on the map. Of course, I've yet to see anyone else *****ing about this (which drives me crazy in the late game), so I'm half expecting someone to tell me it's in the game and to rtfm :)
 
what we really need is a civ 2 style foreign advisor screen that has known techs and cities and government information, it is just takes too long to go to the diplomacy screen and check it would really speed up the turns and and open market trade system like the trade system used in CTP would help
 
I don't know that I could find the post now, but one of the firaxis guys said on the apolyton patch changes thread that the default behavior for A & shift-A on workers would be to pass their turns in a city if there is nothing for them to do rather than go back to manual control after the patch. It should of been mentioned in the patch readme, it wasnt was it?, but im glad they changed that :)
 
What things which are not in the first patch should they put in the second?

If the second one is the one that includes MP and a working editor, then it'll probably include your money. Cha-ching!

Peace...
 
Does anybody know, if this problem is solved, because if not, I fear, I have to wait for a new crack to update my version.

Lakon

edit: Moderator: I PRESUME this is referring to the conflict between some cd-rom drivers and the copy protection?
 
Originally posted by Julian I


If the second one is the one that includes MP and a working editor, then it'll probably include your money. Cha-ching!

Peace...

:lol: :lol: :lol:

I don't Firaxis is that bad. In fact, I think they are already working on further patches from what little information Dan has been posting.

A scenario editor is a must!! (one that allow you to place city etc) But then again, people like Gramphos and Eric Tan is already working on that. So I believe they will beat Firaxis on that one :D

I agree that the ability to set whether bombardment is lethal on certain type of units are also a must. I created a terrorist unit and it can destroy improvement in a city but cannot kill a unit (hmmm...come to think of it, this is actually better as you can't employ a terrorist in a full scale war:D )
 
Originally posted by nklatt
RTFM.

:)


Ok.... how? If I automate them, they work well enough, but if they run out of things to do, they hop in to a city and return to my control, and then I have to tell them to seek pollution when it comes up again, but they go back to my control if there's no pollution left. Is there any way to have them perpetually in this state?

And yes, I rtfmed again and seemingly missed it again.

Or am I just too worker happy to have them run out of things to do? :)
 
WARNING

It is official policy of civfanatics to ban any members which promote the use of or the means of circumventing copy protection because of the piracy issue.

Thunderfall might let you off this time but remember in the future don't post anything relevant to pirating games here.
 
Originally posted by lowinor
Ok.... how?

:blush: I'm sorry - I misunderstood the intent of your question. Please ignore the man behind the curtain.
 
Originally posted by PepsiFizz
One thing I would like to see is the ability to name parts of the map as you discover them, whether Middle Earth, Narnia, Horseshoe Island, or the Persian Sea, using such names would add to the enjoyment of the game for me. Ideally, these names would then become part of the game thread, such as "The Egyptians have invaded Horseshoe Island.", or giving rights of passage to specific islands or continents rather than to your whole civ.

Not sure why, since my initial instinct was to ask 'why', but in thinking about it, maybe it would be kind of cool to apply names to certain regions, continents, seas, etc....

An added bonus for being the first civ to chart an area, maybe?

I dunno, doesn't have much to do with game-play, but still might be kinda cool.....
 
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