cracker
Gil Favor's Sidekick
Now that the V1.21 patch is out and fixes some of the most fatal screw ups with corruption and AI out of control tech trading from V1.17, I wanted to post my coherent list of must have fixes and implementations for future patches:
I should observe that some of these things are trivial just do it and get on with life sort of issues, while others will have more complex impacts. We should recognize that getting the CIV3 AI players to be able to use the unit abilities and game elements in viable strategies is really tough. Of all the things we ask for and do, asking Firaxis to get the AI players up to speed is probably the most complex task. This is one of the reasons we see so much of what seems to be excessive AI advantage factoring as well as just rampant AI cheating. It is just easier to give the AI players false advantages and blatant cheats instead of strategically calculated decision making processes. SO I recognize that some of these issues are not just a matter of giving access to a unit variable or other code factor.
I have set up these lists in an updatable format and uploaded them to an MSN community directory at:
Directory of Patch requests for Post V.21
here is the raw URL in case the link does not parse:
http://communities.msn.com/1ki0mm3r0hka6jalm94bk40b15/documents.msnw?fc_a=0&fc_p=/Civ3_docs
Because the list is rather extensive and will grow with time, I have broken it down into the following subject areas:
Simple Standard Rules Setup Wishes
Simple Programming Changes
More complex/interrelated fixes to transport unit capabilities:
Basic issues relating units to city improvements, cities and wonders:
(adapts the programming concepts set up for control of Armies)
Fix ARMIES to eliminate bugs and programming errors:
Changes to City Display Page:
Changes to Histographic Display Page:
Changes to Military Advisor Page:
Changes to Trade Advisor Page:
Changes to Domestic Advisor Page:
Changes to Cultural Advisor Page:
Other Hard Coding Changes
Comments and additions are welcome, but I have specifically not included any additions or changes that would be labeled as new stuff that is not related to fixing something or using something that is already in the Firaxis code set.
... more later ... cracker
I should observe that some of these things are trivial just do it and get on with life sort of issues, while others will have more complex impacts. We should recognize that getting the CIV3 AI players to be able to use the unit abilities and game elements in viable strategies is really tough. Of all the things we ask for and do, asking Firaxis to get the AI players up to speed is probably the most complex task. This is one of the reasons we see so much of what seems to be excessive AI advantage factoring as well as just rampant AI cheating. It is just easier to give the AI players false advantages and blatant cheats instead of strategically calculated decision making processes. SO I recognize that some of these issues are not just a matter of giving access to a unit variable or other code factor.
I have set up these lists in an updatable format and uploaded them to an MSN community directory at:
Directory of Patch requests for Post V.21
here is the raw URL in case the link does not parse:
http://communities.msn.com/1ki0mm3r0hka6jalm94bk40b15/documents.msnw?fc_a=0&fc_p=/Civ3_docs
Because the list is rather extensive and will grow with time, I have broken it down into the following subject areas:
Simple Standard Rules Setup Wishes
Simple Programming Changes
More complex/interrelated fixes to transport unit capabilities:
Basic issues relating units to city improvements, cities and wonders:
(adapts the programming concepts set up for control of Armies)
Fix ARMIES to eliminate bugs and programming errors:
Changes to City Display Page:
Changes to Histographic Display Page:
Changes to Military Advisor Page:
Changes to Trade Advisor Page:
Changes to Domestic Advisor Page:
Changes to Cultural Advisor Page:
Other Hard Coding Changes
Comments and additions are welcome, but I have specifically not included any additions or changes that would be labeled as new stuff that is not related to fixing something or using something that is already in the Firaxis code set.
... more later ... cracker