ViSa Suggestions/Requests

I have one request, and I have no idea if it is hard or easy, but Somewhere on the city data that shows on the map, I would like to know whether or not that city has an airport. One of the earlier Civ versions had a tiny airplane next to cities with airports, but I really hate in Civ IV having to open each city looking for the airports, and the 'solution' of orbiting a plane over each city with an airport can waste a lot of planes...

Thanks! Alondin
 
Technically, using the new domestic advisor you can put a field in that puts a little icon on the advisor if there is an airport built there.
 
As per the topic of the thread, here are some of my suggestions :) Grain of salt, and the like.

Missiles
Shouldn't a battleship or cruiser have the ability to transport cruise missles and such as well? I also think a unit which can carry cruise missles on land prior to the Hydra would be good...perhaps something that can only carry one, akin to a SCUD or PATRIOT missile system.

Upgrade Advisor
Would it be possible to have some sort of upgrade advisor (nothing much is doing on the Financial Advisor screen anyway) or some sort of interface where one can pay the cost to upgrade a unit, instead of using the military advisor to find old units or locating them by eye on the map. Might be helpful *shrug*

Statesmen/Doctors
I would love more buildings that allow the assignment of these specialists, maybe even civics that allow unlimited assignment, like Heritage or Apprenticeship.

Industrial/Modern Era version of Roman Roads
But with railroads? Transcontinental Railroad, perhaps? I guess it might be too powerful given how large your empire might be when the wonder becomes available and that's a lot of railroading work to get for free.

Great Engineer Machine Shop/Motor Pool
Akin to a field hospital, but maybe heals seige weapons, armored units, and helicopters units faster, but not infantry style units...maybe even nerf Field Hospitals to only heal infantry/horse units
 
MAF has one reason (bad coding) and three contributors: size of the savegame, low system specs and too long intervals between complete game restarts.

The reason behind this seems to be that some kind of weird RAM memory leak is also involved, additionally to the memory allocation coding f*** up.

So yes, it is possible to decrease the likeliness of a MAF by a) getting a better system and more importantly b) restarting the game (or even the computer, you have to try yourself) often.

Though when it comes down to it, any saving process that exceeds 1 or 2 MB is prone to MAF.

Take a look at Genghis Kais giant earth map thread, and you'll see this tendency: even those that play only for short times (thus avoiding most of the memory leak problems) get a MAF nearly guaranteed at save game size 2 MB plus.

Map size drives up save game size (huge map can easily reach between 0.5 and 1 MB). As do additional civs. And the ViSa mod does so as well.

I don't know how technically possible this is, but maybe the ViSa team could try to "log" some of the additional info (unit stats frex) instead of saving it in the save game? Might be a way to keep sav games small (or might lead to even faster MAF due to the logging process).

Maybe we could also in a team effort try to find the "MAF limits". Like making a list, say: giant map with 24 civs reaches MAF around 1000 AD using the giant map mod, so when does it do so with ViSa? Huge map with 24 civs MAFs at year ???

So after collecting several MAF reports the suggested warning could be more accurate like stating a maximally suggested number of civs per map size. And yes, I know that this means less civs on larger maps. ^^

mrgenie did a VERY extensive debug of this with numerous Windows tools and virtually can point to Firaxis exactly what to fix....but they are very unresponsive :mad:


I have one request, and I have no idea if it is hard or easy, but Somewhere on the city data that shows on the map, I would like to know whether or not that city has an airport. One of the earlier Civ versions had a tiny airplane next to cities with airports, but I really hate in Civ IV having to open each city looking for the airports, and the 'solution' of orbiting a plane over each city with an airport can waste a lot of planes...

Thanks! Alondin

Not sure how to do it exactly, but some art needs added in the CityL file....although an indicator in the city name panel like when a city is making the most money would be best, but no clue on doing that :lol:


As per the topic of the thread, here are some of my suggestions :) Grain of salt, and the like.

Missiles
Shouldn't a battleship or cruiser have the ability to transport cruise missles and such as well? I also think a unit which can carry cruise missles on land prior to the Hydra would be good...perhaps something that can only carry one, akin to a SCUD or PATRIOT missile system.

Upgrade Advisor
Would it be possible to have some sort of upgrade advisor (nothing much is doing on the Financial Advisor screen anyway) or some sort of interface where one can pay the cost to upgrade a unit, instead of using the military advisor to find old units or locating them by eye on the map. Might be helpful *shrug*

Statesmen/Doctors
I would love more buildings that allow the assignment of these specialists, maybe even civics that allow unlimited assignment, like Heritage or Apprenticeship.

Industrial/Modern Era version of Roman Roads
But with railroads? Transcontinental Railroad, perhaps? I guess it might be too powerful given how large your empire might be when the wonder becomes available and that's a lot of railroading work to get for free.

Great Engineer Machine Shop/Motor Pool
Akin to a field hospital, but maybe heals seige weapons, armored units, and helicopters units faster, but not infantry style units...maybe even nerf Field Hospitals to only heal infantry/horse units

All good ideas....too little time :cool:
 
@Seady i agree with you totally. Thats been an annoyance of mine for awhile. I usually cheat and go into the world builder and clear the ice out. HEHE. I think some mods out there have this in maybe T.R.?
 
A couple of suggestions...

1) Someone made a video clip for the Diplomatic Victory...would be nice to see it added:
View thread here

2) Many people have toyed with a Pre-Ancient Era age (Stone Age)...but none of them are Warlords compatible, and none of them are that impressive. Maybe you guys could come up with something. Would make the game much more realistic.

3) New unit: Great Settler; more of a grouping of units together, 1 settler, 1 worker, 1 archer & 1 Great Artist...but rather than being able to build it, you would be grated it for having built or accomplished something.

4) Tech improvement: Satellites; reveals the entire map to the Civ...but this is somewhat irrealistic because it only does this once when the technology is discovered, and does not reveal the location of rival Civs. In reality, Satelittes remain in orbit and are constantly taking images and updating information. So in game play, maybe the minimap can be refreshed every 5 turns or so.

5) New Improvement: Mountain Tunnels; I am thinking specifically of tunnels that span the Rocky Mountains to allow trains to pass through them. This would make the Impassable Mountains, passable.

6) New Improvement: TGV train; In Europe, there is a train that uses magnetic propulsion rather than electricity or steam. This train can get up to 300kph. It's only disadvantage is that it must remain on a contant and perfect straight track. In Civ terms, you could improve on railroads allow 1/20th movement rather than 1/10. The only condition is if the unit using the railroad needs to turn in another direction, the turn cost is 1 movement point.

7) New Air unit: SR-71 Blackbird; A plane that would have an extremely high range (something like 20 or 30) however, the only mission it could perform would be recon.

8a) Although an Air Unit has a large range for missions...it is strange that it would only have 1 movement point. It just doesn't seem right that an Explorer or several other ground units could move faster than an Air Unit. Therefore, I recommend that movements points of an Air Unit = their Range.

or

8b) An alternative to the above idea is to keep their movement to 1 point, but introduce a new technology "Air Refueling"...which would then switch Air Units' movements points to the value of their range.

9) New Wonder: The Salvation Army; This Wonder would remove 3 starvation and 3 sick (unhealthy) from every City of the Civ that builds it.

10a) Panama Canal (New Wonder): Allows Naval Units to travel across land using rivers

or

10b) Canals (New Improvement): Workers could modify river tiles to allow naval Units to move through them...the catch is that if there is a bridge built, the Naval Units cannot pass until the Draw Bridge technology is researched.

11) Animal Units: That with an early technology, we have the ability to train animal units and use them in battle.

12) New Promotion: Cargohold; Allows units with Cargo space (Transport, Carrier...) +1 to Cargo space.

13) Suburbs: Currently we can build a Cottage which grows to a Hamlet which grows to a Village then a Town. I am suggesting that a town be able to improve into a Suburb.

14) New Tradeable Item: Civ Introductions; Let's say I am playing as the Americans, and I have met the Incans and the Vikings...but neither of them have met each other. I would like a way to be able to introduce them to each other, and get a "finders fee" in the trade, either gold or technology.


That's it for now.
 
In the very first post in this thread there is a list of items requested for addition to ViSa...I assume that the Player's Request List are items that have been approved by the ViSa team and will eventually be added.

I have 2 requests to this respect either by updating the excisting list or by posting a new one down here...

1) What with all the new suggestions, update the list to include the new ones that are now being considered for addition eventually.

2) What with v3.0 in the works, update the "Items with a * are anticipated to be in next patch." items, as with any upgrade, plans are made, but changes to those plans should be expected...so anything that is no longer being added to v3.0 or was not planned but is now being added should be updated to reflect their new status.


Thanks.
 
In the very first post in this thread there is a list of items requested for addition to ViSa...I assume that the Player's Request List are items that have been approved by the ViSa team and will eventually be added.

I have 2 requests to this respect either by updating the excisting list or by posting a new one down here...

1) What with all the new suggestions, update the list to include the new ones that are now being considered for addition eventually.

2) What with v3.0 in the works, update the "Items with a * are anticipated to be in next patch." items, as with any upgrade, plans are made, but changes to those plans should be expected...so anything that is no longer being added to v3.0 or was not planned but is now being added should be updated to reflect their new status.


Thanks.

That assumption is wrong....I list nearly all player requests, even ones I know won't ever make it in....

#1...will happen when I get time, but right now the focus is getting the V3.0 out and THEN suggestions after people play that. In the single thread for ViSa I kept the list very updated because all posts were in one thread, but now it is real easy to see requests without putting them all in one post, hence not a priority.

At this point, everything marked is still planned for V3.0
 
That assumption is wrong....I list nearly all player requests, even ones I know won't ever make it in....

#1...will happen when I get time, but right now the focus is getting the V3.0 out and THEN suggestions after people play that. In the single thread for ViSa I kept the list very updated because all posts were in one thread, but now it is real easy to see requests without putting them all in one post, hence not a priority.

At this point, everything marked is still planned for V3.0

I figured as much...but I had to try :D thanks.

As for suggestions, I have a few more:

1) Visapedia update: Under Game Concepts; Victory...update the article to include the Religious Victory and the soon to be added Total Victory.

2) Visapedia update: Under Great People; update the Great People text to include the Great Doctor & Great Statesman.

3) As far as I know the Great Engineer & the Great Merchant are the only Great People that do not have special building associated with them. Could either new buildings be created to added to them, or existing buildings (like the Commodity Exchange for the Great Merchant) be used to associate with them.

4) Is there some way of making it so that you use the leftover production hammers? Let me explain. If my city produced say 100 hammers per turn, but it only takes 50 hammers to build a building, then in theory, I have 50 hammers left over...technically, I should be able to alot those to another building/unit. But as far as I know, the left over just get thrown away.

5) Same question as #4 only related to Tech research.
 
4) Is there some way of making it so that you use the leftover production hammers? Let me explain. If my city produced say 100 hammers per turn, but it only takes 50 hammers to build a building, then in theory, I have 50 hammers left over...technically, I should be able to alot those to another building/unit. But as far as I know, the left over just get thrown away.

If you have left over hammers, it contributes to whatever you're building next, up to the same number of hammers as what you just built.

So, for your example, you would still have 50 hammers left over to contribute to something else. If the next thing that you built was 150 hammers, it would be built in 1 turn. On the other hand, if you produced 110 hammers a turn, 10 of those hammers would be wasted. Also, if you just continue building things that are 50 hammers/turn, you will still have wastage.
 
Thinking about a building for the great merchant how about a franchise (a la Civ CTP style) which would act like an extra bank +50% coinage in that particular city. The great engineer I'm not so sure about as it already has the complete construction which when used for wonders gives a great advantage.

Also with regards the satellites and revealing the map - I think it's should reveal all the civ's and cities as well and be updated per turn. Also if I remeber atm we have the comstar satellite unit which is a great idea for acting as a spy satellite but if i remember right is indestructible. Maybe one of the advanced techs should reveal the satellites to the civ and introduce an anti-satellite unit which can remove the satellite. This would not be considered an act of war , after all the satellite shouldn't really be there anyway but would maybe a diplomacy shift with the civ that owned the satellite
 
If you have left over hammers, it contributes to whatever you're building next, up to the same number of hammers as what you just built.

So, for your example, you would still have 50 hammers left over to contribute to something else. If the next thing that you built was 150 hammers, it would be built in 1 turn. On the other hand, if you produced 110 hammers a turn, 10 of those hammers would be wasted. Also, if you just continue building things that are 50 hammers/turn, you will still have wastage.

Yes I know...but for the sake of this discussion, let's sake all building cost 50 hammers...if I am producing 200 hammers per turn, then in theory, I should be able to build 4 buildings in 1 turn...

The first 4 having a build time of (0) and the last one a build time of (1).
 
Yes I know...but for the sake of this discussion, let's sake all building cost 50 hammers...if I am producing 200 hammers per turn, then in theory, I should be able to build 4 buildings in 1 turn...

The first 4 having a build time of (0) and the last one a build time of (1).

No, not in ViSa....ask Firaxis.
 
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