Warlords Patch Suggestions

weasel77066 said:
I heard rumour that the templar knights fled to to the mountains there after Black Friday (I believe that was it) and eventually set the banking system up in switzerland. Interesting tid bit, but there are lots of theories as to where they dissappeared to.. Thats just one of them that makes sense. They had alot of holdings in the region at the time, and they were definitely involved in lending and banking.
As to their neutrality, Im not touching that one... I'll remain neutral ;)
i thought they were evacuated to portugal after french king pepin the short
gave the mass execution orders? on friday the thirteenth.
wow, getting off topic...
 
I think that in the Multiplayer Staging Rooms, there needs to be the option to "NOT dislplay the Toggle Score Display." Whenever you play a MP game you can see the scores of rivals that you Haven't met yet! I like that you can't trade with them yet, but I don't think you should even know that they exist yet.
 
Enkidu_Warrior said:
4) Allow the promotion upgrade to affect all units given XP by a Great General, not just the unit the GG is attached to. Currently, there is a general perception that field generals are a waste, and this would give a new way of using them that has a bit more value.

Hmmm 20 warriors in a stack. 1xp each. Let's upgrade 20 warriors to mech inf for free! Whoooo. I wouldn't count on that one making the patch.

Something new with forts would be interesting.
 
How about making it not freeze at around 1800 AD, I can't play Warlords when until this happens
 
When I hit oil rig with a ICBM I expect to be destroyed.

Maybe allow bombers to destroy roads.

Option in diplomacy to declare holy war with other nations with same religion against other religions. Idea is that only one with shrine can make the call. Other sharing religion countries must obey.

Maybe give spies ability to perform nuclear diversion, steal knowledge.
 
-destroy them darn roads!!
-UN ability to stop a war instantly
-submarine have better retreat ability
-that airfield improvement 1# it was an easy rally point for new aircraft, 2# it looked cool when you play a game and have to capture the air feilds to stop the pestering bombers from wasting your units.
-can build city 1 tile away max, not the new 2 tile.
-all gunpowder units get +10 attack bonus when fighting any non gunpowder unit. (knight has 10hp, and the musketman has 9?)
-revised AI attack logic, im sick of seing an invading force doing crap all, just moving about the CONTINENT looking for something to pillage, even ignoring units i line up as a barrier. i want to slog it out on the fields then the victor can move onto my cities and attack, not pillage my cottage in india by that french tutonic knight
-i really want the paratroopers back, they were an invaluable asset, and their defence ability made them great for securing territory before the tanks got there.
-if i start an ancient game, i got no building bonuses (start in modern and you get the harbor, lighthouse, markets etc. but i want to start in ancient, then when i get to modern, build a city and it gets them buildings. i dont want that start bonus solely for that settings, i want it for that era. (inc. renaisance and industrial)
-can upgrade cavalry to gunship OR tank.
- marines and SAM infantry DO NOT UPGRADE TO MECH INFANTRY.
-make the future techs worth it : anyone know if its possible to set the future techs to give all units +1 strength point, as if the technology of tomorrow helps bullets shoot futher, tanks drive faster, watever u want, just represent that in granting units with +1 (maybe just 1/2 instead) strength for every future tech you gain. that would make the research worth it.
-be able to set the dimensions for world builder.

i really want a huge terra map were it takes more than 2 turns to cross the atlantic, and europe is big enough for france and spain to get a decend amount of cities (4 or more) without dangerously overlapping. oh yes and the pacific big enough to have all them nice islands, like in the WWII in the pacific game, that dimensions, only expanded to fit the world, and it would be perfect, albiet huge.
 
I think Spiritull leaders are too weak.
They should build monasterys 50% faster not only temples.
I miss the bunkers (I know its not correct butI don t remember the name)from civ 3.They could fire to the ships and gave me some defense against bombardment.
Please tell me your opinion about these.
 
I'd like to see the Explorer be more useable. Perhaps the ability to cross closed borders and move invisibly. If the rival civ lands on your explorer while he is in their borders - and they were closed - he gets captured automatically with a negative attitude modifier added for the occassion in Single-player and a pop-up stating you were being spied on in Multi. If the borders are open, there is no offence for being spotted.

Hey Joni said:
Here's an idea - double Great General point generation from UU's. It will encourage a civilization to fight with it's unique.

Brilliant. I miss the Golden Age from Civ 3 with the UU, but found it too powerful a benefit. This is a terrific compromise.

Of course, India is screwed!
 
Innawerkz said:
Brilliant. I miss the Golden Age from Civ 3 with the UU, but found it too powerful a benefit. This is a terrific compromise.

Of course, India is screwed!

Yeah, India is kind of screwed... But I think the idea can be applied despite that, who goes warmongering with Gandhi anyway!
 
I'd just like the basic grammatical errors fixed that have been around since the release of the original. Stuff like "You have built a Walls", "You have built a Archer" and so on might not affect the game but it looks very unprofessional and makes me unreasonably angry. Same for all the text that flows out of boxes and loses the second half of the sentence. Surely can't be hard to fix?
 
Innawerkz said:
If the rival civ lands on your explorer while he is in their borders - and they were closed - he gets captured automatically with a negative attitude modifier added for the occassion in Single-player and a pop-up stating you were being spied on in Multi. If the borders are open, there is no offence for being spotted.
Really wouldn't work. It'd encourage you to randomly move your units around your terratory in the hopes of catching an explorer. Would get very micromanagey tracking the squares you'd moved too.
 
Dionysius said:
1. why? damned useful.
2. how accurate :rolleyes:

1. roads should be destroyable. it makes sense, air power in most cases is used to disrupt enemy movement and hinder counter attacks
2. UN is better at stoping wars than the USA.

I'd just like the basic grammatical errors fixed that have been around since the release of the original. Stuff like "You have built a Walls", "You have built a Archer" and so on might not affect the game but it looks very unprofessional and makes me unreasonably angry. Same for all the text that flows out of boxes and loses the second half of the sentence. Surely can't be hard to fix?

i agree whole heartily, i felt like ripping the hard drive in two with my bare hands becuase the grammer made me mad

i know its more of a expansion pack request, but more civics please, Civ4, just like Civ3 was far too baised to democray governments, and made the game suck just a tad. that negative bonus that everyone gets for not having emancicapation is horse crap. a revised version could have +1 happiness for having it, not +1 angry for not having it
 
The Great Apple said:
Really wouldn't work. It'd encourage you to randomly move your units around your territory in the hopes of catching an explorer. Would get very micromanagey tracking the squares you'd moved too.

I was thinking the onus would be more on the "Explorer" to be evasive and not the explored to actively apprehend. It was simply to find a use for the underused Explorer. He really isn't causing too much harm as it is. Perhaps a random roll where rival units adjacent to the explorer have a percentage chance of revealing him? The more units, the higher the likelihood of success.

I've heard it often that there is a need for 'spies' in the earlier going and this would offer the advantage of a quick moving unit (with the proper upgrade) that could work his way into enemy territory without the 'pillage' or 'investigate city' functions available. Simply an advance scout/explorer that CAN be caught in specific circumstances.
 
yes explorers are underused, but so was the scout in cvi3.

and please no spies in early game, it really hurts when one is in your borders making a mess and destroying production.
 
I tired to cover that in my other post - no 'Pillage' or 'Investigate City' function. Maybe this ability to reconnoiter other civs discreetly only becomes available to Explorers after Optics is discovered - either as a New Upgrade or simply a bonus that is freely given.

All this would do is provide an alternative to those who did not pursue aggressive religious expansion and have visibility of rival cities & which units are within. Actually, even religiously devout players would find a use for this unit as they would have at least a few enemies that oppose their faith.
 
Hey Joni said:
Here's an idea - double Great General point generation from UU's. It will encourage a civilization to fight with it's unique.
I like this, I like this a lot :)

Mind you, the Jaguar rush will become extremely powerful with this. Because of the low odds, the Jag rush accumulates a lot of xp and thus GG's fast anyway.

@Yavoon: The point I was making was that Horse Archers didn't become obsolete when Knights came onto the scene as the game implies. Horse Archers may have arrived before Knights, but they weren't made obsolete when Knights were used. The Keshik however did make its mark on history in the 13th century - around the time of the Knight (based on the game). It isn't wrong for being where it is, but it also wouldn't be wrong if it replaced the Knights.
 
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