Warlords Patch Suggestions

Hmmm, I know it may seem like a nitpick, but if a civ is going to be angry at you because 'You declared war on our Friend', then dammit, I want them to be at least FRIENDLY with said civ. Too often this happens if they are more than merely cautious. It sucks IMO. Make this line MEAN something.

Aussie_Lurker.
 
Aussie_Lurker said:
Hmmm, I know it may seem like a nitpick, but if a civ is going to be angry at you because 'You declared war on our Friend', then dammit, I want them to be at least FRIENDLY with said civ. Too often this happens if they are more than merely cautious. It sucks IMO. Make this line MEAN something.

Aussie_Lurker.

Yes, yes and yes again....it's bad enough when someone you've been trading with for 4500 yrs suddenly changes religion and immediately cuts links with you, even though they CONTINUE to trade with other civs who's modifiers equal yours with them(the high lvl penalty).

But when you add in war modifiers as Aussie said, it can make trade almost impossible if you are forced to start many small "border" wars.

Friends, Vassals and Defensive Pacts only pls for this modifier to take effect.
 
i find it most interesting that some civs just dont want to permanently ally to you although you have a +11 modifier.

of course i know we had to be long enough in war or have had a def. pact. b4

sometimes nothing counts, they dont like to ally with you. :p

i never made it to ally with 2 civs, does this actually work ?
 
BenniusCaesar said:
It already has those little icons that come up and the log messages in the top left that you can also refer back to.


I definitely DO NOT(!!) want to see your suggestion implemented. It would be so annoying to have to wait for that at the start of each turn!! Learn to use your log properly.

Uhm -- it doesn't show distinct individual unit movement for you though, which is extremely important in a lot of military situations. It would be nice to have the OPTION to turn on that "phase" (although in multiplayer games it is "real time" so that wouldn't work very well). If you don't want to use the option then you don't have to turn it on, it is a good idea I think.
 
it also doesn't tell you "The Enemy has been spotted near..." until the turn after they spot it. So if you aren't constantly watching your borders, you could be on the receiving end of a not so sneaky...sneak attack.
 
Skitters said:
A phase at the beginning of your turn where the screen focuses on movement detected by your units

Try going into Options and selecting "Show enemy movement" and "Show allied movement" or something like that. It should have it. It doesn't work in multiplayer and sometimes it is a little buggy, but overall it works pretty well.
 
I feel if these changes are implemented it will GREATLY enhance game, I especially want to bring back some goof features not many that were taken out of civ3

Siege
-- First off siege should be able to bomb roads, units and improvments
-- Having various ranges of bombarding
-- Siege should have no defense so if attacked they are captured
-- Siege should however have the same attack effect/collateral damage attack,
-- Bombers should also be able to bomb **roads/kill units**, but stealth bombers should be way more expensive as they are so lethal (250 sheilds i say)
-- Think we should bring back the movable nuke that is cheaper and has a distance launch rate
-- Forts should give better firing distance for siege units, and units should be able to do collateral if they pass the fort one tile away (not much collateral though)


Economy
-- Worker should cost one population and settler should cost 2 population, while growing same time; as it was done in civ3 -- this will make settlers more expensive when at high population, while making them more accessible at low population -- I believe will bring back much more depth to game, however not so important I geuss as other points.
-- Colonies should be brought back
-- Airfeilds should also be brought back
-- Settlers can be added back to city for 1 population, and 2 workers can be readded for one population as well
-- Caravans/Trade Vessels that hold resources, For Example: Lets say you need Iron to amount for 20 turns of use and you trade someone 800 gold for it, one or both must send a carvan of their merchandise over the treachourous roads to trade, the material can be stolen by barbs or enemys. As well these caravans can travel over ocean -- does not neccesarily need to be called a caravan howver. back to the idea of enough Iron for 20 turns -- The player who recieves the iron only has enough for 20 turns of use if he wants more he will have to go and trade again. Everything and Anything can be traded and has to be traded by these caravans -- May make a fun and exciting twist/turn to trading -- more life like as well. ***Privateers now play a major role in destroying merchant ships as the computer/player doesnt know the enemy is.

Diplomacy
-- Should be allowed to go into enemy lands even in peace
-- Should not be able to see opponents techs, or maybe add a button to show your resources/techs if you desire to

Unit Tactics/Production
-- Increase cost of modern armor, Stealth Bombers
-- Bring back anti-tank tow infantry
-- Bring back cruise missles
-- Bring back flack cannons
-- revise the chopper into more of an air unit -- not a ground unit as it is
-- Recon should not show as much alnd as it does currently
-- Unit resources I find this a BIG issue, especially in multi late starts; rubber needs to be reintroduced; Bombers(oil), stealth bombers/jets (alum,Oil), Tanks(rubber,oil, alum), Nukes(uranium,alum), destoryers (oil), Battleships (oil), Subs (oil), Transports (oil), Cruise (alu) -- Must also be hard to get some resources -- Oil, coal in think jungle marsh, add the deadly marsh to civ4 -- need more bad land in the game :D.
-- Resources should as well need to be clearly strategic, giving the double boost I find is a bit too strong -- however not to important.
-- Add the king/regicide unit to game was a fun mod :D
-- Add entrenched land; maybe comes with a tech like infantry. Artillery do less damage as well as bombers, however tanks are immune to their defensive bonus (tanks can not go inside trenchs). Therefore once the tank tech is found the trenches will be quickly found useless ( I would consider this as a defensive era as it is very hard to attack machine guns in trenches ) -- Trenches "May" do collateral as pass however.
-- Mines also may be placed on land, I dont know if this would work well though
-- If anyone can think of good way to make armies instead of one unit attacks-- but multiple fronts/flanking would be a great add to game.

Random Game issues

Game Issues on multiplayers
-- Future start should not reveal entire map
-- Unit graphics lag (may just be me, but i dont think so)
-- Peer Problems ( not as often but still happens ALOT)
-- Host Drop (Host drops after launching game)
-- No 8 sec rule, its unrealistic and takes away the heartreching on your chair suprises -- No one is safe

Rebels and Yanks :king:
 
Well besides the fact that most of these suggestions would be for an expansion pack, they are pretty good. The following I have problems with though, the rest I hope are included in an expansion pack

BomberTank said:
Siege
-- Siege should have no defense so if attacked they are captured
-- Think we should bring back the movable nuke that is cheaper and has a distance launch rate
-- Forts should give better firing distance for siege units, and units should be able to do collateral if they pass the fort one tile away (not much collateral though)

Siege should have some defense, it is unrealistic that simple siege units be captured and not destroyed to me. I do wish there were Siege units with longer range (kindof done like dragon firebreath or meteors in Fall From Heaven), but I don't think early tech should get them. There needs to be Siege higher up on the tech tree (beyond simple 18 strength) and bombing to do collateral damage from far would be nice as it is annoying to sac siege just to do some damage, although I'm sure they had a purpose for doing it that way. I don't think forts should work like that, they need something but I don't think that would fit well.

BomberTank said:
Economy
-- Worker should cost one population and settler should cost 2 population, while growing same time; as it was done in civ3 -- this will make settlers more expensive when at high population, while making them more accessible at low population -- I believe will bring back much more depth to game, however not so important I geuss as other points.
-- Settlers can be added back to city for 1 population, and 2 workers can be readded for one population as well
-- Caravans/Trade Vessels that hold resources, For Example: Lets say you need Iron to amount for 20 turns of use and you trade someone 800 gold for it, one or both must send a carvan of their merchandise over the treachourous roads to trade, the material can be stolen by barbs or enemys. As well these caravans can travel over ocean -- does not neccesarily need to be called a caravan howver. back to the idea of enough Iron for 20 turns -- The player who recieves the iron only has enough for 20 turns of use if he wants more he will have to go and trade again. Everything and Anything can be traded and has to be traded by these caravans -- May make a fun and exciting twist/turn to trading -- more life like as well. ***Privateers now play a major role in destroying merchant ships as the computer/player doesnt know the enemy is.
I like how Workers and Settlers don't cost population anymore, but it would be nice to have a way to grow while building them and just have them build at a slower rate (I hate putting off building a Worker/Settler when I'm a turn or two away from pop growth). Caravans could be good, but it would really slow the game down I think, it could be interesting in having some kind of benefit to using it over the way it is done now. I have missed Colonies because now boarders are everything, wish that was changed. Airfields too would be nice, a lot of worker improvements. Also, more tradable options would be huge, but these again are expansion pack ideas, not patch ideas in general.

BomberTank said:
Diplomacy
-- Should be allowed to go into enemy lands even in peace
Why? Isn't that just an aggressive action that would provoke war anyways? I do hate having to show my tech and gold and resources to others when they are trading, I often don't talk to people in multiplayer to hide these things.

BomberTank said:
Unit Tactics/Production
-- Increase cost of modern armor, Stealth Bombers
-- Bring back anti-tank tow infantry
-- Bring back cruise missles
-- Bring back flack cannons
-- revise the chopper into more of an air unit -- not a ground unit as it is
-- Recon should not show as much alnd as it does currently
-- Unit resources I find this a BIG issue, especially in multi late starts; rubber needs to be reintroduced; Bombers(oil), stealth bombers/jets (alum,Oil), Tanks(rubber,oil, alum), Nukes(uranium,alum), destoryers (oil), Battleships (oil), Subs (oil), Transports (oil), Cruise (alu) -- Must also be hard to get some resources -- Oil, coal in think jungle marsh, add the deadly marsh to civ4 -- need more bad land in the game :D.
-- Resources should as well need to be clearly strategic, giving the double boost I find is a bit too strong -- however not to important.
-- Add the king/regicide unit to game was a fun mod :D
-- Add entrenched land; maybe comes with a tech like infantry. Artillery do less damage as well as bombers, however tanks are immune to their defensive bonus (tanks can not go inside trenchs). Therefore once the tank tech is found the trenches will be quickly found useless ( I would consider this as a defensive era as it is very hard to attack machine guns in trenches ) -- Trenches "May" do collateral as pass however.
-- Mines also may be placed on land, I dont know if this would work well though
-- If anyone can think of good way to make armies instead of one unit attacks-- but multiple fronts/flanking would be a great add to game.
Again most of these are expansion pack ideas. I do think double production is huge for having a specific resource. In singleplayer I'm always regenerating maps to get near Stone, Marble, and Copper. In multiplayer the person with one of these usually gets so far ahead of the others that it just becomes silly to play, or everyone gangs up on them, which loses its fun factor fast.

BomberTank said:
Random Game issues

Game Issues on multiplayers
-- Future start should not reveal entire map
-- Unit graphics lag (may just be me, but i dont think so)
-- Peer Problems ( not as often but still happens ALOT)
-- Host Drop (Host drops after launching game)
-- No 8 sec rule, its unrealistic and takes away the heartreching on your chair suprises -- No one is safe

Future start having everyone revealed makes sense, most modern civilizations have satalites that give a pretty good idea where everyone in the world is. For lag try to get a new computer or update your video card drivers (or get one if you dont have one). Check your NAT for connection problems, turn off firewalls and open ports. What do you mean by 8 second rule? I don't understand that one. The game is turn based, not real time :-P
 
Enkidu_Warrior said:
...--------

1) Combine the Guerilla and Woodman promotion lines. Specifically, make this a single promotion that works on all hills/jungle/forest tiles. Having separate lines makes them too specialised to be useful, and reduces the usefulness of the Celtic UU and UB.
Having explorers upgrade to a modern version (perhaps with ice/tundra/desert bonus as well as hill/forest would be good?
 
Minci said:
Correct the mistake;
Not Ottoman Empire; it is Turkish Empire.
Every other civ is called by their nations name.
Wanna read more?
http://forums.civfanatics.com/showthread.php?t=188938&page=6

Vikings are not called by their nations name. Also, I would like to see the leader heads of Qin Shi Huang and Kublai Khan's switched (they are wrong in the game). You can check it by comparing the leader head to images of the leaders found through Google images, for example.

I'd also like to see uses for Explorers, usually the world is explored by then and they are useless. Unless you're playing on Huge Terra with raging barbarians / tons of animals, there is little need for Explorers.
 
Back
Top Bottom