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Libertarian
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Last edited by Libertarian on 23-02-2002 at 15:20
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Speed Bump
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quote: Originally posted by Willem
Jeff, please don't run away. Could you please clarify this fix regarding government buildings? Does this mean that gov specific buildings only work with the gov selected or is it something else entirely? The readme isn't exactly clear on what the fix does. |
That is exactly what it means. The building will not even show up in your city if you are in the wrong government. Hope that helps.
Speedy
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geoffbland
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quote: Originally posted by Sir Ralph
But why did you make the Egypt War Chariot upgrade to horsemen now? This made a quite good UU nearly useless. In the few turns between The Wheel and Horseback Riding I seldom managed to build more than 4-5 War Chariots post patch. I can't believe that this is intended too... is it? |
I've just played Egyptains and you don't have to research Horseback Riding - it's a deadend and you can build War Chariots until Knights are available.
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Speed Bump
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quote: Originally posted by Willem
Or would the game disregard the existance of it in that case as well? |
When you are in the wrong government type for a building, it is like that building does not exist. So, no, you would not be able to build anything with the "non-existant" building as a prerequisite.
Speedy
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ometiklan
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I know that the prop planes and jet fighters can do air superiority missions now like they were supposed to (I have had the prop planes shoot down stealth bombers!), but I have not seen them do it off of aircraft carriers. When I check on the fighters on carriers, they are all asleep. Is is just me or does this make aircraft carriers fairly usless? Yeah, you can use them as bombing platforms, but you cannot protect a naval fleet from air attack. Anyone else think this is a remaining bug?
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Kevin Ar18
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( 1 - annoyance/suggestion ) There is still no way to properly handle >8 civs
Well, lets admit it, people are going to be playing Civilization III with more than 8 civilizations. And when it comes time to make scenarios this is gonna be especially true. In addition, someone has found a way to add more than 16 civs. This can become a big problem for people playing the game.
Update the Foreign minister screen to show the relationship of 8 & 16 civs (thus you will have two formats - one for a game with 8 or less civs and one for a game with 16 or less civs)
Also, allow the user to change and rearange what civs show up in Foreign Minister screen at any time during a game.
( 2 - annoyance/suggestion ) There is no way to keep track of trade agreements.
Currently in Civ3 there is no way to keep track of a trade agreement and know when it will end. A simple, "this trade will end in x turns" pop-up message is NOT enough to keep track of it like a person needs to. So I suggest adding the following things to make things easier:
In the Trade Advisor screen, beside each imported item include a number indicating the number of turns left till the agreement will end. This will satisfy the need for adequate information to a strategy gamer.
I suggest putting the number of turns in black. However, as the turns get closer to 0 turns left, the text to could change color (possibly yellow and then red so it stands out?). This will allow a person to scan over the information faster and only look for what is nearing an end.
A pop-up that the agreement will end next turn. This will help the person too busy with their empire to keep track of everything.
( 3 - suggestion ) Well, first off I haven't really had any problems with pop-ups in Civ III. However, there is some potential for problems.
1. If you have a slow computer poping up messages takes longer and slows things down.
2. For future scenarios pop-ups could be a big problem. This was a pretty bad problem in some Civ2 scenarios where you couldn't even start the scenario before going through many, many pop-ups.
3. For people who would like to spend the long time it takes for each turn away from their computer, the many pop-ups can be a problem.
My idea has 3 parts.
1. Wonders & War Declaration
Instead of poping up separate messages for each little thing like wonders and war declarations, a single (scrollable) window should pop-up with all the messages on it at the end of the AI's turn. It would include all wonder and diplomatic declaration messages and any other similar pop-ups.
2. City Completion and Build Orders
At the start of your turn, instead of poping up a separate message for each city, include all the city messages in one pop-up message which you can look over and change only the ones you need to.
Each city should still have the zoom to city option so you can look at a city and return back to that window when you are done with the city.
An option to center the window on the specified city may be helpful too.
Perhaps this whole idea should be an option since it could be a little harder to play the game this way.
These two suggestions would result in only 2 pop-ups during the AI's turn, except for when the AI contacts you for diplomacy.
I would suspect with a little work, both of these ideas could be implemented without major changes to CivIII. Simply keep all the message in memory till the end of the AI's turn and then show them in a single pop-up.
The following suggestion is just as an option.
3. Save all message till end of turn.
This is an option to save all messages till the end of the AI's turn. This would be for those times you want to go away from your computer while the AI takes it's turn. By doing this, the AI can finish it's turn and when you come back you can then read all the messages instead of having to sit there and click on 'em one by one.
I'm not sure this would be possible to do with the diplomatic agreements the AI starts, so this idea may just have to be ignored. However, if it can be done, then the AI would just wait till the end and then send any messages to you about diplomacy. Also, to help the player, there should be another window to pop-up at the end with information on any wars or battles between your units so that you won't miss anything while you were gone from the computer.
Last edited by Kevin Ar18 on 21-02-2002 at 23:47
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geoffbland
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War Elephant, the UU for the Indians has no advantage over the Knight. It's still 4/3/2 same as the Knight. Manual says they should be 4/4/2.
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Kevin Ar18
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(1 - anti-intuitive/suggestion) The F7 and F11 screens should be available somewhere in the advisors or on the toolbar or menu. The reason is not laziness, but that it is anti-intuitive not to have these features findable in the game. People who have never read about these hidden features are are not gonna ever find them. It is the basics of designing an intuitive interface to have all features visible in game in some way (and not in a hidden command that you must find elsewhere).
(2 - Editor features) Allow us to specify if the same wonder or palace can be built multiple times. Also, allow us to specify the range of everything from city improvement to wonders
- *. Instead of making palaces and wonders automatically default to where you can only build one, introduce an option that says "allow only one" so we can toggle whether you can build one or not)
- Make wonders and small wonder options available to regular city improvements!!!
- *. After you have allowed all wonder options to apply to improvements, indroduce an an option where you can specify their range:
- Apply to city
- Apply to any cities within a __ tile radius (you can then specify the radius)
- Apply to continent
- Apply to world
The first two would not be considered a wonder of the world.
However, the last two would be considered wonders that would show up in the much needed screen that lists where wonders are located.
(3 - Editor features) More control over the details of city improvements
- Instead of reduces pollution, include an option that lets us specifiy how much it reduces pollution (0 - 100%)
- Include an option where you can only build 1 of these improvements per so many cities you have, and allow us to specify the number of cities.
- Instead of "decreases missile attacks by 75% option, allow us to specify the percentage.
- Instead of "+1 ship movement" make is so we can specify the amount of increase and in accordance with one of the suggestions above, make it available to all things including improvements
- Instead of "+1 trade" allow us to specify the amount
- Instead of "reduces war weariness" allow us to specify just how much it reduces it.
(4 - Scenario features) We need a macro language again!!! This really gives the scenarios character and allows us to get over some of the limitations of the editor.
Last edited by Kevin Ar18 on 22-02-2002 at 03:06
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Alxander
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After disbanding a captured city by pop rushing a worker/setller, and then resettling a new city (with the same settler or one built from your civ) in or near the same spot as the civ you conquered your people are still crying about -the cruel opression you brought down on them, is this a bug? I find it really annoying that I disband a city to get rid of the unhappy people, only to find that when I resettle in the same spot on good land the people complain as if they were conquered?? Can someone explain to me if theres a logical reason for it or not?
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Kevin Ar18
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quote: Originally posted by Willem
Have you tried F7? |
Good deal, is there any way to get to the Wonders and demographics without hitting F7 or F11. If not then my request would be.
1. Include a link to these screens somewhere in the advisors or on the toolbar or menu.
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Kevin Ar18
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quote: Originally posted by Willem
Man, you are so lazy! |
Actually it has nothing to do with that. It is the basics of designing an intuitive interface. People who never read about all these hidden shortcuts are not gonna ever find these features. It is thus anti-intuitive not to have this available or at least findable in the game.
I changed my post to reflect what I mean.
I tell you what, if you will give what I said some consideration, and consider if this would help someone who does not read their manual very well. Then if it really is not needed, then I think it would be fair to edit my post and remove the idea. -- I hope we can discuss it as friends -- I do want to make things better in Civ3 and would rather not start any arguments.
Last edited by Kevin Ar18 on 22-02-2002 at 03:20
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Libertarian
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Last edited by Libertarian on 23-02-2002 at 15:17
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All times are GMT. The time now is 05:17. Apolyton Time is 00:17. |
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