Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-General-Archive > Biggest issues for next patch...
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread   
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
kimmygibler is offline kimmygibler
Warlord

Nov 2001
time: 22:19
  Old Post 11-05-2002 00:04
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Biggest issues for next patch... Inflate your Upload Space

1. Do something about pollution affecting the production of your cities. It gets very tedious going to every ctiy that gets pollution and having to manually put the guy back to working the formerly polluted square.

I'd like to see an option in the prefs that would allow me to make it so that pollution does not stop anyone from working the polluted square. (even though they get nothing from it) Since in the lategame pollution is always cleaned up int he same turn this would only save me a lot of tedious clicking.

2. Minimap in editor.

3. Anything else???

Jeffrey Morris FIRAXIS is offline Jeffrey Morris FIRAXIS
Firaxis Games

Dec 1999
time: 05:19
  Old Post 11-05-2002 00:24
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

On that first point, I had that problem until I started having the governer manage my citizens in heavy production cities. Not to say I don't like your idea, but that took care of it for me.

Jeff

TechWins is offline TechWins
King
Arizona
Apr 2001
time: 22:19
  Old Post 11-05-2002 00:42
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Got spare money?

What about programming the city governor to put the worker in the now non-polluted tile. If a worker is on a tile that becomes polluted then the governor automatically moves the worker to a new square. However, once that 'old' square becomes non-polluted again the governor moves the worker back to the square. I'm not sure with the current structure of the code you'll be able to do this or not, but if you are able to do it, then it would be great if you would add this.

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:19
  Old Post 11-05-2002 00:59 Visit Inverse Icarus's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Full PM-box? Change here!

quote:
Originally posted by TechWins
What about programming the city governor to put the worker in the now non-polluted tile. If a worker is on a tile that becomes polluted then the governor automatically moves the worker to a new square. However, once that 'old' square becomes non-polluted again the governor moves the worker back to the square. I'm not sure with the current structure of the code you'll be able to do this or not, but if you are able to do it, then it would be great if you would add this.


it would inadvertently cause many, many, many calls to that function which would slow the game down even more. and you'd have to log what city is using what tile AFTER iy's removed, in order to replace it later. more "code".

Jeffrey Morris FIRAXIS is offline Jeffrey Morris FIRAXIS
Firaxis Games

Dec 1999
time: 05:19
  Old Post 11-05-2002 01:47
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Got spare money?

quote:
Originally posted by TechWins
What about programming the city governor to put the worker in the now non-polluted tile. If a worker is on a tile that becomes polluted then the governor automatically moves the worker to a new square. However, once that 'old' square becomes non-polluted again the governor moves the worker back to the square. I'm not sure with the current structure of the code you'll be able to do this or not, but if you are able to do it, then it would be great if you would add this.


That's exactly what happens. There's some confusion of terminology. When the governor is managing a city's citizens, if a tile gets polluted that was being worked, it reassigns the citizen. Should a worker (the unit) clear that tile of pollution, the governor will reassign the citizen to the now clear tile.

Jeff

spy14 is offline spy14
Prince
Birmingham
Nov 2001
time: 05:19
  Old Post 11-05-2002 01:56
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

How about effective ways to counter global warming? In my current game im slowly losing good land to warming, I clean my pollution up but the AI does between little and nothing. A reduced overall effect perhaps??

The other idea is more expansion pack than patch but i'll put it here... greater diplomacy options. Stronger alliances, ability to mess in other civs affairs nuclear pacts etc etc

Grrr is offline Grrr
King
of Hamilton, New-Zealand.
Dec 2000
time: 18:19
  Old Post 11-05-2002 02:23 Visit Grrr's homepage!
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

A localized global warming effect would be good.

Tuberski is offline Tuberski
Emperor
ACK!!! PTHBBPPPTTT!!!!
Feb 2002
time: 23:19
  Old Post 11-05-2002 02:50 Visit Tuberski's homepage!
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton buy from Amazon

I agree Grrr, it's really annoying to constantly clean polution out of your empire, only to have a nice producing tile changed to desert because the AI doesn't.

However, as has been stated, the game is slow between turns because of pathfinding, could you imagine how slow it would get if the AI DID clean up it's pollution?

Akka is offline Akka
Prince
In front of my computer.
Nov 2001
time: 06:19
  Old Post 11-05-2002 04:15
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Enter the AD-FREE zone

I would especially like to get a way to reduce the pollution to ZERO (even if it's only in the editor). It's tiring to have a city that has a full anti-pollution building range, and still produce one or two pollution point.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:19
  Old Post 11-05-2002 04:27
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Inflate your Upload Space

I really wish I could use Jeff's suggestion of using the governor. However, setting the governor to manage moods makes it impossible to manage tax collectors and scientists. The governor keeps wanting to assign the specialists in ways I do not like.

Could you guys change the code to allow for the player to change specialists and have the governor leave them alone unless an entertainer is needed? That would be great.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:19
  Old Post 11-05-2002 04:30
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Support Apolyton, buy Call to Power 2

OTOH. Maybe the way it is now is OK, but could you give the player a place to set percentages of scientists and tax collectors? Then the governors could refer to that setting and assign the specialists in a desirable way. That would be way better.

zulu9812 is offline zulu9812
King
of Scotland
Jan 2002
time: 05:19
  Old Post 11-05-2002 14:38
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Get a bigger avatar today!

It'd be great if we could terraform desert tiles in the modern age

codemast01 is offline codemast01
Chieftain

Nov 2001
time: 23:19
  Old Post 11-05-2002 18:14
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Support Apolyton buy from Amazon

quote:

The other idea is more expansion pack than patch but i'll put it here... greater diplomacy options. Stronger alliances, ability to mess in other civs affairs nuclear pacts etc etc


Some form of arms (nuclear and non) and tech treaties (allows you to give a tech and restrict the AI from trading that tech for X turns to other civs) would be great.

Also your military minister should warn you when another civ has entered your borders without a right of passage treaty. The AI knows instantly when I cross its border so it would seem fair.

nato is offline nato
Prince
West Unite
Aug 2001
time: 00:19
  Old Post 11-05-2002 18:39
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Also your military minister should warn you when another civ has entered your borders without a right of passage treaty. The AI knows instantly when I cross its border so it would seem fair.


Well maybe, but I don't know if I want yet another message popping up during that phase. As long as you are watching its easy to spot enemies crossing over ... it would be a lot of annoying warnings about settler + spearman pairs, and only a few noteworthy warnings about invading armies.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:19
  Old Post 12-05-2002 00:24 Visit panag's homepage!
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Lose 30 kilos (of popups)

hi ,

"refix" of worker's that harvest forest , replant it , reharvest it , and keep collecting the 10 shields everytime , .......

have a nice day

kimmygibler is offline kimmygibler
Warlord

Nov 2001
time: 22:19
  Old Post 12-05-2002 00:27
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton, buy Civilization 2

"Also your military minister should warn you when another civ has entered your borders without a right of passage treaty. The AI knows instantly when I cross its border so it would seem fair."

I agree this should be done especially with barbarians. That is the #1 cause of me reloading my games. A barbarian sneaks up to a worker and captures him while I'm not paying attention.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:19
  Old Post 12-05-2002 00:30 Visit panag's homepage!
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Full PM-box? Change here!

quote:
Originally posted by kimmygibler
"Also your military minister should warn you when another civ has entered your borders without a right of passage treaty. The AI knows instantly when I cross its border so it would seem fair."

I agree this should be done especially with barbarians. That is the #1 cause of me reloading my games. A barbarian sneaks up to a worker and captures him while I'm not paying attention.


hi ,

normally you would see it , but a report like with the barbarians would be nice , ...

have a nice day

nato is offline nato
Prince
West Unite
Aug 2001
time: 00:19
  Old Post 12-05-2002 02:50
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

Well I'm still not convinced about the need for a border cross warning. However, it is one of those things you have to remember to go back to, like cities in disorder, and sometimes it is hard to remember where to go back and all. I think I'm more likely to forget than not to notice.

Now, if a warning is implemented, I demand it be something like the screen turns bright red and flashes, with a voice saying "INTRUDER ALERT INTRUDER ALERT INTRUDER ALERT" and a cool siren.

Might as well go all out!

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:19
  Old Post 12-05-2002 03:00 Visit panag's homepage!
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by nato
Well I'm still not convinced about the need for a border cross warning. However, it is one of those things you have to remember to go back to, like cities in disorder, and sometimes it is hard to remember where to go back and all. I think I'm more likely to forget than not to notice.

Now, if a warning is implemented, I demand it be something like the screen turns bright red and flashes, with a voice saying "INTRUDER ALERT INTRUDER ALERT INTRUDER ALERT" and a cool siren.

Might as well go all out!


hi ,

it will never happen , ....
however what could happen is ; ya get a pop-up , and the screen goes to the spot where the foreign civ is , ....

have a nice day

nato is offline nato
Prince
West Unite
Aug 2001
time: 00:19
  Old Post 12-05-2002 03:03
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Support Apolyton buy from Amazon

I want a flashing red screen! That settler + spearman pair are a breach of security!

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:19
  Old Post 12-05-2002 03:12 Visit panag's homepage!
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by nato
I want a flashing red screen! That settler + spearman pair are a breach of security!


hi ,

maybe not what you want but lets see , ....we should ask Gramphos , he could probably tell us wheter or not it is possible , ...

have a nice day

Ninot is offline Ninot
King
Centre Bell
Nov 2001
time: 00:19
  Old Post 12-05-2002 05:20
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

quote:
Originally posted by nato
I want a flashing red screen! That settler + spearman pair are a breach of security!


Ya know, i find this breach of security to be the biggest insult as well. Its an insult to your nations sovreingty(sp?).
Flashing red screen would rule

but i would just prefer that the AI is taught to play fair. If they won't let me get my settler two squares deep into their land, why should i have to let them go all the way across (or else a posibility of war).

But, heh, yeah, flashing red screens could be used to great effect in civ3.

"*FLASHING RED LIGHTS* WARNING! WARNING! That ugly Catherine want's to discuss her fur trade agreement with you again, would you like us to dim the lights?"

ALPHA WOLF 64 is offline ALPHA WOLF 64
Warlord
Illinois USA
Mar 2002
time: 23:19
  Old Post 12-05-2002 09:20 Visit ALPHA WOLF 64's homepage!
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I'd like to use the combination of invisible AND hidden nationality. My invisible/hidden subs are chased relentlessly by ironclads.

ColdFever is offline ColdFever
Chieftain
Luebeck, Germany
Sep 2001
time: 06:19
  Old Post 12-05-2002 10:38
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Help yourself to an AD-FREE life

quote:
Originally posted by notyoueither
I really wish I could use Jeff's suggestion of using the governor. However, setting the governor to manage moods makes it impossible to manage tax collectors and scientists. The governor keeps wanting to assign the specialists in ways I do not like.

Could you guys change the code to allow for the player to change specialists and have the governor leave them alone unless an entertainer is needed?

Maybe the way it is now is OK, but could you give the player a place to set percentages of scientists and tax collectors? Then the governors could refer to that setting and assign the specialists in a desirable way.

I second that wish. The governor really is useful to speed up the game a lot by avoiding too much micromanagement. The only problem for me is that he is going for taxmen while I would prefer scientists (as I usually have enough money).

In case Firaxis would not like to have a specialist-percentage-option, there already are 3 relevant governor options:
Produce Happiness
Produce Science
Produce Wealth

Firaxis could use the settings here to calculate the ratio of specialists as well:
Never (no specialists of this kind)
Sometimes
Often (specialists of this kind preferred)

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:19
  Old Post 12-05-2002 21:55 Visit panag's homepage!
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Support Apolyton, buy Call to Power 2

quote:
Originally posted by ColdFever

I second that wish. The governor really is useful to speed up the game a lot by avoiding too much micromanagement. The only problem for me is that he is going for taxmen while I would prefer scientists (as I usually have enough money).

In case Firaxis would not like to have a specialist-percentage-option, there already are 3 relevant governor options:
Produce Happiness
Produce Science
Produce Wealth

Firaxis could use the settings here to calculate the ratio of specialists as well:
Never (no specialists of this kind)
Sometimes
Often (specialists of this kind preferred)


hi ,

wait a min , firaxis told us that the governor or the ai as a whole can learn to what the human player wants , ...maybe this works only after so many turns , .....?

however if you build first a temple in your city's , after a couple new ones , and you sent your settler with a militery unit , there for this a defense of the city , the screen of that new city shall not ask to build a military unit but a temple , .......

have a nice day

codemast01 is offline codemast01
Chieftain

Nov 2001
time: 23:19
  Old Post 13-05-2002 03:15
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Support Apolyton

Some anti-air ablities for units should be added. At present there is little a ground or sea unit can do against an attacking aircraft. A unit with anti-air ablities would work like artillery fortified in a city. The artillery bombards any attacking unit. Likewise a AEGIS Crusier with anti-air ablity would get a shot at any attacking aircraft.

Secondly the precision strike needs to allow a choice of target. I rarely use precision strike as it is now. When I don't see much difference from regular bombing.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:19
  Old Post 13-05-2002 03:20 Visit panag's homepage!
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
Originally posted by codemast01
Some anti-air ablities for units should be added. At present there is little a ground or sea unit can do against an attacking aircraft. A unit with anti-air ablities would work like artillery fortified in a city. The artillery bombards any attacking unit. Likewise a AEGIS Crusier with anti-air ablity would get a shot at any attacking aircraft.

Secondly the precision strike needs to allow a choice of target. I rarely use precision strike as it is now. When I don't see much difference from regular bombing.


hi ,

hmmm , in units , ability , "defense agains air units" , animated , ...

have a nice day

MOHonor is offline MOHonor
Chieftain
Nashville, TN
Jan 2001
time: 05:19
  Old Post 13-05-2002 04:16 Visit MOHonor's homepage!
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Suffering from ads?

quote:
Originally posted by panag


hi ,

hmmm , in units , ability , "defense agains air units" , animated , ...

have a nice day


Don't you mean

day, ... nice , have a?

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:19
  Old Post 13-05-2002 08:49 Visit panag's homepage!
Edit/Delete Message Reply w/Quote
#29 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:
Originally posted by MOHonor


Don't you mean

day, ... nice , have a?


hi ,

please keep to the topic .

have a nice day

Coracle is offline Coracle
Prince

Feb 2002
time: 00:19
  Old Post 13-05-2002 09:00
Edit/Delete Message Reply w/Quote
#30 Report this post to a moderator
Increase the size of your Attachments

Biggest issues for me - in otherwords, THE THINGS I HATE MOST - for the next patch:

An end to the flood of settlers programmed to descend on any and every open tile on the board no matter where or how ell protected by the enemy.

No Culture Flipping over improved borders, and no vanishing garrisons in Culture Flipping cities. Cities that flip take a population hit point or two.

And a less stupid AI.

 
Pages (2): [ 1   2   ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:19.
Apolyton Time is 00:19.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0656 seconds (92.37% PHP - 7.63% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net