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Topic: The Essential Civ 3 - Fixes Current Date/Time:
March 02, 2000 02:21:34
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raingoon Warlord From: Registered: Aug 1999
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posted February 15, 2000 14:34

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SUBMISSIONS ONLY!Here is where you submit YOUR ONE FIX for the Essential Civ 3 list. Guidelines for Fixes are self-explanatory. What's the ONE THING in Civ 2 (or SMAC?) that needs to be repaired or detonated altogether in Civ 3? The Essential Civ3 Fix list will take submissions until 11:59 EST Wednesday March 1st 2000. Your nomination will be numbered and given its own discussion thread. Current nominations are: Fix #1 Trade Fix #2 ICS Fix #3 Multiplayer Support Fix #4 Diplomacy Fix #5 Declaring War & Peace Fix #6 Bring Back Natural Disasters Fix #7 Established Borders Fix #8 Improved Role Slots Fix #9 Improved Auto-Settler Fix #10 Better AI Fix #11 Improved Combat AI Fix #12 Each Civ Gets Its Own Folder Fix #13 Bring Back News Report Fix #14 No More Instant Civ Conversions Fix #15 Improve Road and Rail Rules Fix #16 Make it Harder for Civs to Last Fix #17 A More Realistic City Model Fix #18 Improved Nukes Fix #19 Faster, Smoother Graphics/Interface Fix #20 An Age-Relevant, Immersive Soundtrack Fix #21 Implement Ranged Attack Fix #22 Multiplayer Startup Options
[This message has been edited by raingoon (edited March 01, 2000).] |
DaveV Prince From: Registered: b.02-15-99
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posted February 15, 2000 15:16

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Trade - the interface is clunky and frustrating. |
Narck ACS Forum Helper From: The Netherlands Registered: Apr 99
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posted February 15, 2000 16:50
 
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A good fix for ICS |
yin26 Civ3 Winter '99 Apolytoner From: Work in Seoul, Korea. From Los Angeles. Registered: Apr 99
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posted February 15, 2000 23:09

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Multiplayer support from the ground up (from the code, to the features, to a site just for this purpose). [This message has been edited by yin26 (edited February 16, 2000).] |
Tiberius Settler From: Romania Registered: Jan 2000
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posted February 16, 2000 02:38

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Diplomacy - more options for negotiations, pacts and treaties. |
pkokko Settler From: Registered: Feb 2000
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posted February 16, 2000 06:02

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I am not sure whether this is a fix or an addition, but here goes:A solution to the "Infinite Empire Growth" problem, aka "Eternal China". Have empires split, or colonies turning independent, or something entirely different, but make nations evolve and eternal empires the rare exception they are. But make it also fun and challenging to play. |
yin26 Civ3 Winter '99 Apolytoner From: Work in Seoul, Korea. From Los Angeles. Registered: Apr 99
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posted February 16, 2000 18:29

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...moving up... |
raingoon Warlord From: Registered: Aug 1999
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posted February 17, 2000 05:10

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current up to this post |
Jeje2 Chieftain From: Espoo, Finland Registered: Apr 99
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posted February 17, 2000 06:11
 
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Declaring War & Signing PeaceIn CivII Democracy declaring war was very difficult and in SMAC way to easy. For peace you must have more influence than in CivII. (Com on enemy sneak attack + meat my goernment an peace. Next turn all again.) There has to be a more balanced system for CivIII. (I lost a lot of hairs due to this feature while playing CivII) |
bcr3 King From: The Glorious People's Republic of Off-Topic Registered: Aug 1999
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posted February 17, 2000 15:44

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I would return the natural disasters to Civ III, but with the extra suggestions we compiled back in August & September.Though I'll also second the evolving nations and the more diplomacy options suggestions. ------------------ Anarchist Supreme of the Glorious PROT! :) Chief Justice of the Supreme Court of the Audentior Independant Nation. Frank: "You live at Apolyton, don't you?" bcr3: "Pretty much."
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raingoon Warlord From: Registered: Aug 1999
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posted February 17, 2000 18:13

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bcr3:If you want to second a nomination, post that to the appropriate thread(s)!  |
Kristen Chieftain From: RAF Mildenhall, UK Registered: Dec 1999
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posted February 17, 2000 18:35

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I would like Established Borders!!!! |
Seeker Prince From: Canada(UWO) Registered: b.02-15-99
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posted February 17, 2000 18:51
 
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More and better "role" slots. |
Theben Moderator From: Chicago Registered: b.02-15-99
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posted February 17, 2000 21:30

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Autosettler: Must be perfect. |
raingoon Warlord From: Registered: Aug 1999
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posted February 18, 2000 03:43

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current to this post |
Steve Clark Warlord From: Colorado Springs, CO Registered: Oct 1999
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posted February 18, 2000 13:26
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Better AI in the coordination and movement of military units. That is, have it limit massive stackings and have it recognize barriers (such as fortress) so it tries to see if it can go around and not at it. |
raingoon Warlord From: Registered: Aug 1999
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posted February 19, 2000 13:37

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oops. [This message has been edited by raingoon (edited February 19, 2000).] |
E Chieftain From: Registered: May 99
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posted February 19, 2000 14:06

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My fix would be what I suggested in the Graphics thread and the Civilizations thread. CIVILIZATION SPECIFIC FOLDERSThat would be for each civilization to have its own folder. Each folder would have the graphics files (i.e. leaders.gif, units.gif/sprites, cities.gif, people.gif, icons.gif, flags.gif, cityimprov.gif, etc.) and game files (like events.txt and rules.txt for advances, units, city improvements, wonders, city names, leader names, govt names and types, etc.) that way each civilization would have it own culturally specific graphics and game parameters, and events, etc. Then everyone's riflemen could have special uniforms, planes each look different, samurais instead of knights, cities look different at all stages of advancement and their improvements look different, and you can special tech trees and events. With a patch you could probably almost do it to Civ2 like how scenario folders are done, just make civ specific subfolders. This would make scenarios more fun and increase the number of units (and etc) 7 times (I do hope civ3 lets you up to more civs than 7, like 30). this can also apply to a terrain folder where you can have different seasons with different terrain attributes (like less food for winter) and it changes with turns. |
raingoon Warlord From: Registered: Aug 1999
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posted February 20, 2000 15:55

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BRING BACK NEWS REPORTSCiv I's original news reports added to the immersiveness of the game, as well as kept you up to date on important events. I propose in Civ 3 the news reports be in the form of an optional News Ticker (you can turn it off and on during the game); also key events should be hyperlinked to the appropriate "hot spot" on the map; every five turns or so helpful or interesting information is reloaded, constantly scrolling in the ticker window. [This message has been edited by raingoon (edited February 20, 2000).] |
raingoon Warlord From: Registered: Aug 1999
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posted February 20, 2000 16:10

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thread current to this point |
Father Beast Chieftain From: American Fork, UT USA Registered: Feb 2000
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posted February 20, 2000 18:20

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a fix for when you capture a city and all the citizens are suddenly yours. like the classic when you nuke the city and take it over, and they hold a "we love the conquerer" day. |
yin26 Civ3 Winter '99 Apolytoner From: Work in Seoul, Korea. From Los Angeles. Registered: Apr 99
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posted February 20, 2000 23:46

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-=*bump*=- |
Dr Strangelove Warlord From: Forest,VA USA Registered: b.02-15-99
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posted February 21, 2000 00:00

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Trade: CTP had a more satisfying trade mode, didn't take dozens of turns searching for a city to trade with. Can I say this, or is this too much like copying the idea from another company? Still, the endless searching really slowed down trade in large worlds. |
raingoon Warlord From: Registered: Aug 1999
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posted February 21, 2000 05:01

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Dr StrangeloveDo you want to add this to Fix #1 (Trade)? Or New Idea #25 (Improved Trade) which mentions adopting a CTP trade model? [This message has been edited by raingoon (edited February 21, 2000).] |
Gothmog Chieftain From: Bethel Park PA USA Registered: b.02-15-99
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posted February 21, 2000 08:58
 
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My nomination for fixes.An in-scenario map editor that allows you to add or remove rivers and change terrain under cities. |
raingoon Warlord From: Registered: Aug 1999
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posted February 21, 2000 15:18

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Gothmog, just want to point out New Idea #8 (currently on second page) nominates a comprehensive scenario editor. Did you want to add your suggestion to that? |
Zanzibar Settler From: Timisoara, Romania Registered: Dec 1999
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posted February 22, 2000 01:46

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A fix for the road-railroad system. Roads are OK (3x movement). But the railroad system is just unrealistic. Think about it: if you airlift a unit (which is the equivalent of air transportation) you can't move it anymore in the same turn. But, on the same distance (presuming it's on the same continent), you can move a tank to the destination and you still have 3 moves for attack! Maybe something like 6x or 12x-movement rate would be more realistic. I think also that the introduction of highways would be also nice. Roads-highways-railroads.
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S. Kroeze Chieftain From: the Hague, the Netherlands Registered: Dec 1999
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posted February 22, 2000 07:13

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MAKE THE GAME A REAL CHALLENGE!! My severest criticism of CivII is that the game is too easily won. (And I NEVER ever cheat, not in any way!) After about 1500AD when half of the turns haven't passed yet, its clear who is going to win. I'm not interested in colonizing Alpha Centauri, and neither does world domination appeal to me. Let just plain SURVIVAL of your culture- not necessarily identical to political power- be the ultimate goal! It would be nice if at the end of the game the earth is still a habitable place. Most readers will realize that some well-known problems are the cause of the easy wins: the Infinite City Sleaze and the Eternal China Syndrom, both related to the 21-square city structure and the fact that 'heads' are counted instead of people. I think all those problems are the result of one essential flaw in the basic structure of the game. Civilizations lasting for more than two millenia are the exception, not the standard. CivIII should try to depict the rise and fall of civilizations/ great powers. When a culture is succesfull it will almost inevitably grow conservative and convinced of its own superiority, causing other cultures to surpass the once dominant civilization. In this way its decline becomes inevitable! |
apocalyptica Settler From: Pittsburgh Registered: Feb 2000
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posted February 22, 2000 10:50
 
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City Control and Graphics
As we all know, the world does not exist as a series of huge population centers with emptiness in between. We need some sprawling suburbs to be realistic! In the zones around cities, instead os displaying mining or farms or whatever, show us smaller towns that are developing as the fringes of the city. They can grow larger and fill more space as the city grows, and change in their nature as you progress in technology and time. Plus, you can then "build" laws in cities regarding such things as urban growth, suburban sprawl, and local (not just global, as all other civ games have had) environmental issues. Plus, it would just look neat Move the display of mining, farming, etc to within the city view. can you tell I like to micro-manage?
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War4ever King From: Vancouver, B.C. Canada PST Registered: Oct 1999
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posted February 22, 2000 21:03

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Nukes..... ie permanent damage radiation squares.... that cannot be fixed by the engineer....same as nuke reactor disaster... some land should be polluted permanently so that it discourages nukes A nuke still causes 6-8 pollution squares but at least two at random should be permanent |
raingoon Warlord From: Registered: Aug 1999
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posted February 23, 2000 02:45

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thread current to this point |
korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted February 23, 2000 13:13
 
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back to topkorn469 |
raingoon Warlord From: Registered: Aug 1999
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posted February 23, 2000 20:15

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moved up |
Slingshot Chieftain From: Alberta, Canada Registered: Jun 99
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posted February 24, 2000 14:45
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RE: A Killer SoundtrackAbove all, Civ is the very best game because it is so immersive. Immersion comes from the addictive story line, the ability to see something worthwhile come from your troubles, and a medium that is appealing to the senses. But graphics - even wonderful, rich, soul-wrenching graphics can only do part of the job. Probably the best example is Myst and Riven. Both games were primarily visual, and yet the designers felt the experience would be lacking without a soundtrack. For mnay, the music was so good that Cyan even sold the soundtrack on CD! Here are some other reasons: - Music is an excellent way to suggest theme. Think of movies like Crimson Tide, the Hunt for Red October, Star Wars, Star Trek, etc. Consider how razing the Death Star would feel if there was no music in the background. - Music can help a Civ player experience that civ's culture, by listening to special tracks "written" by admiring citizens or during a parade in his/her honour. - A frantic score can emphasize the feeling that you're behind on the powergraph. If another player is fast approaching, the music can foreshadow the struggle to come. Many themes are age-specific. For example: - In the beginning, life is lonely .. haunting, dark .. ominous. Players are fighting for knowledge of techs and landscape. There is a lot of music that generates this sort of mood. Eg. celtic (Enya's song "Hymn" comes to mind, or Enya's sister, Marie Brennan's "Gra De") - During the renaisance, there is are more cavalier themes, including a whole new way to look at exploitation: Imperialism. - After Imperialism came great conflicts and war on a global scale. As I suggested, works like Gustav Holst's "Mars" is a fitting score. But there can be problems. BAD music is worse than no music at all! Music is bad when: - it is overly repititous, or it overstates a theme. - it is played at the wrong time. Once in CTP I was pummeling the last Viking city after a Blitzkreig-style war. Then came the bzzzt! Hoy Ya! Bong bong Tribal Drum song... That sure killed the mood... - it is too removed from what the average gamer can stomach. Eg. The William Tell Overture (Lone Ranger Theme Song) would be silly. |
raingoon Warlord From: Registered: Aug 1999
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posted February 24, 2000 19:26

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Slingshot -- sorry, if there was some confusion. This thread is for submissions only. Once you submit the idea, it will be given its own thread. Then you can copy this discussion post to that thread. Could you please submit the idea as you want it to appear in its own thread? |
FinnishGuy Chieftain From: Finland Registered: Jun 99
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posted February 25, 2000 02:39
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Resubmitting my proposal from New Ideas (by request of korn469): quote:
 Make the graphics move fast. No slowdowns, none, no matter how many units or cities or whatever graphics items are on screen. FAST, get it? Thanks.
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I'm now extending my proposal to include the CIV3 user interface, which should respond quickly and smoothly. Furthermore, the graphics should be well-designed and of high quality, not horrible looking like in SMAC (credits to Lordstone1 for the quality suggestion).And to elaborate a bit... quote:
 What are the strengths... Well, SMAC is an example how horribly sluggish graphics and interface can ruin an otherwise excellent game. I'd really want to like SMAC but whenever I start a new game, soon after the first few dozen turns it starts to feel more and more like a burden instead of fun. Every damn unit seems to take seconds to move! I don't understand how some people can play SMAC on huge maps with zillion cities and units, for me small maps are the largest tolerable. Consequently, I regard SMAC only a barely good game instead of brilliant. I'm glad to hear that the first thing Firaxis did when they started designing CIV3 was to throw out SMAC's graphics engine. My proposal is there to remind them that they should pay special attention to make the new graphics/interface really FAST and snappy, and in no case repeat SMAC's failure or be satisfied with mediocre solutions.I don't mean that overall game time should be extremely short or game elements like AI should be compromised. It'll be all fine with me if a game of CIV3 will take several evenings. I just want the graphics/interface to do its' job fast and smoothly so I can fully enjoy the game itself.
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Slingshot Chieftain From: Alberta, Canada Registered: Jun 99
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posted February 25, 2000 16:59
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I will try again, Raingoon.The title for the thread should be: Fix # ______. An Age-Relevant, Immersive Soundtrack. How's that? |
raingoon Warlord From: Registered: Aug 1999
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posted February 25, 2000 18:56

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Sligshot, I think I misread you original post! (Must have been very late!) I've got it straight now, thanks. |
Field Marshal Klesh Warlord From: Massachusetts, USA Registered: Jan 2000
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posted February 26, 2000 13:17
 
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Raingoon, here goes:This is an idea I've been pondering. I originally posted this thought in the Civ2Gen/Com, before I realized what this one was all about. I find it a bit unrealistic that Field artillery, tanks, and ships must be adjacent to the enemy in order to execute an attack. In real life these weapons have the abbility to attack from very long ranges. Is it possible for Civ3to change the attributes of these units? Imagine an attack system for these units(perhaps others) that would be simmilar to the "Paradrop" command. You press perhaps the "a"(for attack) button, then you get a crosshairs pointer(like the parachute icon) that allows for an attack from a few squares away. Battleships maybe three squares, field artillary from two and tanks from one. It seems to me that only infantry should have to risk themselves by getting up close, and personal with the enemy. This has major implications toward strategy. Imagine parking a battleship within a city and taking out oncoming units which are three squares away! The argument against this that developed in the other thread is that the atk/def/mov points already take into account the units real life ability. But the 'Move' catagory should be seen that way. Would a battleship go full speed ahead at a cruiser before it attacked it? No, it would fire upon it, and then move into the area. See what I mean? Costal bombardment can now stretch a little inland too. The crosshairs idea can be put on anything with large missiles or cannons.(not medievil cannons, tank cannons of course) Mainly I see only the modern units using this new idea.
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korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted February 28, 2000 05:17
 
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bumping this up |
raingoon Warlord From: Registered: Aug 1999
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posted February 29, 2000 04:34

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bump again |
korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted March 01, 2000 10:54
 
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raingoon this idea was posted in the New idea thread when it should have been posted in hereby Crustacian quote:
 I would like to see an option where you could play a "equal start" game where players could choose a game with little or no luck involved at the start. Something to eliminate the need to restart untill host gets no freebee techs... Something to where all players can get an equal start if they want to... Something so that no player is right next to each other if they want... Something to allow a player to get back in a game if they are booted, yet keep an AI from taking over his Civ if he quits and just eliminate his civ if he quits... Maybe some way to keep the Ai from messing with your civ if you get booted. Can there be an option for any of this kind of thing? Hope so...
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