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Author Topic:   The Essential Civ 3 - Fixes            Current Date/Time: March 02, 2000 02:21:34
raingoon
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Registered: Aug 1999
posted February 15, 2000 14:34   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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
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posted February 15, 2000 15:16   Click Here to See the Profile for DaveVClick Here to Email DaveV Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


Trade - the interface is clunky and frustrating.
Narck
ACS Forum Helper
From: The Netherlands
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posted February 15, 2000 16:50   Click Here to See the Profile for NarckClick Here to Email NarckVisit Narck's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


A good fix for ICS
yin26
Civ3 Winter '99 Apolytoner
From: Work in Seoul, Korea. From Los Angeles.
Registered: Apr 99
posted February 15, 2000 23:09   Click Here to See the Profile for yin26Click Here to Email yin26 Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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
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posted February 16, 2000 02:38   Click Here to See the Profile for TiberiusClick Here to Email Tiberius Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


Diplomacy - more options for negotiations, pacts and treaties.
pkokko
Settler
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posted February 16, 2000 06:02   Click Here to See the Profile for pkokkoClick Here to Email pkokko Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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
posted February 16, 2000 18:29   Click Here to See the Profile for yin26Click Here to Email yin26 Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


...moving up...
raingoon
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posted February 17, 2000 05:10   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


current up to this post
Jeje2
Chieftain
From: Espoo, Finland
Registered: Apr 99
posted February 17, 2000 06:11   Click Here to See the Profile for Jeje2Click Here to Email Jeje2Visit Jeje2's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


Declaring War & Signing Peace

In 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
posted February 17, 2000 15:44   Click Here to See the Profile for bcr3Click Here to Email bcr3 Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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."

raingoon
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posted February 17, 2000 18:13   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


bcr3:

If you want to second a nomination, post that to the appropriate thread(s)!

Kristen
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Registered: Dec 1999
posted February 17, 2000 18:35   Click Here to See the Profile for KristenClick Here to Email Kristen Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


I would like Established Borders!!!!
Seeker
Prince
From: Canada(UWO)
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posted February 17, 2000 18:51   Click Here to See the Profile for SeekerClick Here to Email SeekerVisit Seeker's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


More and better "role" slots.
Theben
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posted February 17, 2000 21:30   Click Here to See the Profile for ThebenClick Here to Email Theben Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


Autosettler: Must be perfect.
raingoon
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posted February 18, 2000 03:43   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


current to this post
Steve Clark
Warlord
From: Colorado Springs, CO
Registered: Oct 1999
posted February 18, 2000 13:26   Click Here to See the Profile for Steve Clark  Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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
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posted February 19, 2000 13:37   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


oops.
[This message has been edited by raingoon (edited February 19, 2000).]
E
Chieftain
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posted February 19, 2000 14:06   Click Here to See the Profile for EClick Here to Email E Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


My fix would be what I suggested in the Graphics thread and the Civilizations thread. CIVILIZATION SPECIFIC FOLDERS

That 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
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posted February 20, 2000 15:55   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


BRING BACK NEWS REPORTS

Civ 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
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posted February 20, 2000 16:10   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


thread current to this point
Father Beast
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From: American Fork, UT USA
Registered: Feb 2000
posted February 20, 2000 18:20   Click Here to See the Profile for Father BeastClick Here to Email Father Beast Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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
posted February 20, 2000 23:46   Click Here to See the Profile for yin26Click Here to Email yin26 Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


-=*bump*=-
Dr Strangelove
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posted February 21, 2000 00:00   Click Here to See the Profile for Dr StrangeloveClick Here to Email Dr Strangelove Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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
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posted February 21, 2000 05:01   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


Dr Strangelove

Do 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
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posted February 21, 2000 08:58   Click Here to See the Profile for GothmogClick Here to Email GothmogVisit Gothmog's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


My nomination for fixes.

An in-scenario map editor that allows you to add or remove rivers and change terrain under cities.

raingoon
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posted February 21, 2000 15:18   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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
posted February 22, 2000 01:46   Click Here to See the Profile for ZanzibarClick Here to Email Zanzibar Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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.
S. Kroeze
Chieftain
From: the Hague, the Netherlands
Registered: Dec 1999
posted February 22, 2000 07:13   Click Here to See the Profile for S. KroezeClick Here to Email S. Kroeze Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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
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From: Pittsburgh
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posted February 22, 2000 10:50   Click Here to See the Profile for apocalypticaClick Here to Email apocalypticaVisit apocalyptica's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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?

War4ever
King
From: Vancouver, B.C. Canada PST
Registered: Oct 1999
posted February 22, 2000 21:03   Click Here to See the Profile for War4everClick Here to Email War4ever Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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
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posted February 23, 2000 02:45   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


thread current to this point
korn469
Prince
From: the dark wastelands of apathy
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posted February 23, 2000 13:13   Click Here to See the Profile for korn469Click Here to Email korn469Visit korn469's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


back to top

korn469

raingoon
Warlord
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posted February 23, 2000 20:15   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


moved up
Slingshot
Chieftain
From: Alberta, Canada
Registered: Jun 99
posted February 24, 2000 14:45   Click Here to See the Profile for Slingshot  Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


RE: A Killer Soundtrack

Above 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
posted February 24, 2000 19:26   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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
posted February 25, 2000 02:39   Click Here to See the Profile for FinnishGuy  Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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.

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.

Slingshot
Chieftain
From: Alberta, Canada
Registered: Jun 99
posted February 25, 2000 16:59   Click Here to See the Profile for Slingshot  Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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
posted February 25, 2000 18:56   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


Sligshot, I think I misread you original post! (Must have been very late!) I've got it straight now, thanks.
Field Marshal Klesh
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From: Massachusetts, USA
Registered: Jan 2000
posted February 26, 2000 13:17   Click Here to See the Profile for Field Marshal KleshClick Here to Email Field Marshal KleshVisit Field Marshal Klesh's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


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.
korn469
Prince
From: the dark wastelands of apathy
Registered: Apr 99
posted February 28, 2000 05:17   Click Here to See the Profile for korn469Click Here to Email korn469Visit korn469's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


bumping this up
raingoon
Warlord
From:
Registered: Aug 1999
posted February 29, 2000 04:34   Click Here to See the Profile for raingoonClick Here to Email raingoon Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


bump again
korn469
Prince
From: the dark wastelands of apathy
Registered: Apr 99
posted March 01, 2000 10:54   Click Here to See the Profile for korn469Click Here to Email korn469Visit korn469's Homepage! Edit/Delete Message Reply To & Quote Message IP: Logged, Admin Access Only


raingoon this idea was posted in the New idea thread when it should have been posted in here

by 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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