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Author Topic:   Suggestions for future patch(es), add your thoughts!!!
ThunderAxe posted 02-15-99 06:47 PM ET   Click Here to See the Profile for ThunderAxe   Click Here to Email ThunderAxe  
If Firaxis is going to release any future patch(es), I would like to see these followings in the game as a suggestion:

1. Another color for The Hive, I don't play them right now cause the blue is hurting my eyes after a while, especially in a continent full of cities with backdrop of fungus. Maybe an option to pick your own color from an available palette? (randomize computer AIs color too)

2. Have a new report page similar to the one in Civilization II's F11 key (not sure bout the key), where it shows the whole data of your civilization in a page (GDP, Total minerals produced, total population, highest per capita income, etc.) It will be a good page to glance every other turn or so.

3. Currently if I go to the city production report (F4 key) and I have say 20+ cities on the list, it will keep resetting to the first position once I'm done looking at one of the newer cities down the list so I have to rescroll back down. Is there any way Firaxis can make it so the report page stays where it is if I'm checking the newer cities down the list?

4. Same window as #3, but please add another column showing how many minerals a city is producing in addition to the "turns to complete" column (ala Civ 2 city report)

4. These last two I can do myself but just want to bring them to your attention. In the 1024 x 768 mode, you won't be able to tell if your Network Node is linked or not because it's too long. I renamed mine to "NetNode" and it showed correctly (in 800 x 600 network node is just fine).

5. Why can't probe teams by default have cloaking device as an ability? I would imagine that the first application of a cloaking device will be for espionage. Besides, fixing a group of spies with cloakers should be cheaper than outfitting an infantry unit. (I already changed mine in alpha.txt)

What do the other players think? Also please put down your own suggestions so we can all have a better experience with the game.

Lawrence

Audrey Two posted 02-15-99 07:48 PM ET     Click Here to See the Profile for Audrey Two  Click Here to Email Audrey Two     
ThunderAxe asks:
"Why can't probe teams by default have cloaking device as an ability? I would imagine that the first application of a cloaking device will be for espionage. Besides, fixing a group of spies with cloakers should be cheaper than outfitting an infantry unit."

==

IIRC, the Firaxis folk said that they tried it, but allowing cloaked probe teams was too unbalancing. I guess probes just do too much damage when they get through-- you can't allow players to waltz their cloaked probes all the way through an empire to the capital city.

If you need a "realistic" reason for this restriction, how 'bout this: Probes, in this game, are essentially super-hackers. They probably carry a lot of super-sophisticated electronic equipment-- stuff that would get fried if it were packed with a cloaking device.

--A2

Methos posted 02-15-99 07:57 PM ET     Click Here to See the Profile for Methos    
I think it would be really convenient if I could give a command to fully terraform a square. (i.e. build a condenser, 2 farms, and a mag pulse tube) Currently, if you want to build something other than a mine or a solar panel, you have to give each command seperately. This makes turns once you have a hoard of terraformers much longer than they need to be. (I don't trust my formers on automate.)
It would also be nice to reprogram the governor function. I would like to be able to make one master list somewhere of the order I want things built, rather than having to trust the AI.
Barring that, I would like notification when the production queue has run out of items (as a pop-up).
Does anyone know if any of this already can be changed?
Spoe posted 02-15-99 08:26 PM ET     Click Here to See the Profile for Spoe  Click Here to Email Spoe     
Minor one:
When you have a full install, skip the CD check.
Luke Chasteen posted 02-15-99 08:33 PM ET     Click Here to See the Profile for Luke Chasteen  Click Here to Email Luke Chasteen     
I would love to see the addition of a 'Master List' for governors to use. On AI, they build military units in the heart of my territory when I'm at war with someone too far away to matter, or they want to build more defensive units when all I want them to do is build the structures and in a certain order.
Joel Overbey posted 02-16-99 11:26 PM ET     Click Here to See the Profile for Joel Overbey  Click Here to Email Joel Overbey     
I was in a game where one faction was supporting my war against another. Unfortunately, I had few resources at the time, and all the units the friendly AI gave me repeatedly "died" (disbanded)... I would get like 1 unit out of 10 given...the moral being that this should be "patched" so the AI takes into account the number of units you can realistically accept.

~ShadowZen

Brother Greg posted 02-16-99 11:46 PM ET     Click Here to See the Profile for Brother Greg  Click Here to Email Brother Greg     
Luke, just go into the cities near the center of your empire, and change the Governor to "Discover" or something. That'll fix that problem.

If you want a specific list of things in a particular order, just queue them yourself. However, I can see where queue templates would be nice...

Chairman Yang posted 02-16-99 11:53 PM ET     Click Here to See the Profile for Chairman Yang    
Well, as for the color of the Hive dont you think that the Gaians have a much more anoying color?... i sure do.
MxM posted 02-17-99 01:47 AM ET     Click Here to See the Profile for MxM  Click Here to Email MxM     
1) Better automated Formers
2) Shorter time between for AI turns (holding shift key does not help. The problem is with slow movement of AI units, so it is probably connected with graphics, not with AI thinking itself)
3) Displaying of production (minerals per turn) in some kind of table, not only the best base. This can be added into production window (F4)
4) Displaying Energy Allocation in Base Window for 800x600 screen mode.
akathisia posted 02-17-99 07:20 AM ET     Click Here to See the Profile for akathisia  Click Here to Email akathisia     
I would be happy if when you start building any base facility, you would be able to see some data of your energy, ecology, minerals, psych, etc. Right now on 1024x768 mode, I keep have to open and close the prodcution list to check on my bases's stats to figure out which facility would be best. I can only remember the numbers for a short time.
Clam Chowda posted 02-17-99 08:24 AM ET     Click Here to See the Profile for Clam Chowda  Click Here to Email Clam Chowda     
What would be really nice is to be able to manipulate what you're currently producing and your queue at the same time. Right now if I click change I can only change the current production and if I click queue I can only change what's in the queue. It's damn annoying and adds up to a few hundred extra mouse clicks every game - man, I don't want carpal tunnel syndrome!
Dredd posted 02-17-99 08:55 AM ET     Click Here to See the Profile for Dredd  Click Here to Email Dredd     
1. Absolutely need an energy/mineral/nutrient summary for each city in the City Production Report window.

2. Rather than adding more terraform options, how about allowing the player to customize options. For example, if I like the "condenser, 2 farms, and a mag pulse tube" option, then I can set up a shortcut key to build that.

3. Agree that the current production and queue should be available on one screen; too much clicking!

4. Speaking of the production screen, I'm not sure I like the layout, but I'm not sure what would be better. Maybe a list instead of the grid of boxes?

Stormhound posted 02-17-99 08:56 AM ET     Click Here to See the Profile for Stormhound  Click Here to Email Stormhound     
Right on, Clam. The build queue should work like MOO2's...you build whatever is at the top of the queue. That would allow room for another item in the queue, since we could get rid of the "Change" button. I find the extra clicking quite annoying.
Scrubby posted 02-17-99 09:12 AM ET     Click Here to See the Profile for Scrubby  Click Here to Email Scrubby     
This is probably a more likely change for an expansion pack but how about palette swapping capability for the factions AND the terrain. (Who doesn't wanna conquer and explore Hoth and Dagobah or Arrakis? -- though this would necessitate a change of native life forms...) Perhaps also a faction changing/creation utility (this will be a fan created program first I bet... get to work you guys!). I loved seeing my cities in CIV and CIV2; how about a base view...

Sound skipping!!! Argh! I've read a lot of posts on this prob and I can empathize! What is the issue here Firaxis!?!

Minor fixes? Have governors place workers correctly already! Yeah, as above suggestion, allow the change and queue orders to be changed in the same place. That's all I can think of right now...hehe.

will posted 02-17-99 09:28 AM ET     Click Here to See the Profile for will  Click Here to Email will     
I think all of the suggestions are great. The change that I'd most like to see is a sort feature for the base status (F4) screen. Later in the game, when I have a lot of bases, I like to use the F4 screen to make sure I have a good balance of city improvements and units and of different types of units. As currently programmed, the bases always appear in the order they are built/acquired, which makes the task much too hard. I have trouble finding particular bases, and trouble keeping track of how many of each item I'm making. I'd love to see something similar to the sort feature in the MOO2 planets screen, which allowed me to list their bases in order of mineral output, science output, food output, size, type of production, or alphabetically by name. That way, I could see at a glance how many of each item I was making and where I was making it.

I'd also like to make a special plea for a former action queue. In the middle game, I almost invariably know that I want formers to take multiple actions in a single square (most commonly farm, farm, sensor, road) and I'd love to be able to tell them that up front rather than doing each action in sequence.

marc420w posted 02-17-99 09:32 AM ET     Click Here to See the Profile for marc420w    
I put a suggestion in another thread to allow probe teams a mission that would break the infiltration of your data links. I won't repeat it all, but something like that would be cool. Then a player would be playing along with all of this great intelligence, then could suddenly go blind until he could scramble another probe team into position.

Sounds like all the Civ2 player miss the city listing that shows Nutrients/Minerals/Energy for each city. The "trade" screen that showed Econ/Labs for each city was useful as well. I'll add another second to the motion to bring something like that back.

A general pet peeve with all games (not just SMAC).. Why can't I ever send a report to the printer? Some sort of City Summary report that could go to the printer or clipboard would be useful. Maybe that could contain all of this info everyone seems to want.

Pudz posted 02-17-99 09:38 AM ET     Click Here to See the Profile for Pudz  Click Here to Email Pudz     
how about a clock calender in one of the corners so that we don't miss importand things like eating, sleeping, work, etc
Archer posted 02-17-99 09:51 AM ET     Click Here to See the Profile for Archer  Click Here to Email Archer     
I second (or third or whatever)

1) Improved AI on the formers, or the ability to queue commands to your formers. (far better)

2) Better queue system for production. Splitting the Current and Queued production is just plain silly. Current should be the top item on the list. (Extra clicks are a pain in the ***)

3) Along the same lines, the ability to input different build order lists and then select one to use, rather than inputting the list each time I build a new city.

4) Add auto-investigate supply pods to the auto-explore routine. I never use it because the AI doesn't key in on 'em like I would.

That's it for now. =)

Archer

Jeffrey Morris FIRAXIS posted 02-17-99 10:09 AM ET     Click Here to See the Profile for Jeffrey Morris FIRAXIS  Click Here to Email Jeffrey Morris FIRAXIS     
You can save build queues (up to 9 I think). Right-click on the queue, select Save Template and select a slot.

jkm

firaxis games

Utrecht posted 02-17-99 11:02 AM ET     Click Here to See the Profile for Utrecht  Click Here to Email Utrecht     
There are two things that I would like to see the option for.


1) Do not recommend any new designs. I.E. allow me to be the only one to create designs. This will eliminate the 80% of the created units that I simply do not use and alot of the annoyance of the item selection screen.

2) If a base is stockpiling energy, but something is in the Queue, automatically drop the energy accumulation to build the requested item.

wentworth posted 02-17-99 01:12 PM ET     Click Here to See the Profile for wentworth  Click Here to Email wentworth     
I second queues for formers, plus additional intelligence for formers. Like, waking up as soon as a mindworm appears next to them, with the option to go on terraforming if the mindworm gets killed.
Also I'm in favor of a single build queue, and no current build choice.
Further, I don't like prototype management at all. Say you've got 15 prototypes. Then you get fusion power. Now you've got 30 prototypes. Then you get an outdated 4-3-1 Empath infantry from your servile neighbor. Another useless prototype. Pruning prototypes is a nuisance. This can be done a LOT better.
Utrecht: you can adjust No. 1 in the prefs.
Chris Pine FIRAXIS posted 02-17-99 01:25 PM ET     Click Here to See the Profile for Chris Pine FIRAXIS  Click Here to Email Chris Pine FIRAXIS     
Utrecht:

There is a preference to turn off automatic unit design. It is the second one in the preferences menu, "DESIGN UNITS AUTOMATICALLY."

I always leave it off, too.

NotLikeTea posted 02-17-99 01:28 PM ET     Click Here to See the Profile for NotLikeTea  Click Here to Email NotLikeTea     
2 very simple ideas:

1) Make the mindworms the caviar rotating graphics again, not the cheapo sprites. Same for the artifacts.

2) Nicer graphics for the tech screens and the winning "book" screens. Both look like they were made in paintbrush in 2 minutes.

Brian Mullin posted 02-17-99 01:47 PM ET     Click Here to See the Profile for Brian Mullin  Click Here to Email Brian Mullin     
For the folks at Firaxis...

I LOVE this game -- the whole idea for CIV/MOO games is wonderful! I got the game at the beginning of the week and just finished up my first game -- succesfully, I might add. I'm working with the patch at 1024x768 (Zokhorov-Talent-98%-Transcend, if you need to know). Anyway, the things I noticecd that were annoying were...

1 - The text shifts in the new technology screens... when I scrolled up or down, the text moved around instead of just moving vertically. This one is certainly the more difficult of the two items to implement.

2 - At the end of the game, I had the normal choice to quit or continue. Immediately after quiting, I thought to save it so that I'd have documentation of doing so well, but I couldn't -- and the program didn't. Perhaps just to call the save function to give the choice?

That's it! Great job!

Audrey Two posted 02-17-99 07:16 PM ET     Click Here to See the Profile for Audrey Two  Click Here to Email Audrey Two     
How about an option to automatically sell obsolete city improvements? e.g. if a city builds a pressure dome, it could automatically scrap its recycling tanks; if you build the Citizens' Defense Force, all your cities could sell their perimeter defenses; etc.

--A2

Brother Greg posted 02-17-99 08:07 PM ET     Click Here to See the Profile for Brother Greg  Click Here to Email Brother Greg     
One very minor thing that I'd like to see is in the tech descriptions (when chosing which tech to research, as well as the online help) - different colours for base improvements, wonders, allowed techs, etc. They are listed in a certain order, but sometimes it can be hard to tell what's what (without checking the online help). I'd like to be able to tell at a glance, without memorizing every wonder/base improvement.
ThRiLL posted 02-17-99 08:43 PM ET     Click Here to See the Profile for ThRiLL    
Haha, brother greg... there is no fighting it. I think we'll all have the improvements memorized all too soon. Hell.. I don't know about you, but I think I'll be terraforming in my dreams...
Brother Greg posted 02-17-99 09:28 PM ET     Click Here to See the Profile for Brother Greg  Click Here to Email Brother Greg     
Heh, I was lying in bed for an hour last night, just thinking about the game I had just finished playing (well, finished for the night).

Sid and Brian have got to know they have a hit on their hands when people start doing things like that. *SIGH* There goes my life... ;-)

Kestrel posted 02-17-99 11:52 PM ET     Click Here to See the Profile for Kestrel    
As an old Civ player (but not Civ II), I enjoyed the game immensely. But I found a few weaknesses I would like to see addressed:

1. Hovertanks are generally useless for me. I never get them until well after I have choppers, and their speed of 3 isn't really worth a new design. I just move in Speeders when I actually need to capture the city that my Choppers have cleared out for me. Either give them to the player earlier, increase their speed to 4, or come up with some other compensation for getting them so late.

2. For being much farther along than choppers, grav vehicles still can only attack once/turn, rather than repeatedly (like choppers). I'd like to see this changed, as well.

3. More diplomatic options. Examples include passing trade bans (Sanctions) against a particular faction (shades of real life!), environmental initiatives (global changes to green rating, with a negative impact on industry), and Initiate Cold War (automatic trade ban on anyone attacking another faction, but Probe Teams get a bonus). In other words, I want to see the diplomatic players have the opportunity to be ruthless (if they can get enough votes on their side).

4. Despite the advanced technology, there is only one 'major-destruction' weapon (Planet Busters). What about orbital lasers? 'Natural' attacks (influencing Planet to wreak ecological disasters on an opponent)? Suicide squads (basically like missles, but they're disguised as a military unit, and die automatically after attacking)?

5. Make it possible to blame another faction for attacks, with appropriate tech (disguise one faction's unit as another faction).

6. For being the primary focus (and threat) in the game, Planet seems to be rather limited in its effects. All it does is throw waves of creatures at those who aren't environmentally conscious. On the flip side, it somehow knows exactly who harmed it, even if the damage occurred in another faction's territory. I don't have a specific suggestion regarding this, but it's worthy of note.

PawtheUnstuk posted 02-18-99 02:58 AM ET     Click Here to See the Profile for PawtheUnstuk  Click Here to Email PawtheUnstuk     
Something that would be really handy:

If you right click on an empty square, the terraform menu should come up. You can say what command(s) you would like to do to the square, and the nearest terraformer would come over and do it at the first oppurtunity. I have often forgotton what I wanted my formers to go do from turn to turn later on in the game.

This isn't quite so easily fixed, but it is a more major issue. I would really like to see better AI. The AI is already light-years beyond what I see in most games, and it makes all the difference. But none the less, a little tweaking would be nice. The biggest issue is the degree to which factions stick to their Explore-Discover-Conquer-Build options. I have seen Santiago go virtually forever without researcing Centauri Ecology, hobbling Sparta significanlty inless she can trade for it. Also, I have seen factions decline to build probe teams, when I am playing Zakharov, at war with them, have easily acessable bases and lots of juicy tech for them to steal. In my mind, the Explore-Discover etc. thing has hurt the AI a fair bit. Of course, I don't know what problems it has solved.

Also:

The Production Que is counterintuitive and annoying the way it is now.

The "Custom Nation" button should allow you to actually customize a faction, not just what it does now. Hacking the .txt files is a hell of a pain.

Mindworms sent at you by Planet should not give energy credits, just as they can't be tamed. The point is to penalize you, not give you another profit oppurtunity.

Kestrel's point about economic sanctions is vaild. I would like to be able to use the council as the political football all such international organizatoins end up being used as.

BTW Firaxis, you deserve an award for your support. No other company gives such good response to player comments- the game hadn't been out for more than a day or two before the patch came out.

LamprosWC

MrSmily posted 02-18-99 06:01 AM ET     Click Here to See the Profile for MrSmily  Click Here to Email MrSmily     
just a minor issue for me.late in the game i want to start pumping out the satilites but every turn i have to go back and change the base from stockpile to the satilite.( i build a satilite in one turn by hurrying it)
micje posted 02-18-99 07:34 AM ET     Click Here to See the Profile for micje  Click Here to Email micje     
Great idea Paw! Terraforming should be land-oriented, not former-oriented as it is now. You should be able to say: well, here's a city, I'd like farms there and there, two boreholes there and there, a road to that city, a condenser on that spot, and build solar collectors on all spots that are in use by the city. And then assign several terraformers to the job. THAT would be a great improvement.
will posted 02-18-99 01:56 PM ET     Click Here to See the Profile for will  Click Here to Email will     
MrSmily, micje:
I think CTP will have a feature like you described, where you assign development resources to developing particular squares, rather than sending units to work them. The former queue that other folks have suggested would do something very similar. Either way would eliminate some of the former management hassles that arise now.
Chairman Yang posted 02-18-99 02:37 PM ET     Click Here to See the Profile for Chairman Yang    
Grav Ships being able to attack more then once would be horrible! they would get to attack a city like 14 times in one turn!!
MadKraut posted 02-18-99 03:52 PM ET     Click Here to See the Profile for MadKraut    
I said it before, and i'm gonna say it again ... This game definitely needs terraforming-cues ! At least i need them ... 70-80% of my turns i spend moving formers and terraforming with them. It's flat out boring !

Kraut

ps. Nope, the auto-formers are terrible, so please don't suggest i use them ...

bene4 posted 02-18-99 04:09 PM ET     Click Here to See the Profile for bene4  Click Here to Email bene4     
Yang - the copter can attack like 8+ times right now. Actually wiped out a base of 15 needlejets in one turn with 1 artillery cruiser and 2 shard copters. Dropped in a trooper, and it was mine.

Formers - more control around water: I want to submerge one square to create a waterway without sinking my base and losing a large amount of formed land. Or raise one square without losing my kelp farms and water access to my base. This would be a whole lot easier with terrain-based (instead of former-based) forming.

CEO Bernard posted 02-18-99 04:12 PM ET     Click Here to See the Profile for CEO Bernard  Click Here to Email CEO Bernard     
I agree with ... ummm ... lets see ... scrolling through the messages ... Kestrel.

More diplomacy!!! I'll pay Firaxis, 2000 energy credits (non-refundable on Earth, sorry) to add more diplomacy.

Trade sanctions in particular would be a wonderful addition. This could be a devasting weapon against poor Morgan (what am I doing???).

CEO Bernard

Kestrel posted 02-18-99 04:14 PM ET     Click Here to See the Profile for Kestrel    
Regarding Grav Ships and multiple attacks:
Maybe they could be split into two different vehicle types - Grav Speeders, and Grav Tanks. The former would have the fast movement, but only one attack. The latter would be slower than a chopper, but have the multiple attack capability.

While I realize that the customization features make far more viable units than Civ, I was disappointed at the limited number of vehicle types. I think there can be more than one type of vehicle for a specific level of speed. After all, each unit type gets different special bonuses (Infantry are better against bases, Hovercraft are better in open terrain, etc).

Chromeboy posted 02-18-99 04:27 PM ET     Click Here to See the Profile for Chromeboy  Click Here to Email Chromeboy     
I missed the goal button on the what to research next screen. Right now I've to look at the big pullout poster to see what I need to get to the tech that I want. I suppose this isn't necessary if you're playing blind tech, but of course, I'm not. I don't think this will be very difficult to implement. Just a linked list search.
Shining1 posted 02-18-99 05:03 PM ET     Click Here to See the Profile for Shining1  Click Here to Email Shining1     
Some minor interface stuff:

While 90% of the game is well drawn, most of the right-click menus are pretty tacky. How about the same text font (made smaller) that the rest of the game uses.

Also, a number of menus should require only a single click to operate, but instead force you to choose an option and then 'Ok' it. A small complaint, but it does get a bit irritating after the hundredth time.

I also miss the civopedia style of presentation for the unit/tech information. IMO, the datalinks are inferior - fewer pictures, a cramped, small reference screen, ugly colors, and the entire thing boxed in by the (usually) unnecessary cross-referencing materials. Which take up half the screen. It's functional, but... well, it don't look great. So far this has been the only real disappointment of the game for me.

The S.P movies are good, but could be better presented, i.e CivII style, with a fade out of the background rather than a cut to black. Currently they're a bit Tomb Raiderish - they feel disconnected and not really all that closely related to the game. They also seem to take a long time to load (??).

The opening animation (podfall) is just tacky. Fun, but tacky.


Suggestion:

Allow some weapons to be fired more than once per turn (esp. small arms) - or else allow multiple weapons to be equipped for this purpose. This would add yet another dimension to unit construction.

Audrey Two posted 02-18-99 05:30 PM ET     Click Here to See the Profile for Audrey Two  Click Here to Email Audrey Two     
One small interface thing:

What with the isometric perspective, the 3-D terrain, and the fact that big cities edge onto their surrounding squares, I often have trouble "drop"ping troops onto the square I want-- I'm often off by one. Similar problem bombarding the right square with my artillery.

It'd be nice to have a "highlight" option with the drop & bombard cursors-- the square that's currently under the cursor should be bordered in red, or something like that. That shouldn't be very hard, should it?

Yes, I know I should just flatten terrain, but I forget...

--A2

ThRiLL posted 02-18-99 06:53 PM ET     Click Here to See the Profile for ThRiLL    

You know? I think there are a lot of interesting ideas here, but for the most part, I don't think they would really make the game better or worse, just different. Some people want more depth, some want less... By all means good ideas the lot of you, but I don't really need any of that changed.

I just want two things;

Fix the terraformers (even ctrl+shft+a has probs)

(f4) needs to show each city's current resources/nutrients like the oft-referred to city advisor screen from Civ II (hehe.. Brian, you know the one!)


Other than that, this is a riviting discussion, but keep your hands of my SMAC! I like it just fine

you know? I really like these smilies, too.
So colourful!

-ThRiLL

Mephistopheles posted 02-19-99 02:49 AM ET     Click Here to See the Profile for Mephistopheles  Click Here to Email Mephistopheles     
Sid and Brian are bastards -- sucking my time like this, it's criminal I tell you... Oh well.
I do have a couple of ideas.

1. I WANT TO SEE THE SPECIAL PROJECT MOVIES AGAIN AFTER I BUILD THEM. Especially the Nano-Factory and Self-Aware Colony.

2. Improve AI for the formers. I had some sea formers trying to get into inland lakes... so they just sat there on the coast like if they waited they might get mystically transported over so they could begin work.

3. If you don't improve AI for the formers, absolutely positively make it possible for former templates. Are formers annoying? (Swearing here) yes.

4. Definitely somehow improve airdrop and artillery icons. I hate dropping in on what I think is a magtube only to end up in the undeveloped forest next door. (Doesn't matter, of course, I still kick their arses... I just need an extra turn to do it)

5. Finally, fix the unit workshop. Even making it so that I could hit a number key and get that design (like if recon speeder was #7 and I hit the 7-key and it loaded that design) would be better than the current system of Death-Clicking. My left mouse button is dying quickly.

Other than that, nothing. And even that stuff doesn't slow me down...

And two things that are DRASTICALLY improved from Civ II...
1) Diplomacy. Hot damn, it's nice to tell someone to call off a vendetta on your pact brother instead of having to devote a crapload of resources to kicking their puny and insignifacant arses.

2) The missles. To do any damage with missiles in Civ II required building about thirty of them per city. And the nukes were absolutely worthless. So when I fired a planet buster missile for the first time tonight, I was pleasantly and severely surprised by the way it turned a mountaintop fortress into a 3000 meter deep abyss.
"Here, Mr. Yang, why don't you eat one of these fabulous planet-busters, you fascist pig? Oh, you liked that didn't you! Have another, it's on me."

tOFfGI posted 02-19-99 04:30 AM ET     Click Here to See the Profile for tOFfGI  Click Here to Email tOFfGI     
Meph: the secret projest movies are reviewable. They are all as files in the "Movie" directory, just take them to the viewer program in the same directory, et voil�.

My Wish List:

1. Bitmapped Units for Customisation.

2. Editors- Any kind.

Torokiki posted 02-19-99 10:12 AM ET     Click Here to See the Profile for Torokiki  Click Here to Email Torokiki     
If I can say mine,;-), I would suggest some more military option:
A) One unit in a group can be designeted as C3 unit,so effectively augmenting the morale and the power of the group.
Obviously, losing that unit would mean danger! By the way,why don't use depot lin,which are so critical in modern war?

B)Barrage fire option.Once 2 or + artileery units are in the same,why they shouldn't be able to concentrate their firepower? (Obviuosly,under the control of a C3 unit.).
By the way, bombing for crippling the communication line of the enemy is one of the
main tactic of war. Destroy road with long range fire,or maglev, or with aerial incursion.....

C)I want more diplomatical functions.If I'm playing Lal, I would like to stop war!! But that is just an example!More diplomaticy,more fun; It should exist that common board, neh?
Get it alive.Consider multiplaying! "I'll remove Spartan people from the ball!""NO! If you do it, I warn you'll be banned"
and so on!
Please, staff of Fireaxis, consider this option!Even because if two contenders are on the other side of a HUGE planet, with 30% of land! Diplomacy should rule!!!! :-) :-):-)

D) A bigger city should be able to host more than one project. For example:
1-5:1 unit/advancemet; 6-10:2unit/advancement;
11-15:3unit/advancemet.
This should function in this way:
the city has a certain mineral input. He(the player) can decide where to allocate these mineral resources.(1/2,1/2; 1/3,1/3,1/3;....) Quite naturally,the number of project undertaken, can be lesser,so most mineral resourcescan be used.
It seems I have finished.
Yes!

Vader posted 02-19-99 10:15 AM ET     Click Here to See the Profile for Vader    
How about being able to disable military unit production when you have a govenor running a city. They always seem to start off building military units (even when the city allready has some). It would also take care of the time when I know military units from that city will not be needed.
Jason Beaudoin posted 02-19-99 12:36 PM ET     Click Here to See the Profile for Jason Beaudoin  Click Here to Email Jason Beaudoin     
First off, I'd like to point out the obvious and say, just for the record, that this is a great game and it is superior to CIV II.

My biggest complaints are these (and they've been mentioned):

1) Please fix the terraformers. -- I really hate micromanaging;

2) It would be great of we could customise the chassis, weapons, and armour; this is something that I thought we were going to be able to do -- I'm dissapointed that we cannot. It would be great if we could add more.

ASchatz posted 02-19-99 02:11 PM ET     Click Here to See the Profile for ASchatz  Click Here to Email ASchatz     
Simple. Make Economy and Labs be able to be changed in 5% increments instead of 10%. Right now, if I want 10% or 30% Psych, you have to make Econ and Labs different from each other and incur a penalty. You should be able to make a society 30% Psych with 35% Labs and Econ, or 10% Psych with 45% Labs and Econ.

Aaron

Chairman Yang posted 02-19-99 02:38 PM ET     Click Here to See the Profile for Chairman Yang    
Vader: click those little arrows next to "GOVENER" there are options for what it builds in there

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