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Post by xiaojuzi on Apr 11, 2007 9:31:39 GMT -5
a problem of simultaneous turns is when u move a unit into an area,specificly a forest/hill tile,an enemy's unit has entered there in defense before u can be aware of that and your unit killed. another situation is that both parties spam a move for an important position at the end of the turn,which can even cause temporary game frozen sometimes. i suggest to fix this problem with a simple modding:unit defense bonus disabled in the first 3 seconds after it enters that area. with such a modification u will never worry about being killed unfairly and double move would become somethin meaningless in most situations.
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Post by deviousdevil on Apr 11, 2007 9:59:30 GMT -5
Things to improve or add:
1. Identical land for many more map settings. We've got mirror map which is good for 1vs1 duels, but I'd love to see a hub map with each hub providing the same land to make for a fair contest. Land being so critical in Civ4 it is in my view more a test of ability when you've all the same land, but who uses it better.
2. Agree with AOE, seeing pings in hosting would be good.
3. Reduction in repetitive strain injury - essentially an easy way to set and cancel waypoints for city production as I find it tortuous at present.
4. A go to threatened city option. Essentially you can designate a city as "threatened" and can identify units that if you press the "threatened city button" those units move for that city.
This is to cut down those occasions where people try to use the last seconds of a turn to take out a city when there are units that can respond IF the person is fast enough.
5. Improved connectivity - be it not having to rely on gayspy or less problems with people dropping. We can avoid the use of gayspy by direct ip games, the problem then is communicating with people as the lobby is part of gayspy and it isn't wholly reliable!
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Post by notagoodname on Apr 11, 2007 10:57:26 GMT -5
Mods need work. Forcing all users to manually download and install a mod and then restart civ when all people want is to make a simple rule change (such as no nukes or spys) is ridiculous.
Have 2 mod types. Major game mods with entirely new resources that require everyone to download and run as it is now. but... also have minor mods which consist of a single xml file that allows a user to specifically name a unit type and then specify whether that unit is allowed, its strength and its movement. eg. The mod file to make all warriors have 4 movement would simply contain <UNIT> <name>Warrior</name> <Movement>4</Movement> </UNIT>
Above would be all the mod file has to contain. Civ4 could then read that file and apply the changes to the unit where the name is the same. Such a simple XML file would allow or a variety of simple mods, it could even be used for techs (name the tech then the changes of prerequisites and/or cost). It should be applyable without a restart and should be an easy download to all peers.
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Post by penny on Apr 11, 2007 12:03:25 GMT -5
Well, Connection problems are a big deal, and lagg is a game killer. I just lost a CTON because of lag, I missclick my stack of archer on "explore" instead of giving City Defense It really is the point on which focusing to. But We should better discuss GAMEPLAY here : I have 1 General request : Kill the Zulu. That's it, a civ that is THE major civ in almost all situation is overpowered : Give us the "old-fashion" Expansive characteristic : Only Granaries and +2 health is Already awesome. Zulu would STILL be overpowered. Civ is not interesting anymore in regards of civ pick : You either have a Expansive civ...or not. Zulu are ovepowerd, CCC CTON is win by a expansive civ, and Ironman is a Memeht Challenge.... Second Request : Rethink Civs, BU and UU. So many Civs remains unplayed because too weak. I want to see 10 Civ possible for each event, no Zulu, Gandh, Possibly Ashoka or Isabella in each Event. Take i.E Alexander, not the best civ ever, but an interesting combo of BU-Philosophical make it cool, different and enjoyable in Ancient/classical. I want to see that kind of synergy applied to more Leaders
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Post by Atomation on Apr 11, 2007 13:09:09 GMT -5
I'll kick off my list, I am sure to be edited in the future:
1. We need better land generation. The variance in land is deplorable, and balanced just isn't good enough. This is primarily a problem in the three earliest eras, where you can't necessarily see a resource before it's too late, or it's too far for only 1 or 2 cities to claim safely. Furthermore, all food resources are not even close to equal - +6 food corn or pig is not even close to comparable to a hills sheep or a tundra deer or an unwatered rice, so why don't we update the generation to reflect the value of food as much higher? Take into account if irrigation resources are adjacent to water, as well, since it does give them +1 food. Perhaps instead of being just a map type, "mirror" could be a selection amongst standard and balanced as a modifier. When mirror is selected, the map generates a resource distribution for a block of land, then repeats it around each player's vicinity, rotating as needed for orientation (people on far left would have a 180 degree rotation of their area from people on far right, etc.).
2. We need a serious fix to the rng. I don't care if I have a 1% chance to lose something, and I don't want to be told that "it happens". I am well aware that it happens, often frequently considering how often I play, but that doesn't make it any less gamebreaking on it's advent. Nearly as bad as losing a low % battle is when a low % battle deals out 90% of the life somehow, which is a virtual loss. Some sort of update to the rng needs to be implimented so that low % battles can not do more than a maximum percentage of damage, and never kill. Although in single player you can take certain precautions to ensure that even low % loss battles do not hurt you that much, this is not quite so much the luxury in multiplayer. Aggressive play by humans cause troops to be spread thinly through attrition and multiple front battles, and 1 unit vs 1 unit battles occur much more frequently than in single player. Then the rng beast rears its ugly head to completely destroy your game. Doesn't always happen, sure, but enough to degrade civ strategically.
3. "freebees" are a big problem in my eyes for team vs team. The oracle, techs like liberalism, music, physics, etc become gamebreaking in teamers where only 1 team gets it, and who gets it is often determined by random land. If not an option to allow both teams to receive the bonus upon reaching the milestone, perhaps an option to disable all freebees would be a good idea. The other option would be to make these options less appealing so it isn't so bad for the team that doesn't claim it (increased cost in hammers or beakers).
4. Connectivity. While I myself don't experience too many problems, other people who join the games I am in do. Frequent drops and start of game freezes, lag, it's a mess. I don't think it should need to be quite so difficult to make the game connect well that every player has to read online and change a million things with their router. If civ is ever going to break into the multiplayer arena as a legitimate online game, it needs to fix these problems so that any random person can pick up the game and play without difficulty straight out of the box. Not everyone is computer savvy.
5. The timer needs to be adjustable somehow, no doubt. Slower computers/internet will bog down games considerably as the game goes on, so while with perfectly up to date specifications the game's timer might be perfect as is, no one really has perfect specifications. I am sure there are many solutions to this problem, probably the best of which being some sort of ability to control the speed after the game has started. This may require a speed faster than blazing, because even blazing can bog down at times!
6. Turn flip popups and chatting lag causing players to inadvertently give commands that are not intended. If I am chatting when a turn goes past and I get a popup to change civics, it will automatically decide that my enter strike to send the message is an enter strike to change civics. This is ridiculous. Any text messaging should have precedence over all other commands given in the game, so until that text window is gone nothing else can happen. I would also like to be able to turn off the popups for civics especially altogether - I don't really like sending my popups to the end of turn as I think chagning my production is more important than moving a random stray worker on a pinch, and I don't want to waste additional time clicking on all the popup icons.
7. Movement queue with the numberpad. For example, if I have a multiple move unit and I press 2 then 3 in succession and there is enough lag, the game will actually move me down (2) then to the right (6), because 6 is analogous to 3 at the initial position. In other words, the game doesn't queue moves, and it interprets movements by the final destination rather than relative movements. Since mp seems to have lag pretty regularly this becomes very frustrating. Movement auto queue built in would be a very nice addition.
8. Buildings are too expensive. Multiplayer people win by being able to break the game down into only what is most efficient, so the best players are rarely building more than a barracks and an occassional library with a few forges dashed inbetween. It is just not practical to make buildings over expanding and building more cottages at that expansion. Buildings need a cost reduction across the board with the exception of barracks, which are fine as is. Should a bank only cost 30 hammers instead of 120 I might have a reason to stop building settlers and workers to make one. It's a shame to see the infrastructure aspect of the game largely go to waste due to inefficiency.
9. Traits need better balancing. Expansive and financial are too powerful relative to the rest, across the board, and spiritual is a close second. I do not think the solution is to nerf the overpowered traits, but rather to buff the rest - traits give civs flavor, and they are FUN! I am not going to make the claim that any one trait is completely useless, but most lack flexibility. For instance, charismatic is only useful when you lack happy resources, don't have hereditary rule, and when you wish to make triple promoted mounted units. Sadly, hereditary rule is pretty much always available, luxuries aren't that hard to come by, leaving only the triple promotion advantage - which is cute but non essential. Protective is annoying to say the least for attackers, but it doesn't do much of anything for a defender protecting from pillaging - in fact it encourages it. Just because the computer is too stupid to take advantage of this fact doesn't make the protective trait any better. Perhaps some of these other traits could be buffed up a bit, in ways that are flexible and always applicable?
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Post by MMV on Apr 11, 2007 19:40:53 GMT -5
THEY ARE FIXING "SENTRY" SETTING (FINALLY) RIGHT?
If not, let's at least ask for something we actually have a chance of getting in the new XPak -
a FREE pencil
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Post by tamijo on Apr 12, 2007 4:06:27 GMT -5
Kill the Zulu. That's it, a civ that is THE major civ in almost all situation is overpowered : Give us the "old-fashion" Expansive characteristic : Only Granaries and +2 health is Already awesome. Zulu would STILL be overpowered. Zulu is overpowered that is true, but fix it dont kill it, My suggestion is to make it a dobbelt move swordsman power 5. 50% against carriots (but not horse) i think would still be powerfull, but not a superunit. cos y could stop the zulu/carriot stack with horse.
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Post by tamijo on Apr 12, 2007 4:21:45 GMT -5
1. We need better land generation. The variance in land is deplorable, and balanced just isn't good enough. Change the standart setting from random to balanced when possible. Is so often that it is simply forgotten And make every option selecteble in setup visible to everyone, that would help the hosting a lot.
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Post by parabellum on Apr 12, 2007 11:50:23 GMT -5
Here are some things that I would like to see improved. 1) When two or more units have exactly the same defensive power towards the attacking unit, make sure that the one with the LESS experience points (and promo) will defend. 2) Raise the time between two moves from 8 seconds up to something like 12 or 15 seconds. 3) Allow the player to select units in the stack bar with a selection box like in windows. 4) Make the game automatically select the units from the closest to the furthest of where I last played. And select the last moved unit in the previous turn as the first to play in the next turn. 5) Make that all popping screens, such as the next research and next building, will NOT prevent the players from clicking in the game. And/or allow those screens to be closed easily by clicking outside the screen. 6) Add some new buttons such as "select all units except those that are fortified". 7) Give the possibility to set up the shortkeys. 8) Make a lobby that will not be depending on gamespy. 9) Make all game options seeingable by all the players, not only the hoster. 10) Allow all players to see the pings in the game creation room. Thx. If only one of those things could be fixed that would already be great
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Post by Tony on Apr 12, 2007 12:13:36 GMT -5
Another one, server has broken your connection? What is this gayness? and why cant i rejoin for like 5 mins after this happens?
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Post by tamijo on Apr 12, 2007 12:39:22 GMT -5
Gamespy is down Would be nice to fix that too
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Post by Necrominousss on Apr 15, 2007 2:21:24 GMT -5
When play anonymous identities, if someone is killed that you don't have contact with, that person will not be listed and will not be in the screen-shot for proof of non-report.
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Post by Canucksoldier on Apr 15, 2007 2:27:51 GMT -5
When play anonymous identities, if someone is killed that you don't have contact with, that person will not be listed and will not be in the screen-shot for proof of non-report. Is this the only problem with anonymous play? CS
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Post by Necrominousss on Apr 15, 2007 2:53:02 GMT -5
Actually this is also a problem with regular games, too. But even more confusing with anonymous added to it.
And I think it works in reverse also. If you die and don't have contact they are not listed for you,either. I dont die much so this I'm not sure of but I think it the case. Can one of you noobs help me out on that one?
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Post by deviousdevil on Apr 15, 2007 10:32:48 GMT -5
Thought of another really annoying thing:
SPECIALISTS
When I set two guys as artists I don't want to find that the AI has gone and changed my selection to something else a few turns later.
When it can be critical to make a great artist or a scientist it shouldn't require so much babysitting to ensure the AI hasn't changed the specialists selected. We're got emphasis growth etc, how about an emphasis a particular type of specialist as an option?
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Post by MMV on Apr 15, 2007 10:46:21 GMT -5
When play anonymous identities, if someone is killed that you don't have contact with, that person will not be listed and will not be in the screen-shot for proof of non-report. Is this the only problem with anonymous play? CS they ARE fixing the "sentry mode" correct???
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Post by Necrominousss on Apr 15, 2007 13:39:27 GMT -5
Thought of another really annoying thing: SPECIALISTS When I set two guys as artists I don't want to find that the AI has gone and changed my selection to something else a few turns later. When it can be critical to make a great artist or a scientist it shouldn't require so much babysitting to ensure the AI hasn't changed the specialists selected. We're got emphasis growth etc, how about an emphasis a particular type of specialist as an option? Yea, this is extremely annoying. I think what it is, is every time the borders expand, the city governor makes a new decision of what squares to work. Also if you plant a city, with a shared tile to work, the city gov makes new decision of tiles to be work. Other things must cause it as well, cause it seeems to happen often enough. Why this is the case I'm not sure. Seems like an easy fix, just don't change the human players actions. Having to go back and set everything the way you wanted it, is time consuming with heated MP action, and toss in a little lag, and holy sh:t, a blood vessel just burst in my head. I would think it would also be annoy the SP player. they ARE fixing the "sentry mode" correct??? Yes, and having sentry work properly, would be nice. Unit should come to action next of unit queue if a rival unit enters its line of sight.
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Post by thegreatsatan on Apr 15, 2007 15:31:17 GMT -5
I think they need to balance out the types of UUs. There should be 1 UU warrior, 1 UU spear, 1 UU axe, and 1 UU sword, etc. Intead of 2 UU spear, 0 UU axe, 4 UU swords, and 3 UU mace. The aztec unit should be a 2 move axe. The celts should have a 2 move sword and rome can have the 8 attack sword. Someone needs a special longbow too. I think cats & cannons need to be capurable like in civ 3.
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Post by WarningU2 on Apr 16, 2007 22:42:09 GMT -5
Besides all the connection, gamespy bugs which will never change ... I'd like to see something entirely different ...
Remove the ability to see into cities and on ships what units are contained within those squares ... should require use of spys ... make spys easier and much earlier to obtain. Espionage was a common tactic even in the ancient world.
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Post by Atomation on Apr 17, 2007 3:40:43 GMT -5
Can't see in boats. How would you make a spy see on enemy boats anyway though? Would be quite a bit tricky.
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