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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Scenario League / Civ2-Creation -Archive > cities can't produce ships?
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hardjoy is offline hardjoy
Warlord
Odense, Denmark
May 2001
time: 06:33
  Old Post 13-01-2004 10:08
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cities can't produce ships? Enter the AD-FREE zone

Anyone familiar with the bug where newly built cities cannot produce ships? -even though they're coastal, in perfect conditions etc. They can build coastal improvements but no ships.

Anyone who has an idea what may be causing this?

I'll try and export the map and import the map values again into the scenario with MapCopy and see if it helps. Could be something there perhaps, that some tiles are not perceived correctly... but I can't really think that should be it, since I haven't tinkered around that much with the map. It is a little strange, IMO.

St Leo is offline St Leo
King of Scenario League
Member of the Apolyton Social Democratic Party
Jul 2005
time: 00:33
  Old Post 13-01-2004 10:15 Visit St Leo<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Inflate your Upload Space

Hmm. Check the city with Gothmog's CivCity.



If not that, then maybe you have a far superior ship obsoleted and the building AI is choosing to hid inferior specimens.

hardjoy is offline hardjoy
Warlord
Odense, Denmark
May 2001
time: 06:33
  Old Post 13-01-2004 10:49
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I could understand if that was the case. But it happens in-game, for the player civ. I play the norsemen and decide to build a new city on an island or coastal tile. And the new city cannot produce ships, even though I have other cities which perfectly can.

I can fix the problem with civcity for prebuilt cities, but not for yet to be built-ones.

hardjoy is offline hardjoy
Warlord
Odense, Denmark
May 2001
time: 06:33
  Old Post 14-01-2004 10:12
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Lose 30 kilos (of popups)

Anyone else who has encountered an error like this???

I can't seem to figure this one out. All new cities built are unable to produce ships... I haven't got the slightest idea why. Other preplaced cities, belonging to the same civ produce ships just fine.

In the early game of this scenario, only 2 ships are buildable by anyone, so this can't be any question of obsolescence. Any ideas? Similar weird experiences??

Theben is offline Theben
Emperor
Dance Dance for the Revolution!
Jan 1970
time: 00:33
  Old Post 14-01-2004 11:58
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Why don't you attach the rules.txt so we can check it.

The only other thing I can think of is that the game, IIRC, assigns values to each city when it is settled. If you placed cities 1st and then changed the land nearby to water they still won't build ships.

Theben is offline Theben
Emperor
Dance Dance for the Revolution!
Jan 1970
time: 00:33
  Old Post 14-01-2004 12:00
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quote:
And the new city cannot produce ships, even though I have other cities which perfectly can.


Missed that. I guess we need to see the map & rules.txt.

hardjoy is offline hardjoy
Warlord
Odense, Denmark
May 2001
time: 06:33
  Old Post 14-01-2004 19:22
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quote:
Originally posted by Theben
Why don't you attach the rules.txt so we can check it.

The only other thing I can think of is that the game, IIRC, assigns values to each city when it is settled. If you placed cities 1st and then changed the land nearby to water they still won't build ships.

Yes, I thought this to be the case at first, but then I realized no new city, no matter where I built it, could build ships. And I didn't change that large portion of the map... just a tile or two in some places... gonna check into it again.

Attachment: rules.txt
This has been downloaded 0 time(s).

hardjoy is offline hardjoy
Warlord
Odense, Denmark
May 2001
time: 06:33
  Old Post 15-01-2004 00:12
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Put an end to popups!

Seems I've been able to find a solution to the problem, although I still have little idea what caused this problem.

I managed to solve it by exporting the map into the civ2 map editor, analyzing it, and importing it back into the savegame using MapCopy, with all relevant map information and recalculated fertility values. Apparently this also solved my barbarian city problem, these are now producing shields as normal, although further testing needs to be done to make sure.

However, I imagine this problem could be of peculiar interest to someone, if it can be reproduced.

Theben is offline Theben
Emperor
Dance Dance for the Revolution!
Jan 1970
time: 00:33
  Old Post 15-01-2004 02:00
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One time I had a mod that removed a semi-colon by mistake in the rules.txt. It caused massive barbarian uprisings to occur near the initial human players capital. It was literally a fight for survival during the 1st 50 turns or so until I got writing or settled near enough to the spawning points.
Unfortunately I can't seem to re-create it.

btw, I can't download your attachment b/c of conflicts between Norton and Apolyton's ad page... so I'm glad you fixed it on your own.

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