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Tzar Alex III.
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UNPLAYABLE IT IS TOO BIG ...
so anyone else tried it ? I am now in the year 1810 no bugs no crashes but the computer needs about 40minutes for his turn and I couldn't even do anything else in the meantime, because every 5 to 10 minutes I have to press a button that the computer continues his turn. (To change production or so) DAMN THAT IS STUPID ... so I have an AMD Athlon 1,4Ghz / Geforce 3 Card and 512MB DDR 2100 RAM ... so WHAT THE §$%§$ COMPUTER DO I NEED TO PLAY HUGH MAPS :-) MAYBE A "GRAY" COMPUTER ...
so anyone else have this Problem
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Marla
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Paris, France.
Nov 2001 time: 05:16
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Yeah I agree about it, actually it's already great you've stand till 1800 !!
The problem comes from the AI that builds useless cities EVERYWHERE... Siberia, Greenland, Northern Canada are not interested to be built on but the AI put cities there ! and it makes the game a lot slower.
On of the solution would be to make impossible to build cities in tundra or even desert. Thus, we could still get ressources with the help of colonies, we could still build cities on the nile valley cause it's on flood plains, but a lot of useless cities wouldn't be created.
Well as it is impossible to change that with the editor... I think the only solution that remains should be to make cities harder to create... (maybe zero food on tundra, or settlers more expensive in shields, or requiring more population).
For now, it makes bug the game to change that... So I give it up a bit...
I must admit.
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Trifna
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of anchovies
Jul 2001 time: 13:16
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quote: Originally posted by Marla
Yeah I agree about it, actually it's already great you've stand till 1800 !!
The problem comes from the AI that builds useless cities EVERYWHERE... Siberia, Greenland, Northern Canada are not interested to be built on but the AI put cities there ! and it makes the game a lot slower.
On of the solution would be to make impossible to build cities in tundra or even desert. Thus, we could still get ressources with the help of colonies, we could still build cities on the nile valley cause it's on flood plains, but a lot of useless cities wouldn't be created.
Well as it is impossible to change that with the editor... I think the only solution that remains should be to make cities harder to create... (maybe zero food on tundra, or settlers more expensive in shields, or requiring more population).
For now, it makes bug the game to change that... So I give it up a bit...
I must admit. |
I guess it could be nice if there was some way to make a "unusable terrain". Of course it couldn't be used in most Civ III games, but it COULD be useful in the specific situation you're speaking, Marla. Also in some mods. Maybe it could be implemented in the editor... never know...
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Ancientfool
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yeah, unplayable.. I bailed in the dark ages. It was easy to see how slow it was going to get eventually.
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Aqualung
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Huh...
Well, I enjoy it. I've only ever played one game into the Modern Age, and only a few into the Industrial Age.
My problem with CivII (that's Civ2) was that it ceased to be fun after Industrialization. Once you got that, city management became more important than exploration, I had more money coming in so I could give into demands from stronger civs. I was always ahead in tech "You DEMAND Genetic Engineering? Fine, I've already built Cure for Cancer..."
The biggest fault in the Civ series is that once you reach a certain tech level, it's just a race to the finish. Rarely in CivII did I use my modern units to wage war. CivIII seems like 2, in that the most important (and fun) wars will be fought with Legionaries and Impis, rather than Musketeers and Cossaks. Panzers of F-15's are useless before they're even available.
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Marla
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Paris, France.
Nov 2001 time: 05:16
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Yeah it amazes me... how this game could be that big ? there's no 3D !! What is in the game to make the computer thinks that much ? well anyway, there's no answer... but I'm sure that if the computer didn't build cities on tundra and on desert, it would make the game at least playable till the end.
Anyway, I will still try to make settler more expensive to build, maybe there's the solution.
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Fromage
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I had to quit in 1000 AD too. 1,33 ghz t-bird can't handle any world wars after that. Too bad, it was fun till 500-700 AD.
No cities on deserts or tundras would be great.
Actually there is one solution. Put food consumption per citizen to three and remove all the food from deserts and tundras. If AI builds a city to Greenland, it will starve (1 citizen needs 3 food, but the city square produces only 2).
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Marla
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Paris, France.
Nov 2001 time: 05:16
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Here is the result of my latest test 
Okay so here are the changes:
1. Settler requirement: 60 shields and 3 people
Instead of before: 30 shields and 2 people
I've tested with only 40 shields and 3 people, it keeps the AI to build cities really fast.
Actually it makes the game a lot more interesting since cities are a lot more valuable (harder to build) and then, the interest of devellopment is more about improving cities than expanding.
2. Tundra doesn't produce food anymore, I haven't the time to test that since I've ended the game at 0 A.D (it was just to test changes, it took me already a lot of time !)
3. A new unit has been added: Pirogue (since we find a better name)
It's a unit available only for England, Japan and Rome.
Characteristics:
- Movement: 2
- Can carry 1 land unit
- Cost: 20 shields
- Tech required: Pottery
- Upgrade to: Galley (Mapmaking)
- Art Graphic: Galley (well I'm not a Photoshop buff)
That's great, I've tested it with Japan, and I settled in Korea befor China. Japan can finally become a strong power on the Pacific West (yes it's the west side of the pacific!).
If I not only give it to Japan and England but also to Rome, it's because it gives the opportunity to Rome to settle in Maghreeb (Carthage). Thus, it allows a devellopment of Rome around the Med sea and Egypt has a competitor on the run to West Africa ressources.
When everything will be ready, I'll put on this thread a beta version to be tested by volunteers... (I hope some of you will help me).
NB: the new unit requests few changes on .txt files, I will certainly add a saved copy of the original file to the map self extractor.
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Marla
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Paris, France.
Nov 2001 time: 05:16
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Here is the result of my latest test 
Okay so here are the changes:
1. Settler requirement: 60 shields and 3 people
Instead of before: 30 shields and 2 people
I've tested with only 40 shields and 3 people, it keeps the AI to build cities really fast.
Actually it makes the game a lot more interesting since cities are a lot more valuable (harder to build) and then, the interest of devellopment is more about improving cities than expanding.
2. Tundra doesn't produce food anymore, I haven't the time to test that since I've ended the game at 0 A.D (it was just to test changes, it took me already a lot of time !)
3. A new unit has been added: Pirogue (since we find a better name)
It's a unit available only for England, Japan and Rome.
Characteristics:
- Movement: 2
- Can carry 1 land unit
- Cost: 20 shields
- Tech required: Pottery
- Upgrade to: Galley (Mapmaking)
- Art Graphic: Galley (well I'm not a Photoshop buff)
That's great, I've tested it with Japan, and I settled in Korea befor China. Japan can finally become a strong power on the Pacific West (yes it's the west side of the pacific!).
If I not only give it to Japan and England but also to Rome, it's because it gives the opportunity to Rome to settle in Maghreeb (Carthage). Thus, it allows a devellopment of Rome around the Med sea and Egypt has a competitor on the run to West Africa ressources.
When everything will be ready, I'll put on this thread a beta version to be tested by volunteers... (I hope some of you will help me).
NB: the new unit requests few changes on .txt files, I will certainly add a saved copy of the original file to the map self extractor.
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Marla
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Paris, France.
Nov 2001 time: 05:16
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Damn', it has put the message twice and I'm not authorized to delete last one...
Anyway, I just wanted to add that I like the idea of 3 required food instead of 2... but I'm scared it would have as consequences really small cities and then reduce the fun of the game.
That's why I'm more keen to make of settlers a tougher unit to be built.
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Fromage
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quote: Originally posted by Marla
Anyway, I just wanted to add that I like the idea of 3 required food instead of 2... but I'm scared it would have as consequences really small cities and then reduce the fun of the game.
That's why I'm more keen to make of settlers a tougher unit to be built. |
When I played with France, I noticed that Europeans would have enough food even if it took 3 food /pop. Propably every country would get couple of large cities and the rest of the cities would be small ones. After railroads are invented, every city could grow to 15-20.
Nowadays, every city will have 12 people, before sanitation is invented. After railroads, almost every city will grow up to 25-30 people. Growth should be slowed down a bit in huge maps.
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Aqualung
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Not sure about the settlers issue. Slowing down THEM means slowing down YOU. The problem isn't that they expand too fast, it's that they NEVER stop. On your map, this is a serious problem, because it's so huge, with a limited space in Europe and immediate vicinity, the vast majority of AI cities will be scattered across Siberia. Babylonians in Kamchatka and Alaska? Yup... (With only one costal city in the Persian Gulf, they must have spent centuries on that galley).
There's no point in building cities that far away. Fortunately, your map allows me to solve that problem for them. With everyone rushing off to found cities farther and farther away, I stay in France (and Spain), build up my cities, research, produce and upgrade units... and then move their capitals! Another benefit is that I no longer need to waste time building Wonders. English build the Colossus and Lighthouse in London? Pretty stupid of Elizabeth to declare war on me... now her capital is much closer to those cities she built around Lake Baikal.
But as for the Settlers, I think the best solution would have to be an alteration to the AI. Make it STOP! Each map-size has an "optimum empire size", make it stop building once it reaches that size. And you remember the CivII tutorial advisor ("This would be a good spot to found a new city")? They need to throw that in for the AI, IN REVERSE! The AI tells itself "This would be a BAD spot to found a new city", and DOESN'T.
But that's something that Firaxis would have to fix themselves. Doubling the cost of Settlers is only going to slow everyone (including YOU) down. I know that, as a human, I could work my way around this, by producing more workers to mine and irrigate my cities. I'm much more capable of maximizing production than the AI, but's not going to stop the Iroquois from colonizing Australia, it's just going to take them longer to do it.
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gilesgd
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Hi Marla,
Something might be broken. Started a game as the Romans with corrected starting locations. The game crashed when I built my first Pir?ogue. I got a Civ3 performed an illegal operation and will be closed message. When I reloaded and did not build the unit, things were fine for a few turns and it crashed again. I assume another civ built the unit. What I haven't done is a clean install and try to use the mod. So far I am in agreement with the changes you've made. Looks good.
Just so you know...playing without the mod I have no problems. Hours upon hours with the same game loaded.
Greg
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Kenjura
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I love this map. It's the only one I've played in the last 5 games. Excellent work. ^_^
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Aqualung
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Well, yes. Historical accuracy is one thing, but the presence of Horses in North America predates the presence of a "civ" called "Americans" in North America by 200 years.
Since America doesn't start the game in the late Middle Ages with a group of former (partially developed) English cities, is it really that much of a stretch to put a few horses in North America?
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Gauke
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Bandirma-Turkey
Dec 2001 time: 07:16
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Hey Marla
I have edited your map and improved some parts for ex: Japan, Greece, Turkey and some other small changes. I have changed Japan's starting position but it still starts from it's existing location. What can I do?
Can you try it?
Attachment: marla singer's world map 1.13.zip
This has been downloaded 36 time(s).
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MisterV
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How do you download this, when I try to click on the download link, I only get this null file called "attachment" with no file extension. What is going on?
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