 |
|  |
 |
|
Mathemagician
|
 |
Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:16
|
|
some more things regarding land units conquering cities directly from a ship.
first of all, naturally, a good way of testing if the city defenses have already been killed is to try to move that land unit from the ship into the city.
if it does not work, the city is still defended and you dont lose or even move that land unit.
if it does work, you got the city.
another thing i found out is this:
if the ship holding the land unit already is part of a 9 unit stack you cannot move the unit out at all.
the same holds true for normal unit landing from a ship.
somehow the game seems to count the tile the unit moves out of too, so to move one unit out of a ship the tile may not hold more than independent (non-loaded) 8 units before. to move 2 units simultaneously out of the ship, the limit is 7 independent units, etc.
another way to make use of the fact that the game seems to count both tiles when moving a unit out of a ship, is to move a warrior, diplomat or another land unit with a high visibility range from a ship to land as often as possible when exploring the ocean.
they will not only discover tiles surrounding the land tile they move into, but also surrounding the sea tile they moved out of.
--
and one final note about disbanding units in cities.
i am pretty sure that, as opposed to what some people have said here, the production increasing improvements of the city (mill, factory, ..) are NOT accounted for the value the disbanded unit gives the city.
|
|
|  |
 |
|
Mathemagician
|
 |
Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:16
|
|
this may belong to the bug report thread rather, but i post it here because actually im looking for answers.
we all know and hate those graphic bugs that let enemy units or cities appear somewhere else.
now i unfortunately dont know a way to stop this.
BUT i know how to stop the bug if it happens during my own turn to my own units.
its quite simple then.
usually saving and playing on will do and solve the bug.
my theory is that the bugs appear when the program 'forgets' to do some data adjustments while the game moves on, but it rechecks this data apparently when the game is saved.
the problem with the AI graphics bug seems to be that there is no way to do the same to the AI player's turn, which would be save the turn right there.
does anyone have an idea how one could circumvent this and save the game during the AI players turn so as to kill the bug ?
|
|
|  |
 |
|
ricketyclik
|
 |
Great Southern Land
Feb 2002 time: 15:16
|
|
On another note, I'd like to share a discovery which Mathemagician made in our PBEM game.
I was getting a lot of rioting cities, even though their happiness was sometimes as high as 76. This phenomenon has been noted before. Mathemagician made the observation that my gold was always low, which was true, as I generally convert gold to improvements by way of rush buying. I didn't think it was a problem, as my net gold per turn was well into the positive.
Mathemagician postulated that the program may calculate gold city by city, and that between turns, as cities are cycled through by the program, a defecit may temporarily appear if the individual city's expenses were larger than its earnings, causing the city to riot without a gold defecit message appearing. Therefore, more of a buffer would be required in the civ's gold holdings to avoid these temporary, between city calculation defecits.
I tried increasing my gold holdings, by not running them down by rush buying, and low and behold, the riots pretty much disappeared. This seems to confirm Mathemagician's postulation.
So thankyou Math. You are indeed a Mathemagician! 
All of you other players who have been experiencing unexplained riots, this is probably the answer to ending them.
|
|
|  |
 |
|
david42one
|
 |
San Francisco
Nov 2001 time: 21:16
|
|
quote: Originally posted by ricketyclik
On another note, I'd like to share a discovery which Mathemagician made in our PBEM game.
I was getting a lot of rioting cities, even though their happiness was sometimes as high as 76. This phenomenon has been noted before. Mathemagician made the observation that my gold was always low, which was true, as I generally convert gold to improvements by way of rush buying. I didn't think it was a problem, as my net gold per turn was well into the positive.
Mathemagician postulated that the program may calculate gold city by city, and that between turns, as cities are cycled through by the program, a defecit may temporarily appear if the individual city's expenses were larger than its earnings, causing the city to riot without a gold defecit message appearing. Therefore, more of a buffer would be required in the civ's gold holdings to avoid these temporary, between city calculation defecits.
I tried increasing my gold holdings, by not running them down by rush buying, and low and behold, the riots pretty much disappeared. This seems to confirm Mathemagician's postulation.
So thankyou Math. You are indeed a Mathemagician! 
All of you other players who have been experiencing unexplained riots, this is probably the answer to ending them. |
I believe this is correct, I came to the same conclusion not too long ago
|
|
|  |
 |
|
Mathemagician
|
 |
Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:16
|
|
Nimrod, are you referring to CTP2 here ?
im quite confused, cause most things you said dont hold true for CTP1. for example the Javeline Archer (normal archer ???) has a movement of 1, and mounted archer has a movement of 3.
edited
oh there you say it. MedMod you mean. alright. 
|
|
|  |
 |
|
Mathemagician
|
 |
Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:16
|
|
if you ask the ASs to attack someone they are at war with anyway, your relation to them will improve.
it might drop down later on when they realize you dont attack the third party yourself, but for the moment they pretty much fall in love with you.
but beware that the third party civ is actually one who does not like you else you might lose a good friend.
btw, AS = Artificial Stupidity
i dont think they deserve another desription sometimes. 
|
|
|  |
 |
|
Keygen
|
|
Athens, Hellas
Jan 2000 time: 07:16
|
|
quote: Originally posted by blackice
Yup just put it in space for instance over a city, then put it to sleep or ingnore it till the game is over...
|
Space units in sleep mode in space do spend fuels but in a very slow rate. They don't need to be above a city but anywhere in space.
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
Mathemagician
|
 |
Darmstadt, Hessen, Germany, Europe, Earth, Solar System, Alpha-Quadrant, Milky Way
Sep 2002 time: 06:16
|
|
quote: Originally posted by J Bytheway
Just make a copy of your existing one under another name. Then, to switch between the two installations you just rename the folders so that the one you want has the right name. You can easily make a batch file to do the renaming for you. |
to make this clear:
i make a copy, just of my playctp.ext and rename the copy.
then i put it in another folder with another name.
right ?
so what do i put into the new folder ? just that .exe file or all the folder hierarchy with all other files as well ?
you mentioned a batch file doing the renaming. so do i have to rename each time i want to use the other one ?
i dont completely understand.
i thought no matter what i do to the game, the exe file would remain the same and just all the other file stuff would be changed, so i would need two totally independent installations.... 
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:16. Apolyton Time is 00:16. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|