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Dutch
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Norway
Aug 1999 time: 06:17
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Too bad the FTP server allows a mere 100 simultanous connections. Still trying ...
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Adam Wallock
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quote: Originally posted by Libertarian
As for stack movement, you're welcome, on behalf of all the steadfast critics.
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I am astounded that you are taking credit for this. Loud, incessant whining does not count as actual effort toward programming new features. Geez.
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Libertarian
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Uh huh, I suppose you're right. It must have been those who insisted the game is flawless who inspired the improvements we now have.
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Encomium
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Looking at all the problems and bugs supposedly corrected with 1.17 (just some of the many problems with the game) it occurs to me that Firaxis should have playtested this last Summer not subjected us to ongoing patching.
As for the local download, I read this caveat:
"In addition, according to Firaxis` Jeff Morris, the wrong editor was included in v1.17F and until the patch can be updated from its official (Infogrames`) download location [see story below], you can also download it (2.2MB) here from Apolyton. Morris also indicates that the said editor will be available as a separate download too from the official source soon. - DanQ".
What does that mean, besides Firaxis messing up the patch? Is 1.17F COMPLETE? Or does it need an ADDITIONAL separate download of something else? I think I'll wait awhile.
Last edited by Encomium on 15-02-2002 at 08:57
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As I was jumping through the CS Units I noted that some of them were upgrading wrong or not at all. And this is even with the updated editor that I got off the main page.
1. Legions are upgrading to Immortals.
2. Immortals have no upgrade.
3. Rider upgrading to Samurai.
4. Samurai upgrading to War Elephants.
5. Swordman are upgrading to Legionaries.
6. Horseman to mounted warriors.
7. Musketman to Musketeer
8. Knight to Rider
9. Cavalry to Cossak
Just FYI....
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Dienstag
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Brea, CA, USA
Feb 2000 time: 05:17
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You never could upgrade immortals, right?
1, 3, and 4 - I can't explain, unless they expect to implement unit trading.(?)
5,6,7,8,9 - This may be necessary for the new upgrade-to-a-UU feature. I'm still downloading patch, but if so I would expect to also see jet fighter -> F-15 upgrade, for example.
Bad deal for the Germans, who will still have to build every single Panzer, which now has a lower chance of successfully retreating. Here come's another round of strategy threads!
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egovalor
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quote: Originally posted by Libertarian
The UU was the "Freedom Fighter" (equivalent to French Muskateer). Some of the Great Leaders were Ludwig von Mises, Bastiat, F. A. von Hayek, and Thomas Jefferson. The name of the civ was Libertaria, and its capital was Liberty. Cities included Independence, Commerce, and Freedom, among others.
I also had a Libertarian government, wherein workers were extremely productive but cost quite a bit. It took me a while to tweak everything (a few days, actually). So [shrug...] |
Well I guess you could use th Joan Arc Animation as Ayn Rand and she could be the leader. It could be her...well, no.
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muppet
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Igloo
Dec 2001 time: 21:17
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quote: Originally posted by Avahz_D
As I was jumping through the CS Units I noted that some of them were upgrading wrong or not at all. And this is even with the updated editor that I got off the main page.
1. Legions are upgrading to Immortals.
2. Immortals have no upgrade.
3. Rider upgrading to Samurai.
4. Samurai upgrading to War Elephants.
5. Swordman are upgrading to Legionaries.
6. Horseman to mounted warriors.
7. Musketman to Musketeer
8. Knight to Rider
9. Cavalry to Cossak
Just FYI.... |
Each unit can only be upgraded to 1 other unit. Therefore the upgrade path is probably now presented as, eg:
chariot, war chariot, horseman, mounted warrior, knight, rider, samurai, war elephant, calvary, cossack.
This would permit full upgrading to and from UU's, and then the program utilizes the civ can build option to limit what can actually be built by whom.
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Libertarian
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Maybe they heard. Maybe they didn't. If only there were some way we could have known. But alas, how?
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cgaydos
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I see the patch has been removed from the website. Probably due to several bugs. Here's the good and the bad that I found last night:
1) Bug: You can now unload units from an Army.
Of course, this is quite unintentional, and will I'm sure be fixed
in the next patch. But if you use the new stack command for
movement, you can unload units from an Army.
The stack command works like goto but with a 'j'. It moves all units of the same type *including* those in an army, if an army is on the same square, leaving the rest of the army in the original location.
A word of caution: this puts the game in a funny state. The units
that were in the army only move one square, and if you try then to select the army it may highlight another unit, although the if you hit an arrow key the army moves. Eventually, the game may crash. The solution is to remove the units, save the game and reload it. This clears the memory.
2) Not mentioned in readme: Science advance happens at begin of turn. Good change, as while going through the begin-of-turn sequence you can now order your cities to build improvements made possible by the science advancement.
3) Ability to prevent a city from reverting works great ... maybe
even better than they intended. I'm playing emperor in the early
space age and took out a large Chinese civ with NO reverts. And I did not have to put one unit per resistor, but usually just a 1:3
ratio of units:resisters.
4) The change to have a dice roll for "fast" units to decide whether they retreat really increases attrition. The vast majority of my attacks were modern armor against infantry ... I lost a lot more units than would have previously. Also, the tendency for absurd combat results may have increased slightly. In my first two battles veteran modern armor lost while attacking veteran calvary on no-defense-bonus squares and on their first move. 24 attack, 2 defense. Sure, I understand.
5) Didn't see any benefit from the claimed performance improvements (sigh).
6) Also undocumented: Workers are now automatically sent to clean pollution until last pollution is gone. Before, only two workers per polluted square were automatically sent to clean pollution. I like this change, but others might not.
7) There is a change so that when new units are built you get a
banner over the city instead of a pop-up requiring a response. I
expect this is now a preference, but I didn't explore as I like this
feature. FWIW, I previously set the preference to have the city
always build the same unit again.
8) There are a few funny bugs being reported. In my game new workers are identified as "Worker (Iroquois)", which is my tribe, rather than just a "Worker". However, newly captured workers are identified as only "Worker." Workers I captured or built before I installed the patch still are identified as before.
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