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Mike Breitkreutz FIRAXIS
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Hunt Valley, MD
May 2001 time: 00:18
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quote: Originally posted by The Rusty Gamer
I just tried it again. I did not press cancel at any time. Same problem. I'd changed the number of players to 4, and for each player I set to starting with future tech and goverment democracy. The difficulty level was set to "Any" by default. After saving and reloading, the number of players had changed to 8, it had put starting techs back to Ancient Times, and had changed the difficulty settings to "Regent" but had left the goverment at democracy. Something is definitely wrong here. |
Hmmm.... it seems you found a bug. It is saving the data properly, it's just not loading it back into the editor properly (so it will work in the game). Also, if you have a map, it should load the player data properly. Needless to say, this will be fixed (and so will the issue with the cancel button).
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The Viceroy
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tu mumbai se, mai Bombay se
Nov 2000 time: 05:18
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Yes, Id noticed that the AI would never seem to take GoldPerTurn .. you can offer 100gold .. no probls, ask for 1 gold per turn (equivellent to 20gold) and NO WAY ... (I saw this in 1.17f also)
Im wondering if this is because the Civ's now will not go for GoldPerTurn if they are running a negative per turn economy themselves ???
Has anybody noticed the AI being fine about gold per turn later on in the game, after banks ?? cos you get a nice little gold boom just after building a load of banks, and maybe the AI has more money then with which to trade for Gold per turn.
I think the algorithm should say, if I can accept (eg 200Gold) then 10GPT or less is acceptable. In the opposite situation, where the AI has little money in the treasury, but it does have say 30GPT .. it should accept a GPT rate which may not be in its favour .. eg 15GPT (as we all do in our lives, LOANS) but of course, only where it really really see's value in the purchase. eg lots of rioting, need luxury desperatly .. falling behind in Science .. need science desperatly ..
Has anybody tried trading Gold for GPT ?? I use to do this on previous versions, and if the treasury of the AI was low, you could sometimes give 200, and take 13GPT ... anybody done this recently ???
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heidlejohn
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I just played a new game started under v 1.21f using my Dell Windows XP computer.
There is NO OIL in the game. On my completely random maps theres was no tundra and no desert, hence no oil.
I started a thread called Firaxis: why is there NO OIL in my game? (heidlejohn is my member name). I also found only 6 luxuries in the game. The no oil thread has a zipped file to verify this problem.
Anyone else having resource oddities with the new patch?
What OS are you using if you have the problems?
Checking the postings to my no oil thread, I haven't seen any Firaxis response to this problem nor have I received any emails to see if they are looking into it.
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surt
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Athens, GA
Nov 2001 time: 05:18
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quote: Originally posted by Tre976
I play on Marla's 255x255 map with well over 150+ cities and too many units to mention , and my wait time is no more than 10-15 secs in the modern age during peacetime and MAYBE 30secs when its fullscale war..
go buy a new processor or a better MB and shutit! |
The problem with that is that I did read the box before I bought it, and I'm safely well above the _recommended_ specs for the game.
If they want to make a game targetted for faster computers, that's fine with me, I have no issue with that, but I consider the game unacceptably slow on a computer well above the _recommended_ specs.
I also have the background to know that the problem is fixable, and i'd like to see them fix it (since they can't change the recommended specs at this point ....)
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LaRusso
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appendix of Europe
May 2001 time: 06:18
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hum, some things i have noticed (and i do not like them so far):
- AI now simply won't trade techs at all. I find myself lagging behind very badly and NO MONEY will buy me a tech. i am aware that they tried to plug the 'no research, buy techs' exploit, but the pendulum has swung in the opposite direction. crude fix
- culture is now well balanced and so are the flips
- on two continents, in my last game, i contacted the other continent civs, but i had no option to sell communications to the civs based on my continent. might that be because i did not have astronomy and navigation and crossed the ocean with my trireme by pure luck (other continent civs had caravels but i am almost positive they did not sail the world first because civ's on my continent did not have option to offer me their communications). it might be a bug. i do have a savegame somewhere
- i was offered an MPP while i had no nationalism (other side did). that was during my war but the other side did not join (yes, there were multiple battles on my soil). that was odd
all in all, there are a number of oddities in this challenging patch. i am not sure if they are bugs or just my misperceptions, but the game certainly feels different
techs are still wayyyy too quick and ai trades like crazy. on 12 civs, standard map i lag about 7-8 techs by modern times, and cannot close that gap at all, despite having a sizeable empire and cool research. at the same time, miniscule AI nations somehow get those same techs that i have been refused (and it really is silly). i mean, indians, who i reduced to one city, no treasury and are about to fall, have 3 techs more then me, despite having only 3 cities in the past hundred years.
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Shambul
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The MAIN reason I got the patch to begin with, is because it would allow me to see 8+ civs at a time...
That doesn't work. I know this has been brought up before, but I don't see an answer for it. Terribly annoying. o.o
Any plans on fixing this? Being able to communicate with all the civs you encounter would be super groovy.
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