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mnbryan37
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Dale,
Thanks for the tip. The files were not where they should have been, so I re-downloaded and they were there. I have had no re-occurrences of that type of crash since, but did have one additional crash with no error message. It was near the beginning of the game, so I just started a new one and am up to about 300 AD with no problems.
Skeeta,
I had a similier problem with 3 of the files. Just kept re-downloading them until they came through right.
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mnbryan37
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Dale,
I'm now up to about 800AD in my first V2.0 game, and have experienced a couple of minor bugs. I have some tiles that just will not give up their former AI empire designation. I disbanded the towns, and later some fortifications they built there, but I still have two small areas (about 9-10 tiles each) that still claim to belong to the AI empire. The only thing left on any of the tiles are some roads. Secondly, I have had three occurences where a stack of 12 milatary units from a "new" empire appear from out on nowhere in a battle scene with my defenders in 2 seperate large towns that I had recently taken over. They easily beat the 3 or 4 defenders I have and take over the town. When I send in additional forces to defeat them, they act surprised that I am attacking them. After defeating them, that empire disappears again.
Bill
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Ashura
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France
May 2002 time: 05:19
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Thanks every one indeed,
I will look at all this things and try my mods with a few luck...
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mnbryan37
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Martin,
You are correct. The V2.0 does not include your fix of the crash's that occurr when pillaging neutral tile improvements. I think it does include all the other fixes though.
Bill
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Peter Triggs
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Gone Fishin, Canada
Jan 2000 time: 05:19
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Ashura,
quote:
In the early Age its 12 army stack refuse to attack my Cities (even in Impossible level) can someone say me where I can try to mod that easily or improve it.
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Go to GOAL_SEIGE in Goals.txt and outcomment some of the SquadClass flags as follows:
quote:
GOAL_SEIGE {
RallyFirst
SquadClass:CanAttack
// SquadClass:CanBombard
// SquadClass:CanDefend
// SquadClass:HasZoc
// SquadClass:CanCaptureCity
TargetType:City
TargetOwner:HotEnemy
Execute ORDER_ATTACK
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When I did this I got much better results. Don't ask me why, I would have thought that those flags function disjunctively.
quote:
I like to play on archipelago world, but the computer seem unable to make any correct oversea operation depiste the dale's modification...
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The AI likes water about as much as my cat, Gottlob, liked going for a swim. It's disappointing: the game has lots of great naval units but I find that as soon as I put any significant percentage of water on the map, I'm in for an easy game.
It was the same with Civ2, as I recall; the AI there would never mount an effective amphibious invasion. And likewise for Civ3, I believe that Yin26 got initially excited when he saw it's AI land some troops on his territory but it turned out to be a fluke. OTOH, when RON comes out it will be interesting to see how this works:
quote:
UGO: Naval units always seem to be an afterthought in games of this type. Will Rise of Nations re-introduce them as critical units or are they still a secondary thought?
BR: I've been dying to tell somebody and I think you may be the first person to ask me about the ships! Naval units in RTS games have always been a "love 'em or hate 'em" proposition--many players refuse to play on "sea maps" at all. ... in Rise of Nations once you have the proper technology and you've built a port, your ground units have automatic access to transports at any appropriate coast: just order them across the sea and they go. The game automatically handles packing them up in transport ships (the slowest and most vulnerable class of ships, of course). It makes naval games a lot more fun and a lot less frustrating.
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Presumably, their AI will be able to do the same thing. (Hmm, you know "your ground units have automatic access to transports" reminds me of the way that CTP1 handled paratroopers. )
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