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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:27
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An idea... a crazy one, but... asleepatwheel, would you be able to cycle through the game since Turn 1? A real drag, I know... but you would just "park" all the civs, so that they do not grow (adding workers to cities, set cities to no growth and wealth) and just keep cycling through the 100 turns...
I would send you our (Lego) Turn 1 outgoing save - if the game still crashed, we would know the problem is most likely with the data we (someone, that is) entered for the "personalization" of our civs. We could then try to use something different for that (shorter words or... dunno...) and see if the game still crashed... if not, it may be enough to edit this information in the savegame with Gramphos editor...?
It's just a stupid idea, I know... but I got quite excited about HarryH's findings, sorry... I feel he really found something out...
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:27
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quote: Originally posted by vondrack
An idea... a crazy one, but... asleepatwheel, would you be able to cycle through the game since Turn 1? A real drag, I know... but you would just "park" all the civs, so that they do not grow (adding workers to cities, set cities to no growth and wealth) and just keep cycling through the 100 turns...
I would send you our (Lego) Turn 1 outgoing save - if the game still crashed, we would know the problem is most likely with the data we (someone, that is) entered for the "personalization" of our civs. We could then try to use something different for that (shorter words or... dunno...) and see if the game still crashed... if not, it may be enough to edit this information in the savegame with Gramphos editor...?
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I could try that. send it to: smichaelclark @ hotmail.com.
Please send ASAP, because I'm in the midst of a move and will lose internet tomorrow afternoon. I do have time to run through it today or tonight though 
I do see one problem, unless I had all the passwords, I would play it using the cheat, meaning the ai would take over after the first turn, so a civ or two could potentially be lost. Of course, this doesn't matter much as lux was lost early anyway 
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Zero
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Bouncing back and forth
Sep 2002 time: 00:27
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EDIT: Nevermind.
Last edited by Zero on 09-05-2003 at 01:16
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Hot_Enamel
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Melbourne, Australia
Aug 2002 time: 14:27
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quote: Originally posted by Trip
Yes, that could be done, but what if a war breaks out (or is already in progress), and a team has access to a road which it wouldn't have for another 2/3/4+ turns in the future?
Good idea though... if there's any possible way to solve this we should try to find it. |
The honor system should work fine.
The teams promise to "use up" 2 movements whenever they go through that tile.
If it is just general improvements...like a mine, then deduct some shields from the city, (to counter the extra shields the city will get) and also tag the worker as unmoveable.
I think the teams themselves can do this when they get to review the save....and make their requests to Trip.
ie...no road, but I want x extra gold for having to start again.
or...please insert the road, but take x gold away, and I wont move the worker for y turns.
The umpires decision is final...Trip can review each teams request, and decide what they get.
Regs
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[DG]mav_son
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Switzerland
Nov 2002 time: 05:27
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quote: Originally posted by Kloreep
Couldn't you make the jobs be completed, and set the worker name to include an instruction it should be fortified for x turns?
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It needs a lot of trust, but it would be a fair solution.
- Finish the improvement
- the teams check with the last save, how many turns the worker-action would have taken
- the worker is not moved, until the action would have ordinary ended
eg. it would be not allowed to pass an early finished road (until it is "finished")
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