November 13, 2003, 21:12
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#31
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Emperor
Local Time: 07:07
Local Date: November 2, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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then it would have to dynamically alter the colors of the other civs, and it has enough troble with that already... i had Sumeria and the Hittites start next to eachother, nearly the same shade of teal.
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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November 13, 2003, 23:45
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#32
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Settler
Local Time: 07:07
Local Date: November 2, 2010
Join Date: Sep 2002
Posts: 16
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lol, I totally forgot about the force feedback setting
anyone use it ?
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November 14, 2003, 11:44
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#33
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Prince
Local Time: 04:07
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Seattle
Posts: 555
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NoAIPatrol=1
This sounds like it would speed up the between turn times. Does it have a noticably negative impact on the AI's performance?
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November 15, 2003, 01:52
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#34
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King
Local Time: 12:07
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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Quote:
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Originally posted by Jawa Jocky
NoAIPatrol=1
This sounds like it would speed up the between turn times. Does it have a noticably negative impact on the AI's performance?
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I haven't tried this yet but it should speed turns considerably. I imagine the AI will still send stuff out to attack, defend, reinforce, settle, irrigate, etc.
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"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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November 15, 2003, 18:25
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#35
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Emperor
Local Time: 14:07
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by Jawa Jocky
NoAIPatrol=1
This sounds like it would speed up the between turn times. Does it have a noticably negative impact on the AI's performance?
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hi ,
it might speed up a bit , but the AI tends to notice less things and just sit there , waiting to be taken to the slaughterhouse , ......
every country patrols its borders , so why not the AI , .....
have a nice day
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November 16, 2003, 01:58
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#36
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King
Local Time: 12:07
Local Date: November 2, 2010
Join Date: Dec 2002
Location: Amish Country
Posts: 2,184
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I'm someone who pretty much sits unless I'm doing something. Instead of all that tedious patrolling I station troops forward so they can react anywhere on a turn's notice and carry the battle back across the border. (That and block likely routes of advance). I find this speeds the game considerably on those huge maps with hundreds of units.
__________________
"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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November 16, 2003, 03:44
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#37
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Emperor
Local Time: 05:07
Local Date: November 2, 2010
Join Date: Sep 2001
Location: Henderson, NV USA
Posts: 4,168
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Quote:
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every country patrols its borders , so why not the AI , .....
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Because they already know where everyone is.
The only reason for the AI to patrol is to make the player anxious ("Ack! Here they come -- no, yet another false alarm").
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JB
I play BtS (3.19) -- Noble or Prince, Rome, marathon speed, huge hemispheres (2 of them), aggressive AI, no tech brokering. I enjoy the Hephmod Beyond mod. For all non-civ computer uses, including internet, I use a Mac.
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November 16, 2003, 15:34
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#38
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Emperor
Local Time: 14:07
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by Jaybe
Quote:
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every country patrols its borders , so why not the AI , .....
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Because they already know where everyone is.
The only reason for the AI to patrol is to make the player anxious ("Ack! Here they come -- no, yet another false alarm").
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hi ,
that one of the things that keeps you on your chair , ......
thats why it should happen , ......
after seeing the same unit 25 times you wont think he shall do something , and then , bang , here they come , .....
have a nice day
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November 16, 2003, 15:39
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#39
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Deity
Local Time: 08:07
Local Date: November 2, 2010
Join Date: Feb 2001
Posts: 21,822
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It also makes turns take forever.
Plus, it's a better strategy to keep the units defending the cities, rather than out in the open and vulnerable.
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Later amendments to the Constitution don't supersede earlier amendments - GePap
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November 16, 2003, 16:12
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#40
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King
Local Time: 06:07
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Wichita,KS,USA
Posts: 1,044
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Quote:
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Originally posted by panag
hi ,
that one of the things that keeps you on your chair , ......
thats why it should happen , ......
after seeing the same unit 25 times you wont think he shall do something , and then , bang , here they come , ..... 
have a nice day
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That doesn't keep me on the edge of my seat because the AI is SO predictable when it comes to its invasions and sneak attacks.
Quote:
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Originally posted by skywalker
It also makes turns take forever.
Plus, it's a better strategy to keep the units defending the cities, rather than out in the open and vulnerable.
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I agree on both counts. It speeds up the game. And, it makes it harder to take the city when the units are in it instead of roaming the countryside.
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November 16, 2003, 16:17
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#41
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Emperor
Local Time: 14:07
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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Quote:
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Originally posted by skywalker
It also makes turns take forever.
Plus, it's a better strategy to keep the units defending the cities, rather than out in the open and vulnerable.
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hi ,
 , so it other words an " on or off " feature would be nice , ......
have a nice day
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November 17, 2003, 10:07
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#42
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Chieftain
Local Time: 07:07
Local Date: November 2, 2010
Join Date: Jan 2003
Posts: 31
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Production Popup
Is there anyway to stop the production popup after something is made in the que for production until the que is empty? I want it to popup only when the que is empty.
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December 9, 2003, 14:58
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#43
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Prince
Local Time: 07:07
Local Date: November 2, 2010
Join Date: Apr 1999
Location: Austin, TX, US
Posts: 723
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This information is too important to go bumpless.
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December 9, 2003, 22:18
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#44
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Deity
Local Time: 00:07
Local Date: November 3, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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So has anyone come up with anymore of these little gems to report?
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December 10, 2003, 02:56
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#45
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Chieftain
Local Time: 12:07
Local Date: November 2, 2010
Join Date: Jan 2003
Posts: 71
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ANyway of changing the sizes of the games default map sizes?
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December 10, 2003, 04:22
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#46
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Emperor
Local Time: 14:07
Local Date: November 2, 2010
Join Date: Jun 2002
Location: turicum, helvetistan
Posts: 9,852
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snoochems: yes, in the editor...
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December 10, 2003, 05:16
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#47
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King
Local Time: 06:07
Local Date: November 2, 2010
Join Date: Dec 2001
Location: Wichita,KS,USA
Posts: 1,044
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Quote:
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Originally posted by MrWhereItsAt
So has anyone come up with anymore of these little gems to report?
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Mike B gave what he thought was the complete list.
Here's some more input from Jesse:
From Jesse's thread on the Beta 1.10 C3C Patch:
http://apolyton.net/forums/showthrea...hreadid=103730
* Cleaned up INI preferences code
* Implemented ability to enter a seed value on
the world setup screen. It is located in the
upper-right corner. Any character can be entered
as the seed. If the seed is 0 (the default), it
will generate the world normally. If every
character is a number, the value is interpreted
as the seed value and used to generate the
world. In all other cases, a hash table formula
is applied to the string to generate a unique
value that is used to generate the world. While
it is technically possible for two different
strings to evaluate to the same seed, it is
unlikely (i.e., SEED is not the same as DEES --
upper- and lower-case letters will yield
different results as well).
On the SEED:
The SEED allows you to type 'CIVILIZATION' and it generates a map. Anytime you use the SEED: CIVILIZATION you will get the same map (only type in the SEED, ignore the other settings).
* Implemented the "Play Last World" option. This
option appears on the main menu after playing
the first SP random-map game. When chosen, the
player is taken to the world chooser with the
seed filled in and all the previous settings
selected. The player can make any changes or
keep the world exactly the same. Note that if
ANY changes are made on this screen, the map
that is generated will be different. Next the
player is taken to the player setup screen with
all the civs and settings from the previous game
selected. Again, the player can make any changes
or keep the settings the same. If ANY civs are
changed, player starting locations MAY change
(depending on the number of seafaring civs,
actually).
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December 10, 2003, 07:03
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#48
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Deity
Local Time: 00:07
Local Date: November 3, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Cheers kring - had seen that, but good to have it all in one thread.
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December 10, 2003, 07:43
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#49
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Chieftain
Local Time: 12:07
Local Date: November 2, 2010
Join Date: Jan 2003
Posts: 71
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I tried the VideoMode=1600, and it made squat all difference.
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March 31, 2004, 17:17
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#50
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Settler
Local Time: 07:07
Local Date: November 2, 2010
Join Date: Mar 2002
Location: Ambler, PA
Posts: 4
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Save Game Directory
Is there a way to change the default settings for the Save Game folder?
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March 31, 2004, 17:49
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#51
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Deity
Local Time: 08:07
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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To what end?
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