January 3, 2001, 03:53
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#121
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Settler
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Hong Kong
Posts: 27
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Didn't they address this problem already in patch 1.1? I think the warning message now appears several terms earlier.
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January 3, 2001, 04:07
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#122
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Settler
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Hong Kong
Posts: 27
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You can fix this problem, just do the following after you load the unpatched savegame file:
open the network chat window (press ' by default) and type "/reloadslic" without the quotes and press enter.
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January 3, 2001, 04:57
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#123
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Chieftain
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Prince of the Barbarians
Posts: 0
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The patch gives me a few turns warning.
------------------
History is written by the victor.
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January 3, 2001, 08:53
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#124
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Chieftain
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Aiken, SC USA
Posts: 35
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The max size of a city IS 60. The scoring is all messed up as far as rewarding points for cities based on population. I don't think I've ever gotten points for city size over 100,000 even though I've had cities more than double that size.
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January 3, 2001, 10:03
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#125
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Settler
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Knoxville, TN USA
Posts: 2
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I'm having 2 problems that I didn't see addressed in the first 2 pages of the forums
First, despite having the technology and a completely built out queue, I cannot build fusion plants. Is there a trick to it, or are they hidden somewhere? The manual/library were unhelpful...
Second, whenever I load a game, it appears that the build queues and unit movement are incremented, though the "clock" doesn't advance. I can't imagine this as a feature...
Scott
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January 3, 2001, 11:00
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#126
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Chieftain
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Lubbock, Tx. USA
Posts: 55
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bump
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January 3, 2001, 15:41
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#127
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Settler
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Zwolle, Overijssel, Netherlands
Posts: 2
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I have a number of dead tiles near my cities. I want to terraform them back into living tiles but even though I have about 10000 public works in reserve I still cannot terraform the dead tiles what is wrong? Do I first need to discover conservation? Or should my government not be Corporate Republic? I'd be grateful for any help.
Twoofsix
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January 3, 2001, 16:50
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#128
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Settler
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Sweden
Posts: 19
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It wouldn't be hard to make the clients download the map from the server on game-start...
I mean, almost every other game works that game when playing online...
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January 3, 2001, 17:22
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#129
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Guest
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The Nanite Defuser wonder removes all Nuclear Plants worldwide, so if you haven't built a Fusion Plant by then, you won't be able to.
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January 3, 2001, 18:17
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#130
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Warlord
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Chasin' Shadows in the Rain
Posts: 121
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Yeah, you need Conservation.
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January 3, 2001, 18:20
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#131
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Settler
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Jan 2001
Location: England
Posts: 2
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Thank you Mapleleaf
Have done as you suggested - video clips now play in all their glory.
Pam
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January 3, 2001, 19:19
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#132
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Settler
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Jan 2001
Location: Knoxville, TN USA
Posts: 2
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Ah, nanite defuser would be the problem, though I am pretty sure that I still had nuclear plants in the possible builds after I created the defuser. Thanks for the tip...
Scott
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January 3, 2001, 22:33
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#133
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Settler
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Hong Kong
Posts: 27
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quote:
Originally posted by lago on 01-03-2001 12:14 PM
I've had problems unloading aircraft if the carrier is not the only ship in that tile. I had to move the carrier to another tile, then unload. Don't know why. This is the case even if the carrier and the other ship are not part of the same 'army' (or fleet or task force or whatever).
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I used to have this problem too, albeit, not with ships but other units that overlayed with each other. Anyhow, I think what you need to do is select the group of ships (doesn't matter who's on top), then select the Unit tab at the bottom of the screen, and then, click the unit name box to pick which unit to activate or use the arrows.
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January 4, 2001, 01:14
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#134
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Guest
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I've had problems unloading aircraft if the carrier is not the only ship in that tile. I had to move the carrier to another tile, then unload. Don't know why. This is the case even if the carrier and the other ship are not part of the same 'army' (or fleet or task force or whatever).
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January 4, 2001, 01:38
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#135
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Chieftain
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Aiken, SC USA
Posts: 35
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To build a fusion plant you need to first build a nuclear plant. Double check to make sure you've built nuclear plants. If you have, not sure what the problem is.
The build queue advancing is a known bug/feature.
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January 4, 2001, 07:11
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#136
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Settler
Local Time: 09:14
Local Date: October 31, 2010
Join Date: Dec 2000
Location: Wroclaw, Poland
Posts: 26
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button is general method for making screenshots. After made screenshot is remembered in the clipboard, so you can run any graphic application (e.g. mspaint.exe) and paste it there.
ucel
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