March 16, 2001, 10:49
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#31
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King
Local Time: 00:54
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Saint-Sulpice - France
Posts: 2,616
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All of these young and highly desirable young spies certainly deserve 'War Grave' status (never mind, I tell you a secret: one of them is buried under the Arc de Triomphe and named 'soldat inconnu').
ST
Thank you for the link.(I was about to re-open my lab and do some more testing; I confess it's more fun playing, especially when it is a test game as Jospin, revered leader of the french, to try and find out whether he also gets some techs as gifts, just alike Thatchy did last week).
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March 16, 2001, 21:59
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#32
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King
Local Time: 23:54
Local Date: October 30, 2010
Join Date: Jan 2001
Location: Lowell, MA USA
Posts: 1,703
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LaFayette - The list is as follows:
whale, wheat, oil, silk, wine, iron, furs, spice and bananas are in one group, the special appearing depending on the terrain type.
fish, buffalo, oasis, pheasant, coal, gold, game, ivory, peat and gems are in the other group, the special appearing depending on the terrain type.
If the terrain is grassland, the special disappears, which is why a special can sometimes pop up in a grassland square that has been transformed into another terrain type.
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March 17, 2001, 09:48
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#33
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Guest
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March 20, 2001, 22:05
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#34
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Prince
Local Time: 15:54
Local Date: October 30, 2010
Join Date: May 2000
Posts: 717
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Monsieur La Fayette, I think you're quite right. IIRC, I was "correcting" William Keenan's original statement that transformation took 20 settler turns. (He's now corrected that post, so I'm not positive that's what it first said.) And in my haste, I added my own error. Should be 20 engineer turns, not possible for settlers.
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March 21, 2001, 00:18
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#35
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Retired
Local Time: 18:54
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Mingapulco - CST
Posts: 30,317
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quote:
Here is the link to Xin Yu's trick of multiple engineers doing transforming in one turn
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When Xin Yu explained this to me, the first thing I thought was...
"now how in hell did he figure this one out" Think about it
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March 21, 2001, 09:46
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#36
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King
Local Time: 00:54
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Join Date: Oct 2000
Location: Saint-Sulpice - France
Posts: 2,616
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quote:
Originally posted by solo on 03-16-2001 08:59 PM
whale, wheat, oil, silk, wine, iron, furs, spice and bananas are in one group, the special appearing depending on the terrain type.
fish, buffalo, oasis, pheasant, coal, gold, game, ivory, peat and gems are in the other group, the special appearing depending on the terrain type.
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Short, clear and simple.
I keep it in mind.
Thank you.
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March 21, 2001, 10:39
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#37
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King
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Solo
Not so simple as it seems at first sight (I found out why: you did not mention that oil can be encountered either on desert or glacier tiles).
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March 21, 2001, 12:55
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#38
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Prince
Local Time: 15:54
Local Date: October 30, 2010
Join Date: May 2000
Posts: 717
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Still simple. Whatever the terrain, if you transform a special, there's only one special for the corresponding terrain in the other group. Note that pheasant = game, so although there are nine in one list and ten in the other, they really do match up.
On second thought, what's the alternate special on glacier? I guess there is none.
[This message has been edited by debeest (edited March 21, 2001).]
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March 21, 2001, 20:43
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#39
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Chieftain
Local Time: 23:54
Local Date: October 30, 2010
Join Date: Feb 2001
Location: The happy land of Engineers
Posts: 89
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quote:
Originally posted by debeest on 03-21-2001 11:55 AM
On second thought, what's the alternate special on glacier? I guess there is none.
[This message has been edited by debeest (edited March 21, 2001).]
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Glacier can be Oil or Ivory.
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March 22, 2001, 11:23
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#40
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Prince
Local Time: 23:54
Local Date: October 30, 2010
Join Date: Dec 1969
Location: New Hampshire, USA
Posts: 917
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quote:
Originally posted by solo on 03-16-2001 08:59 PM
If the terrain is grassland, the special disappears, which is why a special can sometimes pop up in a grassland square that has been transformed into another terrain type.
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Not exactly. Grassland squares with a special "hidden" under them always have a shield. Shield grass has a pattern separate from the special terrain pattern. If you find shield grass that is outside the normal pattern but does fall into the special pattern, you can bet your bottom dollar that changing the terrain will uncover a special.
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March 22, 2001, 11:38
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#41
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Emperor
Local Time: 23:54
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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...and there are hidden specials to be found from some non-shield grassland tiles as well.
--------------
SG(2)
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March 22, 2001, 11:50
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#42
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Emperor
Local Time: 23:54
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Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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Don't forget that huts are always two squares orthogonally from a special - if no visible special fits your hut there will be a hidden one - this + the special pattern itself makes finding some hidden specials dead easy ...
------------------
Scouse Git[1]
"Staring at your screen in horror and disbelief when you open a saved game is one of the fun things of a succession game " - Hueij
"The Great Library must be built!"
"A short cut has to be challenging,
were it not so it would be 'the way'." - Paul Craven
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March 22, 2001, 14:19
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#43
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King
Local Time: 15:54
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Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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Quick note: turns required for settler/engineer work are based on defense bonus, not move cost.
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March 22, 2001, 16:21
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#44
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Chieftain
Local Time: 23:54
Local Date: October 30, 2010
Join Date: Feb 2001
Location: The happy land of Engineers
Posts: 89
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March 22, 2001, 16:37
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#45
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Prince
Local Time: 18:54
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Join Date: Sep 1999
Location: New Jersey, USA, Earth, Sol, Milky Way
Posts: 705
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March 22, 2001, 17:48
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#46
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King
Local Time: 15:54
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Join Date: Dec 1969
Location: Emeryville, CA, USA
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William is correct
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March 22, 2001, 23:43
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#47
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Chieftain
Local Time: 23:54
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Join Date: Feb 2001
Location: The happy land of Engineers
Posts: 89
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Then why does it take longer to reforest a plains square than a grassland square?
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March 23, 2001, 01:37
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#48
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King
Local Time: 15:54
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Actually there maybe an easier way to use more than two settlers/enginners. The idea comes from here:
Look at the last post by Harlan
I have not tested it but I think it will work this way:
Move settlers/engineers to the squares they want to work and press 'W' to let them wait;
Move all other units first and press 'S' to sentry them if they still have move points left at the end of their turn;
Now select a square and let the settlers/engineers work. The first square won't change immediately (if it requires more than 2 units to finish) but the second and all squares after will (thus you should choose your first square carefully, building a road is a good choice, for example).
There may be a way to get the first square work as well. If I have time I'll test it.
-- [edit: tested it. Seems that it only works if the settlers hasn't been moved. Hence it takes one turn to move the settlers there, then you can finish the job within the next turn if you have enough settlers. The first square will work as well. the trick here is 'never use mouse');
Another related hint: if you move a settler on road/river, you can move it two squares then let it work (mining) to accumulate work 'experience'. This will save you time. For example, I did that in 'Lord of Rings' scenario and moved my dwarves that way. When the dwarves reached the enemy city, an instant fortress was built right next to it and my units got protection.
[This message has been edited by Xin Yu (edited March 22, 2001).]
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March 23, 2001, 08:04
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#49
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Guest
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quote:
Originally posted by Xin Yu on 03-22-2001 12:37 PM
I have not tested it but I think it will work this way:
Move settlers/engineers to the squares they want to work and press 'W' to let them wait;
Move all other units first and press 'S' to sentry them if they still have move points left at the end of their turn;
Now select a square and let the settlers/engineers work. The first square won't change immediately (if it requires more than 2 units to finish) but the second and all squares after will (thus you should choose your first square carefully, building a road is a good choice, for example).
There may be a way to get the first square work as well. If I have time I'll test it.
-- [edit: tested it. Seems that it only works if the settlers hasn't been moved. Hence it takes one turn to move the settlers there, then you can finish the job within the next turn if you have enough settlers. The first square will work as well. the trick here is 'never use mouse');
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Does this work also in the situation where those (multiple) settlers need more that one turn to finish their work. I mean, if you haven't got enough settlers for example to build a mine on a hill in one turn?
(edit: typo)
[This message has been edited by Marko Polo (edited March 23, 2001).]
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March 24, 2001, 01:47
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#50
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King
Local Time: 15:54
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Join Date: Dec 1969
Location: Emeryville, CA, USA
Posts: 1,658
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quote:
Originally posted by Gastrifitis on 03-22-2001 10:43 PM
Then why does it take longer to reforest a plains square than a grassland square?
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a) Building Fortress ('f') and Airbase ('e') requires the same number of turns on all terrain types (4 settler turns or 2 engineer turns).
b) Irrigating/farming ('i') and Minging ('m') requires the 'base' turns specified in rules.txt. Terrain factor is not considered (in a sense it is already considered), and I don't think river matters.
c) Building road/railroad ('r') requires the same numbers of 'base' turns (2 settler/1 engineer) modified by defense bonus of terrain and river.
d) transforming terrain ('o') (engineer only) requires the same numbers of 'base' turns, modified by defense bonus of terrain and river. The base can be modified in the first section of rules.txt. It is 20 settler/ 10 engineer turns but only engineers can perform.
--[edit]: Clean pollution ('p') follows rule a). Railroads requires longer (double?) base turns than roads.
In rules.txt: mining grass, 10 turns; mining plain, 15 turns. Hence it takes an engineer (x2 working rate) 5 turns to mine a grass to forest, 8 turns to mine a plain to forest.
[This message has been edited by Xin Yu (edited March 23, 2001).]
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March 25, 2001, 18:42
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#51
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Deity
Local Time: 19:54
Local Date: October 30, 2010
Join Date: Feb 2001
Posts: 21,822
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[QUOTE]
I tried couple of tests:
1. Units don't rotate, they are arranged into a line. "Normally" you go through this line to one edge, you "rebound" back, you return to the second edge and so on.
2.If you end the turn, you start new turn with last active unit (I will call it A next) flashing, then you go to one edge (usually against the direction of last turn, but it is not a rule), then you jump back to A, skip it and go to the second edge. Then you continue "normally".
3.If you click a unit that is not active, then the process is ussually interrupted only: it continues normally after giving an order to the unit. But it is not a rule.
4.If you set an order to a settler then things may stop work "normally".
[QUOTE]
Say you attack a city with a bomber, and next to that city you have a rifleman that hasn't moved yet this turn. That rifleman will move when you're done with the bomber because it's closest to where the bomber ended its turn.
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March 25, 2001, 20:53
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#52
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King
Local Time: 01:54
Local Date: October 31, 2010
Join Date: Jan 2000
Location: homeless, Praha, Czech Republic
Posts: 2,603
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skywalker,
thank you for elucidation. I was stupid. I tested it about a half of hour and I didn't see it.
So the rule is:
1. The first activated unit is the unit that finished the last turn.
2. If a unit finishes his turn on a given square then the civ program search for the "closest" unit from that square and activate it.
The question is what means "closest"? Sometimes a diagonally adjacent square ("civ distance"=1.5) is prefered under a directly adjacent square ("civ distance"=1).
And which unit is chosen if more than one unit are "closest"?
Xin Yu,
you are not right:
quote:
Originally posted by SlowThinker on February 09, 2001 17:46
3* Build a fortress on grassland/plains/desert/tundra
4* Build a fortress on other squares
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Numbers are related to a settler.
Xin Yu, thank you to serve as an example:
------------------------------
All knowledge stored at Apolyton must be sorted!
You see: even a legend claims false statements. We need the Great Library!
[This message has been edited by SlowThinker (edited March 25, 2001).]
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March 25, 2001, 20:58
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#53
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King
Local Time: 15:54
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Join Date: Dec 1969
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Posts: 1,658
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Xin is not a legend anymore since he has made a lot of mistakes, especially recently. This is all because of love, I guess.
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March 25, 2001, 22:35
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#54
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Prince
Local Time: 18:54
Local Date: October 30, 2010
Join Date: Sep 1999
Location: New Jersey, USA, Earth, Sol, Milky Way
Posts: 705
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Xin Yu:
To er is human.
And there is nothing wrong with being human.
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March 26, 2001, 10:12
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#55
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King
Local Time: 00:54
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Join Date: Oct 2000
Location: Saint-Sulpice - France
Posts: 2,616
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quote:
Originally posted by Xin Yu on 03-25-2001 07:58 PM
This is all because of love, I guess.
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Discussing this thoroughly would probably be off topic .
May I say that many of us love this game, and therefore love your way of 'slow thinking' about it.
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aux bords mystérieux du monde occidental
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March 26, 2001, 10:21
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#56
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King
Local Time: 00:54
Local Date: October 31, 2010
Join Date: Oct 2000
Location: Saint-Sulpice - France
Posts: 2,616
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quote:
Originally posted by SlowThinker on 03-25-2001 07:53 PM
So the rule is:
1. The first activated unit is the unit that finished the last turn.
2. If a unit finishes his turn on a given square then the civ program search for the "closest" unit from that square and activate it.
The question is what means "closest"? Sometimes a diagonally adjacent square ("civ distance"=1.5) is prefered under a directly adjacent square ("civ distance"=1).
And which unit is chosen if more than one unit are "closest"?
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Results 1 and 2 correspond to my own experience (thank you skywalker).
Shall we reopen our labs to test 'closest'?
(I suggest that we ask the SGs, since I'm busy trying to get good results with Mr Delanoe ).
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aux bords mystérieux du monde occidental
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March 26, 2001, 10:42
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#57
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Emperor
Local Time: 23:54
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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Not sure that I buy 'closest' - I suspect next in the list (reverse of last turn - some programmers never get the hang of writing link-lists properly) that is on the current screen ...
------------------
Scouse Git[1]
"Staring at your screen in horror and disbelief when you open a saved game is one of the fun things of a succession game " - Hueij
"The Great Library must be built!"
"A short cut has to be challenging,
were it not so it would be 'the way'." - Paul Craven
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March 26, 2001, 17:15
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#58
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King
Local Time: 01:54
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Join Date: Jan 2000
Location: homeless, Praha, Czech Republic
Posts: 2,603
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SG(1),
buy it, it's not expensive.
quote:
Originally posted by SlowThinker
...Units don't rotate, they are arranged into a line.
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read skywalker's post, he explained I was wrong. I did a short test (La Fayette, I am lazy to continue) and I agree with him.
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