October 26, 2001, 13:49
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#1
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Warlord
Local Time: 10:14
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Portland, Maine
Posts: 268
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Special Pattern
I thought I understood the pattern for specials, but I just started a game in which there is a single space separating two specials.
I don't remember ever seeing this before...because I didn't think it could happen.
I've attached the map if you'd like to take a peek. I had to mine a grassland to find the silk, but I don't think that makes a difference.
Thanks.
TT
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October 26, 2001, 14:31
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#2
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Retired
Local Time: 10:14
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Mingapulco - CST
Posts: 30,317
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While I didn't see an attached file... I will assume it is just a case of map overlap. at the 0 axis point, strange patterns can develop since the pattern doesn't cross over, but just ends.
And for those who haven't run across this... if you have cities on both sides of the 0 axis, they both be using the same squares on either side of the end of the map
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October 26, 2001, 16:18
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#3
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King
Local Time: 16:14
Local Date: October 31, 2010
Join Date: May 2001
Location: of bribery.
Posts: 2,196
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Quote:
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Originally posted by Ming
And for those who haven't run across this... if you have cities on both sides of the 0 axis, they both be using the same squares on either side of the end of the map
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You mean you can use those squares twice!!!
+>strange patern =>Y-axis as ming said: it's easy programming,and lazy saving(ALL specials & huts are saved in 1 random Variable=>Me thinks really bad algorithm,this also gives the problem you cant build a mapeditor where you can toy with the specials(like i did))
Shade
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ex-president of Apolytonia former King of the Apolytonian Imperium
"I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
shameless plug to my site: home of Civ:Imperia(WIP)
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October 26, 2001, 16:43
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#4
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Warlord
Local Time: 10:14
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Portland, Maine
Posts: 268
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Thanks Ming.
I have noticed this phenom before in a previous game, but not the deviation in the special pattern. I'll have to search for that saved game.
In that game, I had two city pairs that happend to straddle the axis. I was so thrilled by the extra resources that I didn't pursue it further.
Hmmm. You could leverage this to some degree, but only if your continent was well aligned. A low probably gain at best.
I've re-attached the original saved game. Hope this works.
TT
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October 26, 2001, 22:23
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#5
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Guest
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Actually, it's not map overlap, and it's not some stupid weird ass algorithim. It's very simple. There are 22000+ resource speeds that yield a different combination each time. In some cases they are 1 space apart in certain areas which is just part of the normal resource speed. Has nothing to do with some abnormality.
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October 27, 2001, 07:36
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#6
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Emperor
Local Time: 17:14
Local Date: October 31, 2010
Join Date: Mar 2000
Posts: 8,491
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but shouldn't that have been prevented by the programmers?
well, I suppose the game was saved in MGE, I can't be arsed to put in the relevant CD now, so I'll just trust in what they say
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October 28, 2001, 15:54
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#7
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Warlord
Local Time: 10:14
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Portland, Maine
Posts: 268
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No...EG, it really does straddle the y-axis as Ming surmised.
If you download the .SAV file and turn on Cheat-Reveal Map, you can scroll up and down and see this recur a couple of times.
If you'd like, you can even build a couple of cities along the line and see the double production Ming predicted.
Surprised me a bit, but there it is. Check it out Shade, it's pretty cool.
- TT
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October 28, 2001, 16:46
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#8
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Guest
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You can use resources on the 0 axis over and over no matter what map it is.
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October 28, 2001, 17:04
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#9
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Warlord
Local Time: 10:14
Local Date: October 31, 2010
Join Date: Aug 2001
Location: Portland, Maine
Posts: 268
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EG - Thanks for your last post.
That's what I thought Ming was saying. The presence of specials is totally irrelevant to the y-axis phenomenon. I just became aware of it because of the specials separated by a single space.
If I had been paying attention in the earlier game I mentioned, I would become aware of this phenom because of the *second* side-effect, namely that production was doubled across the y-axis.
BTW. Your post about "resource speeds" confused me; care to explain?
- TT
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October 28, 2001, 17:51
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#10
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Prince
Local Time: 16:14
Local Date: October 31, 2010
Join Date: Dec 2000
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Posts: 4,962
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Quote:
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Originally posted by ToeTruck
BTW. Your post about "resource speeds" confused me; care to explain?
- TT
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Typo. resource seeds. The non-random patterns that the map generator uses.
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October 28, 2001, 18:56
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#11
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King
Local Time: 16:14
Local Date: October 31, 2010
Join Date: May 2001
Location: of bribery.
Posts: 2,196
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Quote:
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Originally posted by ToeTruck
Surprised me a bit, but there it is. Check it out Shade, it's pretty cool.
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dll the save but didn't load with my version of civ
I've studied the resources one time when I was building my editor=> always repetitive of some kind like you take a huge stamp and then make some horizontal lines on the map with it,borring and absolutely NOT random,but hell...nobody's perfect,I'm just the closest you can get.
BTW the dubble usable squares could be used as quite some cheat:eg build a random ROUND map of 40x250 (250 is Y value)
and half of your cities could abuse this,making the actual map 500
squares bigger
Shade
__________________
ex-president of Apolytonia former King of the Apolytonian Imperium
"I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
shameless plug to my site: home of Civ:Imperia(WIP)
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