December 5, 2001, 15:15
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#1
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King
Local Time: 14:02
Local Date: October 31, 2010
Join Date: Dec 1969
Location: USA - EDT (GMT-5)
Posts: 2,051
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Bugs with civ-specific abilities disabled
I've played a couple games with civ-specific abilities disabled (anticipating multiplayer ). It mostly works as I'd expect: no starting techs, can't build unique units. A nit pick: expansionistic civs can still build scouts. A bug: as the Americans, I got a golden age after building the Colossus. I think golden ages ought to be disabled along with civ-specific abilities.
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December 6, 2001, 07:25
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#2
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Settler
Local Time: 19:02
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Uppsala, Sweden
Posts: 4
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Where do I change civ specific abilities?
I've been playing some games now and I don't remember when. But al of a sudden I didn't start with any knowledge or was able to bild the specific units. So I wonder how I turn it back again? I will search when I get home to the computer.
Valiant
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December 6, 2001, 08:28
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#3
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King
Local Time: 14:02
Local Date: October 31, 2010
Join Date: Dec 1969
Location: USA - EDT (GMT-5)
Posts: 2,051
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Valiant - it's one of the options in the second setup screen (where you choose your civ and your rivals'). It is, I think, the last option in the group toward the bottom where you can enable/disable victory conditions.
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December 6, 2001, 08:39
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#4
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Settler
Local Time: 19:02
Local Date: October 31, 2010
Join Date: Dec 2001
Location: Uppsala, Sweden
Posts: 4
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Aha, I think I remember.
Thanks for the hint.
I think I turned it of because I wanted to play for a long time only with winning the space-race as the end of the game. I wonder if it can be on even if I dont want to win with, for example, culture? And I also wonder if it can be turned on later in the game?
Valiant
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December 6, 2001, 13:59
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#5
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Emperor
Local Time: 15:02
Local Date: October 31, 2010
Join Date: Jan 2000
Location: ( o Y o )
Posts: 5,048
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culture and civ-specific abilities have nothing to do...
and, no,the rules stay constant for the rest of the game AFAIK.
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