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Old February 19, 2002, 13:38   #1
TinCow
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Army from a Hut???
Ok, I'm not protesting or anything... but I've never even heard of this happening. As usual, I popped a hut with a warrior... and out came an Army. I've noticed some differences in hut 'prizes' since 1.17f, but this is a HUGE addition. This means I'll never have to use a leader to build an Army to get my Epic, etc. Wow... I mean... wow...
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Old February 19, 2002, 13:40   #2
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An ARMY... FROM A HUT!!!!!

Hmmm, has anybody else see this one yet. (I haven't)... or is it just an isolated case
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Old February 19, 2002, 13:43   #3
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I've not seen it myself, but I've heard some people that have got it. It seems a if the chance for good things from the huts has been increased a lot with 1.17f.
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Old February 19, 2002, 13:50   #4
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I reloaded the autosave for that turn and popped it again to get a picture. I've attached it for proof.
Attached Thumbnails:
Click image for larger version

Name:	hutarmy.jpg
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Old February 19, 2002, 13:52   #5
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I've gotten armies from huts, twice. Both after 1.17f, of course.

I've also noticed that settlers are much more common than before.
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Old February 19, 2002, 14:02   #6
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Quote:
Originally posted by TinCow
I reloaded the autosave for that turn and popped it again to get a picture. I've attached it for proof.
How about posting the save game itself...

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Old February 19, 2002, 14:08   #7
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Same here, and not one but 2 armies in quick succession, and using 1 to defeat barbarians got to build heroic epic. Like this.
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Old February 19, 2002, 14:13   #8
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Here's the save game. Use the warrior on the island to the east of my main island to pop the hut he's next to.
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File Type: zip army from hut.zip (92.6 KB, 11 views)
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Old February 19, 2002, 14:14   #9
Roy H Smith
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Well now...
What was the weakest of the six Civilization attributes?

Expansionist.

But now if Settlers and Armies (!?) are real possibilities this attribute seems as valuable as Scientific, Religious, and the rest.

Welcome to a strategic fix.
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Old February 19, 2002, 14:15   #10
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Got one the other day - quite a surprise!!!

Thank you Firaxis. I have noticed a significant decrease in the number of barbarians also (althoough I was playing as the americans).
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Old February 19, 2002, 14:22   #11
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Quote:
Originally posted by TinCow
Here's the save game. Use the warrior on the island to the east of my main island to pop the hut he's next to.
damn, I was sure this was a hoax. Sorry...

Well, armies from huts... Cool...

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Old February 19, 2002, 14:29   #12
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In the Units section of the BIC file for the 1.17 patch, all units now have Barbarians as one of the civs is allowed to have the unit (before 1.17, only Warriers, Horsemen and Galleys were allowed to Barbarians). It appears that this change means that you can now get any kind of unit from a goody hut.
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Old February 19, 2002, 14:40   #13
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This was fixed on the version that went up to www.firaxis.com and will be going up on civ3.com shortly. The units a barbarian can build has remained unchanged since v1.07f (the retail version). It was updated with the editor.

Jeff
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Old February 19, 2002, 14:43   #14
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Quote:
Originally posted by Jeffrey Morris FIRAXIS
This was fixed on the version that went up to www.firaxis.com and will be going up on civ3.com shortly. The units a barbarian can build has remained unchanged since v1.07f (the retail version). It was updated with the editor.

Jeff
Does this mean that there was a bug with the game in the first patch as well? (Not only the editor)
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Old February 19, 2002, 14:45   #15
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Assuming this is any unit you have the tech for, has anyone got a worker yet??
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Old February 19, 2002, 14:48   #16
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Well, I do not know how closely this is related but I have noticed a couple of times that when I popped a goody hut it would tell me I got a skilled warrior but instead I got a settler or another unit. Sorry, I do not have a saved game of it but I will try to recreate it. Hope I get an army from one soon though!
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Old February 19, 2002, 15:56   #17
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I downloaded the updated patch just to see what had been changed.

And it wew just what units the barbarians could build that had chaned back to default. So don't download the new patch you too. Here is the chaned bic, if you don' want to chane it yourself.
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File Type: zip civ3mod.zip (15.6 KB, 10 views)
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Old February 19, 2002, 17:28   #18
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Ahhh, so it looks like my good luck was due to having downloaded the patch when it first came out, and not bothering to go back and get the "old" editor, since I've been playing by the standard rules.
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Old February 19, 2002, 17:33   #19
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There was a thread about this earlier...

I have a couple questions for Firaxis/anyone who knows...
Since Barbarians can get any unit (according to the editor...)

-Can they build armies?
-Can they build air units?
-Can they build nuclear weapons?


Armies, I don't mind so much. But if barbarians can build nuclear weapons... Damn. Scary.

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Old February 19, 2002, 17:46   #20
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Maybe I'm misunderstanding this, but you're saying that the reason I got an Army was because I downloaded an early 1.17f patch? If this is so, why didn't I ever get horsemen from the huts in 1.16f? If this is not so, did anyone actually experience tech-progressing barbarians like in Civ 2?
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Old February 19, 2002, 17:47   #21
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They can't build them, but you 'shoul' be able to get them from the huts. Hoever, that was changed in the updated rukles with the second patch relase, which was not included with the updated editor.
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Old February 19, 2002, 18:15   #22
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I am also a little confused. Does this mean that getting armies from huts is a bug, and will no longer happen with the latest version?

If it was a mistake, maybe it was a good one. It would help out expansionist. More important, you could use your first leader for Forbidden Palace, instead of having to use it for an army and hoping to get a second leader for FP.

So please clarify: was getting armies from huts a bug, or does it still happen in the latest version?

Thanks whoever answers...
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Old February 19, 2002, 18:18   #23
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Quote:
Originally posted by Jeffrey Morris FIRAXIS
This was fixed on the version that went up to www.firaxis.com and will be going up on civ3.com shortly. The units a barbarian can build has remained unchanged since v1.07f (the retail version). It was updated with the editor.

Jeff
Why fix this? Its a feature not a bug.
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Old February 19, 2002, 18:28   #24
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Quote:
Originally posted by nato
So please clarify: was getting armies from huts a bug, or does it still happen in the latest version?

Thanks whoever answers...
It must have been a bug as they changed it. However, it is easy to change what you can get from them. The problem with the first v1.17f is that you could get anything (including really dangerous stuff from the huts) also concider that a hut could give you a leader. This is probably a little too powerful for the hut, as the chance to get a leader would most likely be the same as the chance to get a warrior. If they make a chanch of being found in a city option for each unit, then it would be a great improvement to the editor.
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Old February 19, 2002, 18:39   #25
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Quote:
Originally posted by GodKing
Got one the other day - quite a surprise!!!

Thank you Firaxis. I have noticed a significant decrease in the number of barbarians also (althoough I was playing as the americans).
Americans are expansionist, so they don't get any barbs coming out of huts to attack.
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Old February 19, 2002, 18:47   #26
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Thanks Gramphos, I just wasn't sure.

You're right, a lot of stuff would be too good to get from a hut, like modern units. That was why I thought armies were clever ... they are a great thing to get, but guaranteed not to be too technologically advanced. I also really liked that I could use my first leader on FP, that helps so much...

I really think expansionist is vastly weaker than the other civ traits. Sometimes they get super lucky, but I think usually that trait is worth far less than the others. Maybe if only expansionists had the chance to get armies or maybe even leaders out of huts, it would make that trait attractive. Of course many will no doubt disagree strongly.
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Old February 19, 2002, 18:58   #27
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Well my editor still has Barbarian Chiefdom highlighted for every unit, and I'm not going to change it. I like that bug, especially the Army popping out.
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Old February 19, 2002, 19:00   #28
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I think I'm going to go that route too, Willem. It may have been an accident, but I think it was a good one.

Serendipitous, thats the word!
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Old February 19, 2002, 20:32   #29
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I'm not sure, I maybe will enable a few more units (army and settler probably), but not keep all units selected.
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Old February 19, 2002, 20:48   #30
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My first game playing with the new patch I got TWO armies IN A ROW from the first two huts I entered. I thought it had to be a bug and I posted about it here, but apparently I'm not the only one (still haven't seen anyone get as lucky as me though ).
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