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Old March 23, 2002, 15:31   #31
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Quote:
Originally posted by DrSpike


It means small maps. Such maps have a larger concentration of mountainous areas than you're probably used to. At least that is what I always thought Rah and co meant.
Thanks...I had hoped for more. Like a way to make small maps w/o soo MANY mountains.
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Old March 23, 2002, 16:00   #32
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Quote:
Originally posted by Bloody Monk
This is very interesting even for the bleacher bums who don't have MP. Just one question, please.... What do you mean by TINY ROCKS??? Thanks
i think it's because there's less water on the map due to tiny map/large landmass/continents. tiny map + lots of land = tiny rock.

Quote:
Originally posted by Scouse Gits
Even though its disallowed - What is "Unit Teleporting"?
trading units between players to somehow gain unfair movement (i think there's something about it in Xin's thread). i'm not sure really, i've got enough problems remembering to revolt with oedo years to bother with exploits and such (missed revolting for about 1400 years last night )
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Old March 23, 2002, 16:54   #33
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Quote:
Originally posted by ColdWizard
(missed revolting for about 1400 years last night )
If there is a player on these boards who cannot say, "Been there, done that, got that T-shirt!" I take my hat off to them! Certainly I have been there - claiming vigorously that it was an "Experimental Game" staying in Monarchy until 17OO and something ...
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Old March 23, 2002, 20:04   #34
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Almost perfect rules except I would like to see no cities on more than 50% defensive terrain (or they're free to bribe) .
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Old March 24, 2002, 00:42   #35
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Quote:
Originally posted by ColdWizard
trading units between players to somehow gain unfair movement
During your turn, you can move a unit... then gift it to your partner. He then gives it back to you and you can move it again in the same turn. Repeat... You can have unlimited movement. Really nice when you want to move a diplo in on some city
Needless to say, we don't allow this
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Old March 24, 2002, 05:25   #36
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It's things like that (unit teleportation) that make me think true MP is a VERY different animal to the game with which I think I'm familiar ...
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Old March 25, 2002, 10:20   #37
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Here's one SG2 told me about, but I haven't verified.

If you build a caravan in a city which has all of its commodities already used, but wait for the commodity selection pop-up to time out instead of selecting a food caravan, you get a hides caravan. This would allow for infinitely repeating commodity caravans. Clearly a cheat, in my opinion, but worth submitting to the general public for discussion.
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Old March 25, 2002, 10:48   #38
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No discussion needed on this one. (if it verifies) All I needed to hear was "let it time out". MP is slow enough already, that's all we need is for someone to wait for 10 caravans to time out at the beginning of their turn. AARRRRRRRGGGGGGGGGGGGGGG

Thanks for pointing it out.

I think we can safely assume that no one will voice support for this one. (of course you never know about those diplo players)

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Old March 26, 2002, 03:55   #39
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caravan timing-out
NO! the rest of you people take long enough as it is!

NO NO NO NO NONONONO! NO NO NO!



use it and i'll hunt you down and subject you to hours and hours of inane chatter on whatever asinine subjects my sleep-deprived brain can come up with
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Old March 26, 2002, 04:06   #40
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RAH--

Do you remember why in the settings you guys decided that 'cool' is better than 'warm' for temperature?? For instance, does it give a 'better' or different result in the resources available?? Thanks
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Old March 26, 2002, 09:32   #41
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Good question. Wish I had a good answer.

It was a compromise. Whenever you're using a map as small as we use, the land isn't going to be great. We played around with the settings and it was difficult to see what the real differences were. (we were not attempting to get a grassland world) A little more forrest/less jungle and a little more artic. Anyway, I'm not sure who it was, but they were complaining about the small map size and asked that as long as he had to play on it could we make it cool. Since I really didn't care, I accomodated his request. (Just another reminder that a group of people developed these rules) Since the software remembers your last selection, it just became the standard over time.

I'd be open to discussion on those settings if anyone could quantify the impact on the small rocks. It's not the quite the same as the explanations state.

RAH

Does anyone remember who made that original request?
(not that it really matters, but just as a point of interest)
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Old March 29, 2002, 03:04   #42
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Quote:
Originally posted by Scouse Gits
It's things like that (unit teleportation) that make me think true MP is a VERY different animal to the game with which I think I'm familiar ...
it's a lot of fun when you play with the right people
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Old March 29, 2002, 19:17   #43
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I have experiment a lot with different settings, and I found early, along time ago, the best settings for get

nice development:
3 billion years
wet
cool

It was long time before 4 billion, wet, cool was a common choose. I told somebody about it, maybe they get inspired of it. And the lead to the request above. I don't remember who it was.

The diffs between 3 billion and 4 billion years is that you get more good city radius with 3 billion years because the mountains is formed in fewer groups(the number of square that are mountains is the same).

This means you get some regions that is not good to built in, but most regions are very good except those near the poles. The size of "region" above is something like a cityradius in size so it don't mean players get hopeless start location, they can normally easy move to a good start place.

Of course restart is possible too, but note that the need for restart is less with 3 billion years than for 4 billion years, if you have a want to get really good start locations. This is because the propablity to have a mountain in the start cityradius is much less with 3 billion years due to that the mountains is clustered together.
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Old April 2, 2002, 09:35   #44
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So now that this thread is active, let me ask for a couple definitions and clarifications.

1. "NON" Unit Creation -- What actions are prohibited? (I don't know of a cheat-y way to build NONs.)

2. Sabotage-proofing -- What the heck is that??

3. Cheat-o-matic -- What the heck is that ??

4. Caravan re-homing -- Heard a lot of references to it, but never found an explanation of what it is and how it benefits you.

Thanks to ColdWizard for starting this thread. Extremely useful to newer players.
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Old April 2, 2002, 09:48   #45
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I can help on 3 & 4 -- the cheat-o-matic is a tsr that allows the game parameters to be changed on the fly while the game is running -- very very non PC
rehoming caravans - unlike normal units you cannot hit the 'h' key to change the home of a caravan - however the 'support from this city' option is available from within the city screen - this has led people to believe that rehoming is not an intended feature and hence is a cheat -- the advantage -- imagine all your caravans - even those produced by a poxy 2-city - being rehomed to your size 24 SSC and sent - well anywhere you like!!!
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Old April 2, 2002, 10:06   #46
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The non-unit creation cheat.

Move a unit from the city that it is homed to, to another city.
Now this requires good timing. Open the screen to home it to the new city. Now wait till the machine is switching over to your turn, quickly press the homing selection. If you catch it right, the unit will not home to the new city but become a non-unit.

Sabotage proofing is similar. when a diplo approaches your city, open the build queue and make ready to buy the item. When the diplo sabotages production, The shields that you had will still be in the box. Buy it up. No lose of shields.

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Old April 3, 2002, 18:23   #47
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Deviants
All of these little tricks are incredible, how did you all find them out? You know, if we harnessed all the talented deviants here, we could find a cure for cancer in our life time. I think that I am pretty good at Civ2. But reading these posts explains the constant beating I take at these games. Whine whine whine

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Old April 3, 2002, 20:09   #48
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Many of them were found by just playing games with good people.
MWHC, Xin Yu, Rah, and others... They would just be figured out as we were playing. You should check out my old "cheats" thread that was part of the Civ III wish list. MANY, MANY people contributed.
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Old April 6, 2002, 23:36   #49
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hehe...many contributed, many were caught.....every group has its own rules..... some have no rules at all....
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Old April 7, 2002, 17:41   #50
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Quote:
Originally posted by War4ever
hehe...many contributed, many were caught
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Old April 8, 2002, 12:01   #51
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Quote:
Originally posted by War4ever
hehe...many contributed, many were caught.....every group has its own rules..... some have no rules at all....

he, he, my MP group has only one rule: no city bribing. Everything else is okay. After all the things I posted a few years ago look at me now using blatant cheats like caravan rehoming etc, amazing

BTW, what do you guys mean by "preworked settlers"
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Old April 8, 2002, 12:37   #52
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You start a settler working on something, (like transforming grassland to forest, anything that takes longer than a turn)
Now before he finishes, clear the command. THe turns that he spent working are "saved up" the next command you give him, (if you planned it right) will allow it to be completed in one turn. Hence the term, "pre-worked". This was more useful in 1x1x games for fortress building. In 2x1x games a fortress can be built in one turn, so it's not as critical. BUT it still has many uses. Let's suppose you're sending a settler out to convert some terrain. But barbs pop up so you hold him near a city for a turn to clear out the barbs. He can start his task and move out later without wasting any time overall.

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Old April 8, 2002, 13:09   #53
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glossary section added
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Old April 15, 2002, 18:05   #54
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Good job,
That will save people from having to read the entire thread.

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Old April 15, 2002, 20:28   #55
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sifting through the waste......is that glossary in the GL or in your sig?
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Old April 15, 2002, 20:50   #56
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the glossary is in the first post under the origination section. rah is in my sig (and elsewhere too it seems ). i have nothing in the GL and don't expect to ever get anything in there
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Old April 15, 2002, 20:54   #57
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ok good to know.....timbo +1
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Old April 16, 2002, 01:51   #58
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You have to admit that it is easier to have the general rules in print. When somebody asks... what rules are we playing by, we just say RAH rules. While some people don't agree on all of them, at least there isn't a lot of arguments on what is legal or not. Keep it up CW... just makes our lives easier and faster when setting up a mp game in the IP thread.
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Old April 19, 2002, 11:43   #59
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Quote:
Keep it up CW
i will for as long as i still remember how to edit my posts

more origination added (from rah's post in the cheater thread)


any more opinions on bomber stacking and airport usage?
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Old April 19, 2002, 21:23   #60
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Quote:
Originally posted by Ming
You have to admit that it is easier to have the general rules in print. When somebody asks... what rules are we playing by, we just say RAH rules. While some people don't agree on all of them, at least there isn't a lot of arguments on what is legal or not.
I guess the main bones of contention are the bribing rules, since there are several variations. Also do you get much tech stealing in your games? The person with the science wonders must have hell of a time diplo-proofing his empire. And you play no city bribing; was it found to be unbalancing for your games?

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