August 29, 2002, 03:35
|
#1
|
Warlord
Local Time: 08:04
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Stockholm, Sweden
Posts: 265
|
Forbidding the palace...
Help!!!
It's been so long since I've been offered the possibility to build the FP.
It was after the 1.21 upgrade that I noticed I lost the ability to FP. Sure I did some mod to the .bic file but I didn't change anything with respect to the FP. At least not on purpose.
I figured the problem would be solved with the 1.29 version. No dice. I'm playing a game where I desperately need the FP because my captured cities on the next continent are revolting like crazy every turn.
Yes I have more than 8 cities (more like 60).
Can anyone suggest a solution (other than reinstallation) or has anyone seen something like this before? TIA.
|
|
|
|
August 29, 2002, 04:07
|
#2
|
Deity
Local Time: 09:04
Local Date: November 1, 2010
Join Date: Sep 2001
Location: Republic of Flanders
Posts: 10,747
|
Have you changed ' optimal cities'?
because you need to build half of them in order to be able to build the FP
you might have increased this number in order to fight/lessen(sp?) corruption. But in doing so you 'lost' the FP.
Listen to minister "build more cities!"
__________________
#There’s a city in my mind
Come along and take that ride
And it’s all right, baby, it’s all right #
|
|
|
|
August 29, 2002, 04:32
|
#3
|
Warlord
Local Time: 08:04
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Stockholm, Sweden
Posts: 265
|
Ahah! This must be the case (but now I need 256 cities to build the FP).
Is this stated explicitly somewhere or is this something that people have discovered?
Thanks!
|
|
|
|
August 29, 2002, 05:23
|
#4
|
King
Local Time: 02:04
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
|
There are better ways to deal with corruption if that is why you changed it (and I'm assuming it is). First off, 1.29f has less corruption than before and might not need changed. The best way to lower it I've found is to use the corruption sliders. These don't have side effects like changing optimal cities. In addition to the lack of FP, raising the optimal cities makes the AIs grow like a cancer. The so-called Settler Diarrhea. The AI wants to have around the optimal number of cities. It pretty much shuts off building new cities when it hits that number (and in any case will not go over twice that number). If you change it they keep growing.
|
|
|
|
August 29, 2002, 06:16
|
#5
|
Warlord
Local Time: 08:04
Local Date: November 1, 2010
Join Date: Jul 2001
Location: Stockholm, Sweden
Posts: 265
|
If I remember correctly, I changed it in a futile effort to allow myself to build more cities - I had run into the "Too many cities" issue when I was still in pre-BC time. I thought that this would up the amount of cities allowed. But now I know that 512 is hardwired into the programming.
Thanks fo the info.
|
|
|
|
August 29, 2002, 18:36
|
#6
|
Emperor
Local Time: 00:04
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
|
Quote:
|
Originally posted by fittstim
Ahah! This must be the case (but now I need 256 cities to build the FP).
Is this stated explicitly somewhere or is this something that people have discovered?
Thanks!
|
It's mentioned somewhere.
|
|
|
|
August 30, 2002, 13:54
|
#7
|
Prince
Local Time: 01:04
Local Date: November 1, 2010
Join Date: Mar 2002
Location: Illinois USA
Posts: 303
|
i also noticed that setting some flags on the palace seems to prevent the FP option. I dont remember which ones for sure tho.
|
|
|
|
August 30, 2002, 20:50
|
#8
|
Emperor
Local Time: 00:04
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
|
Quote:
|
Originally posted by ALPHA WOLF 64
i also noticed that setting some flags on the palace seems to prevent the FP option. I dont remember which ones for sure tho.
|
According to all the info, the Forbidden Palace is available as soon as you have 1/2 of the optimal number of cities. And I've seen nothing in the editor to indicate otherwise.
Feel free to prove me wrong though!
|
|
|
|
August 30, 2002, 21:31
|
#9
|
King
Local Time: 01:04
Local Date: November 1, 2010
Join Date: Sep 2000
Location: Liberal Socialist Party of Apolyton. Fargo Chapter
Posts: 1,649
|
Quote:
|
Originally posted by fittstim
If I remember correctly, I changed it in a futile effort to allow myself to build more cities - I had run into the "Too many cities" issue when I was still in pre-BC time. I thought that this would up the amount of cities allowed. But now I know that 512 is hardwired into the programming.
Thanks fo the info.
|
256 cities!!! How do people manage such big empires? more than 30 cities = too tedious for me. (And I have only a 700Mhz CPU so I never play huge or 256 by 256 maps, too slow .)
__________________
Nothing to see here, move along: http://selzlab.blogspot.com
The attempt to produce Heaven on Earth often produces Hell. -Karl Popper
|
|
|
|
August 30, 2002, 22:07
|
#10
|
Emperor
Local Time: 00:04
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
|
You're making a presumption here. If there's 16 civs in a game, 512 cities isn't that difficult to accomplish, especially with the AI's willingness to build anywhere. If by chance all civs grow equally, that would only mean 32 cities per civ. In an 8 civ game, that would only mean 64 cities.
If you play a 256 X 256 map, that's nothing!
|
|
|
|
August 30, 2002, 22:39
|
#11
|
Local Time: 02:04
Local Date: November 1, 2010
Join Date: Feb 2002
Location: ACK!! PPHHHHTTBBBTTTT!!!
Posts: 7,022
|
My computer is only 500Mhz so I always player smaller land masses. I think the optimum is 16 cities on standard.
__________________
"I think Bigfoot is blurry, that's the problem. It's not the photographer's fault. Bigfoot is blurry, and that's extra scary to me. There's a large out of focus monster roaming the countryside. Look out, he's fuzzy, let's get out of here."
|
|
|
|
August 31, 2002, 13:13
|
#12
|
King
Local Time: 01:04
Local Date: November 1, 2010
Join Date: Sep 2000
Location: Liberal Socialist Party of Apolyton. Fargo Chapter
Posts: 1,649
|
Quote:
|
Originally posted by Willem
You're making a presumption here. If there's 16 civs in a game, 512 cities isn't that difficult to accomplish, especially with the AI's willingness to build anywhere. If by chance all civs grow equally, that would only mean 32 cities per civ. In an 8 civ game, that would only mean 64 cities.
If you play a 256 X 256 map, that's nothing!
|
Oh, it's cities total, not per civ, DOH
__________________
Nothing to see here, move along: http://selzlab.blogspot.com
The attempt to produce Heaven on Earth often produces Hell. -Karl Popper
|
|
|
|
August 31, 2002, 15:10
|
#13
|
Prince
Local Time: 02:04
Local Date: November 1, 2010
Join Date: Jan 2001
Location: Boston, USA
Posts: 821
|
512 cities, eh?
I've built empires of 100 cities, with no maximum problems.
But I'm curious. Is there any way to "remove" that barrier? So we can have 1000 cities or so? Has anyone ever tried hacking or whatever into the Civ 3 files to make 1000 or 2000 cities possible?
There are like 100,000 cities, both big AND small in the world!
__________________
Geniuses are ordinary people bestowed with the gift to see beyond common everyday perceptions.
|
|
|
|
August 31, 2002, 16:17
|
#14
|
Emperor
Local Time: 00:04
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
|
No, the 512 limit has been hardcoded.
|
|
|
|
September 3, 2002, 02:10
|
#15
|
Emperor
Local Time: 04:04
Local Date: November 1, 2010
Join Date: Mar 1999
Location: Brasil
Posts: 3,958
|
Plus, what would you do with 1000 cities? Yawn at your domestic advisor when it asks you for the 315th time what would you like to build next?
__________________
'Yep, I've been drinking again.'
|
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
All times are GMT -4. The time now is 03:04.
|
|