November 4, 2002, 04:00
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#1
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Prince
Local Time: 11:21
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Essen, Germany
Posts: 331
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Two cities on the same place ...
Another strange CIV-Story - you wouldn't believe it.
The map was generated with an accelerated start.
But look ...
This was reported by El Greco in the German Civilization Webring Forum.
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<a href="http://www.sethos.gmxhome.de">Strategy Guide</a>
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November 4, 2002, 08:47
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#2
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Prince
Local Time: 11:21
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Essen, Germany
Posts: 331
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I think it belongs to the date line phenomenons.
The date line ins no "line", but a vertical chain of fields which belong to both sides of the line.
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There are no silly questions - only silly answers
<a href="http://www.sethos.gmxhome.de">Strategy Guide</a>
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November 4, 2002, 10:44
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#3
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Warlord
Local Time: 11:21
Local Date: November 1, 2010
Join Date: Nov 2000
Location: N/A
Posts: 237
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The cities are on two different tiles...
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November 4, 2002, 11:50
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#4
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Prince
Local Time: 10:21
Local Date: November 1, 2010
Join Date: Apr 2001
Posts: 440
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Weird.
Utica (Carthiginian) and Ulundi (Zulu) are built on the same square (55,31). Each city is working different terrain shows the other's worked squares as occupied. But units from both civs appear stationed in each city. To see this, use the Cheat Menu's Reveal Map and then Find City.
Berlin and Seville are built on adjacent squares. That isn't supposed to happen either. But neither of these oddities has anything to do with the DateLine. The Dateline is the line of "0" longitude which is nowhere near either location.
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November 4, 2002, 20:32
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#5
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King
Local Time: 06:21
Local Date: November 1, 2010
Join Date: Aug 2000
Location: Westland, Michigan
Posts: 2,346
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how about a screen shot for thos eof us having trouble downloading it
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November 4, 2002, 20:58
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#6
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King
Local Time: 10:21
Local Date: November 1, 2010
Join Date: Jan 2001
Location: Lowell, MA USA
Posts: 1,703
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Maybe someone familiar with hex editing save files can tell us wether this effect might be possible by hacking a save file, since even the map editor will not allow two cities to be placed adjacent to each other.
I suspect a hack job, and it could be that another might explain those sightings of 5 specials in one city.
Either that, or just an unusual, but unreproducible glitch.
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November 4, 2002, 21:47
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#7
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Emperor
Local Time: 03:21
Local Date: November 1, 2010
Join Date: Dec 1969
Location: LF & SG(2)... still here in our hearts
Posts: 6,230
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Comin' right up
Upper left is what you see from the German perspective, upper right is the city screen.
Lower left the cheat map showing 2 cities on one tile.
Lower right shows what the poor Carthaginian player sees (can't click on city).
Both the Zulu and Carthaginian players see Zulu and Carthaginian units in the city.
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November 5, 2002, 03:26
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#8
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Prince
Local Time: 11:21
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Essen, Germany
Posts: 331
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@Solo
No hack job. El Greco assures that he got this results with an accelerated start on a small map.
__________________
There are no silly questions - only silly answers
<a href="http://www.sethos.gmxhome.de">Strategy Guide</a>
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November 5, 2002, 12:02
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#9
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Settler
Local Time: 10:21
Local Date: November 1, 2010
Join Date: Nov 2002
Posts: 1
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Well, seem like I really found out a knot-known bug.
It's not cheated. I just made an accelerated start (2000 bc) on the small world map to test how the game will react (we all know how small THAT world map is). By the third or fourth time i got that as a result. You can test it for yourself. Take these settings:
Difficulty: one of the easier, because you can choose to start at 2000 bc on the easy levels, where there is a greater chance for this bug to appear.
Seven civs
and of course accelerated start.
Note: this is only possible if the starting positions are not randomized. Otherwise, you'll propably won't start with the number of opponents you have choosen.
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November 5, 2002, 12:10
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#10
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Prince
Local Time: 10:21
Local Date: November 1, 2010
Join Date: Apr 2001
Posts: 440
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It's a bug, not a hack.
I saw the same thing using 'accelerated start' on the premade small world map. Weird.
Oops, sorry Greco, posted before I saw your reply, Thanks for this oddity, a new one to me.
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November 5, 2002, 12:23
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#11
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Prince
Local Time: 10:21
Local Date: November 1, 2010
Join Date: Apr 2001
Posts: 440
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Speaking of oddities ... I saw one in a recent game. I discovered a hut near the Zulu capitol on a plains square which had been irrigated and roaded.
How did the AI do that without tipping the hut?
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November 5, 2002, 14:18
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#12
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Emperor
Local Time: 10:21
Local Date: November 1, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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Nothing is ever certain in the game. Yesterday I received a Nomad from a hut on a plains square
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SG(2)
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November 5, 2002, 16:23
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#13
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Prince
Local Time: 12:21
Local Date: November 1, 2010
Join Date: Aug 2001
Location: Paris, France, Europe
Posts: 554
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Quote:
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Originally posted by Scouse Gits
Nothing is ever certain in the game. Yesterday I received a Nomad from a hut on a plains square SG(2)
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Why not ?
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JCP
Paris, FRANCE
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November 5, 2002, 19:19
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#14
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Emperor
Local Time: 10:21
Local Date: November 1, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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JCP ... until then I had always believed that Advanced Tribes came from plains/grassland tiles and nomads came from the other terrain types.
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SG(2)
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November 5, 2002, 20:44
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#15
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King
Local Time: 10:21
Local Date: November 1, 2010
Join Date: Jan 2001
Location: Lowell, MA USA
Posts: 1,703
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Okay, I belive.
Come to think of it, the designers of the accelerated start were not restricted by the rules enforced upon us players and the map editor. Very little time for debugging that section of software, I guess!
If the accelerated start feature can be used with a custom map, it might be some fun to make one with just a spot or two of land, just to see where all the cities might end up.
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November 9, 2002, 17:26
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#16
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Warlord
Local Time: 11:21
Local Date: November 1, 2010
Join Date: Nov 2000
Location: N/A
Posts: 237
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Quote:
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Another strange CIV-Story - you wouldn't believe it.
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Another one:
When I disbanded a city the city menu of another civ displayed itself. I looked at it and closed it and that was it. It was a civ I had no contact with.
I'm sure this has happened to ppl before, but I'm posting it anyways...
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November 9, 2002, 19:38
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#17
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Emperor
Local Time: 11:21
Local Date: November 1, 2010
Join Date: Jun 2001
Location: Madrid, Spain, Europe
Posts: 7,795
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Quote:
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Originally posted by solo
Maybe someone familiar with hex editing save files can tell us wether this effect might be possible by hacking a save file, since even the map editor will not allow two cities to be placed adjacent to each other.
I suspect a hack job, and it could be that another might explain those sightings of 5 specials in one city.
Either that, or just an unusual, but unreproducible glitch.
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In fact, it's very easy to hack it. Although I believe El Greco, I wan to show how easy it is. Here I have attached a stadt2.sav with Seville and Berlin on the same square (I move the city of Seville to Berlin, but not the units that were on Seville. I'm very lazy  )
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November 10, 2002, 22:20
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#18
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King
Local Time: 04:21
Local Date: November 1, 2010
Join Date: Jul 2000
Location: ... no, a Marquis.
Posts: 2,179
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Earlier this year there was a thread in the Scenario League forum about how to manipulate this to your advantage. By changing all terrain to desert or glacier, one could position two starting cities in a way to produce second cities on adjacent tiles. For instance, Buda on one square, Pest on the neighboring square. Edit the terrain back, and it played as normal. Somebody else found a way to produce the case of two cities on the same square, as well. Tho that did lead to problems - one civ's units could leave but not return, the first settled city was unconquerable, etc.
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November 11, 2002, 06:06
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#19
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Emperor
Local Time: 10:21
Local Date: November 1, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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samson re: your irrigated & roaded hut
It seems that the AI gets some terrain improvements of this kind without the need to actually deploy settlers to the task - just another way the AI cheats in order to lose more slowly
SG[1]
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November 11, 2002, 09:30
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#20
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Prince
Local Time: 10:21
Local Date: November 1, 2010
Join Date: Apr 2001
Posts: 440
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Thanks, SG.
Yeah, you're right. I went back and looked at an earlier save and the irrigation and road appears before the Zulus even had a settler.
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