February 26, 2003, 20:47
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#1
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Prince
Local Time: 06:27
Local Date: November 2, 2010
Join Date: Aug 2000
Location: Melbourne, Australia
Posts: 673
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Removed some functions from workers yet..
Now the AI doesn't build any improvements with them ie roads, mines, irrigate etc
Is this supposed to happen when you unflag from the editors workers unit tab in 1.29f
Build railroads
Remove Forests
Remove jungles
I just wanted a game without unlimited railroad movement and less terraforming by eliminating the ability to change forests/jungles.
Anyone 100% know why this happens?
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Pavlov Zangalis - Hero of the capture of Berlin RFDG.
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February 26, 2003, 21:13
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#2
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King
Local Time: 15:27
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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Yup, the terraform AI action won't be active unless ALL actions are active. This is by design (it's working just like it says in the help), but I'm really not sure about the rationale.
If you want to prevent a worker from building railroads the best way is to tie this worker action to a prerequisite tech that can't be reached (ERA NONE).
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February 26, 2003, 21:18
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#3
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Prince
Local Time: 06:27
Local Date: November 2, 2010
Join Date: Aug 2000
Location: Melbourne, Australia
Posts: 673
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Thanks for letting me know
Its pretty lame for civ3 to have editor options that don't really work.
What about stopping workers from teraforming forests/jungles, is their a way to do that without stopping them from buiding other improvements?
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Pavlov Zangalis - Hero of the capture of Berlin RFDG.
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February 26, 2003, 21:20
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#4
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Prince
Local Time: 06:27
Local Date: November 2, 2010
Join Date: Aug 2000
Location: Melbourne, Australia
Posts: 673
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Now that ive started a game
Is it possible to modify the settings again and continue playing ie just like in CTP by using reload SLIC
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Pavlov Zangalis - Hero of the capture of Berlin RFDG.
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February 26, 2003, 21:22
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#5
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Prince
Local Time: 06:27
Local Date: November 2, 2010
Join Date: Aug 2000
Location: Melbourne, Australia
Posts: 673
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What if I just unflag build railroads
Will that still work with the AI still using all other teraforming functions.
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Pavlov Zangalis - Hero of the capture of Berlin RFDG.
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February 26, 2003, 23:27
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#6
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Emperor
Local Time: 13:27
Local Date: November 1, 2010
Join Date: Dec 2001
Location: Canada
Posts: 5,755
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Quote:
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Originally posted by WarpStorm
Yup, the terraform AI action won't be active unless ALL actions are active. This is by design (it's working just like it says in the help), but I'm really not sure about the rationale.
If you want to prevent a worker from building railroads the best way is to tie this worker action to a prerequisite tech that can't be reached (ERA NONE).
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Either that or require a resource that doesn't appear on any terrain type. That would probably be the easiest approach. I kind of wonder about the rationale of that as well. I tried once to have specialist workers, only to discover that they just stood there doing nothing when I tried to automate them.
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February 26, 2003, 23:33
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#7
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Emperor
Local Time: 13:27
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Re: Thanks for letting me know
Quote:
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Originally posted by Colwyn
Its pretty lame for civ3 to have editor options that don't really work.
What about stopping workers from teraforming forests/jungles, is their a way to do that without stopping them from buiding other improvements?
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Yes, you just have to use Shift-A, the worker will only improve those tiles that don't already have anything done to them. Also Control-Shift-I if you only want to improve a single city. At least it works for Forests, the game considers them improvements so the Worker won't touch them. I'm not entirely positive about Jungles, though I don't recall ever seeing a Worker clearing those without me using the Shift-J command.
As for your next question, all the data is stored in the save game. In order to implement any changes made in the editor, you have to start a new game.
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February 26, 2003, 23:46
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#8
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Prince
Local Time: 06:27
Local Date: November 2, 2010
Join Date: Aug 2000
Location: Melbourne, Australia
Posts: 673
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Worker jobs
To eliminate railroads/teraforming jungles/forests from the game I edited in worker jobs these tasks to require a end advance/uranium etc.
Still the AI workers just sit there as do my own when I automate them.
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Pavlov Zangalis - Hero of the capture of Berlin RFDG.
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February 27, 2003, 07:36
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#9
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King
Local Time: 15:27
Local Date: November 1, 2010
Join Date: Nov 2001
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Do they still have the Terraform AI Strategy checked?
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February 27, 2003, 11:35
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#10
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Emperor
Local Time: 13:27
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Re: Worker jobs
Quote:
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Originally posted by Colwyn
To eliminate railroads/teraforming jungles/forests from the game I edited in worker jobs these tasks to require a end advance/uranium etc.
Still the AI workers just sit there as do my own when I automate them.
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Check to make sure that all the Worker flags are selected. If just one of them isn't, they won't automate. Like Warpstorm mentioned, you should see the Terraform flag as active, otherwise they'll just sit there.
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March 2, 2003, 02:24
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#11
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King
Local Time: 16:27
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Columbus, Ohio
Posts: 1,119
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colwyn:
Just increase the worker time to complete the tasks. You can't clear many forest/jungles or build much of a rail network if they take 100 turns to complete.
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March 2, 2003, 07:18
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#12
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Local Time: 07:27
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Location: Skanky Father
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But that would still tie up worker resources for both sides, and create large groups of workers just waiting to be captured.
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I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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March 2, 2003, 08:52
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#13
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Emperor
Local Time: 15:27
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They should just correct the all-or-nothing worker 'feature'.
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March 2, 2003, 15:15
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#14
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King
Local Time: 16:27
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Join Date: Nov 2002
Location: Columbus, Ohio
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Quote:
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Originally posted by The Mad Monk
They should just correct the all-or-nothing worker 'feature'.
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This would be ideal but increasing task time is a good work around until the next patch or expansion in which firaxis may or may not address the problem. Assuming there is a next patch or XP, of course.
Skanky:
never had large work gangs captured before, but wouldn't mind capturing 20 or so enemy workers. Not much different in the game I am playing when I captured a stack of 5 egyptian settlers, protected by a couple spears.
__________________
* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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March 2, 2003, 15:23
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#15
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King
Local Time: 15:27
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Right down the road
Posts: 2,321
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I asked and it appears it would take a rewrite of some of the AI code to make this work. Currently the AI thinks of units having the Terraform flag as more or less interchangable. The code assumes that any of them can do the various tasks. If these tasks were to be split up amongst units, the AI would have to decide which unit was up for the job. In addition, it would have to decide which type of unit it would need to build for future jobs. This is more sophisticated than the code currently can handle. I wouldn't expect to see this kind of upgrade in a patch (especially since Soren (the AI programmer) has moved on to new projects). Maybe if there is a new expansion.
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March 2, 2003, 16:50
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#16
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Prince
Local Time: 06:27
Local Date: November 2, 2010
Join Date: Aug 2000
Location: Melbourne, Australia
Posts: 673
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Got it working!!
Apparently if you uncheck these flags and then check them again it still doesn't work, I applied the old original Bic file and presto it worked again.
To do what I was asking all you need to do is simply assign the last tech on the tree and some resources like uranium/oil to the Workers Jobs tab in the editor.
You can tehn effectively eliminate certain functions without changing anything else in the game.
ie in my game I chose
Railraods, Remove Forest/jungle.
I am playing the best civ3 game ever now, give it a go!
__________________
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Pavlov Zangalis - Hero of the capture of Berlin RFDG.
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March 3, 2003, 00:40
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#17
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King
Local Time: 16:27
Local Date: November 1, 2010
Join Date: Nov 2002
Location: Columbus, Ohio
Posts: 1,119
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Re: Got it working!!
Quote:
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Originally posted by Colwyn
Apparently if you uncheck these flags and then check them again it still doesn't work, I applied the old original Bic file and presto it worked again.
To do what I was asking all you need to do is simply assign the last tech on the tree and some resources like uranium/oil to the Workers Jobs tab in the editor.
You can tehn effectively eliminate certain functions without changing anything else in the game.
ie in my game I chose
Railraods, Remove Forest/jungle.
I am playing the best civ3 game ever now, give it a go!
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Great, but that type of game is not my cup of tea. I HATE jungle, chopping forests is great for rushing city improvements and I LOVE railroad's.
__________________
* A true libertarian is an anarchist in denial.
* If brute force isn't working you are not using enough.
* The difference between Genius and stupidity is that Genius has a limit.
* There are Lies, Damned Lies, and The Republican Party.
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