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Old July 21, 2003, 09:26   #1
Brundlefly
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Which scenario shipped w/PTW do you enjoy?
I like to play builder strategy, huge maps on Emperor level with max # civs. Any suggestion on which of the scenarios shipped with PTW that I would enjoy?
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Old July 21, 2003, 09:50   #2
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World maps sound like your kind of thing. If you like big games the DyP (Double your pleasure) mod may also be a good choice for you.
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Old July 21, 2003, 10:55   #3
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But you should download the latest full versions of the mods and not use the ones shipped with PtW. I deleted my entire scenarios folder the first thing i did and got fresh versions of everything i thought was interesting.

PtW is BtW needed to play most current mods that are out there.
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Old July 21, 2003, 11:07   #4
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There's an interesting scenario packed with the game called, IIRC, Future Tech. It takes some getting used to, especially the early portion of the game because of the odd mix of advanced units - (its very strange for example to use a rifleman to protect a settler during your REX phase) - and sheer number of wonders available from turn one, but its pretty cool in several respects. It allowed me to play with units that I rarely see in the normal game, such as radar artillery.
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Old July 21, 2003, 11:17   #5
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hi ,

none , there are still to many in those that are not updated and fully tested , ......

its better to visit the apolyton download center , ......

have a nice day
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Old July 21, 2003, 13:21   #6
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If you want a hug map with max civs, grab AU402. It is 250x250 and 24 civs.
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Old July 21, 2003, 14:48   #7
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Quote:
Originally posted by vmxa1
If you want a hug map with max civs, grab AU402. It is 250x250 and 24 civs.
hi ,

still to small

lets wait and see what comes out with c3c , ......

have a nice day
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Old July 21, 2003, 19:54   #8
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Get TET's scenario.
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Old July 21, 2003, 20:20   #9
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Warpstorm posting reminded me that the best terrain mod is the Watercolor. If you don't like Watercolor then go with Snoopy's.
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Old July 22, 2003, 07:05   #10
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Quote:
Originally posted by WarpStorm
Get TET's scenario.

hi ,

tried them all , .....

have a nice day
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Old July 23, 2003, 06:41   #11
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"still to small"

how's this
for too small?

unfortunately, there's a limit of 516 cities, and you cant get much bigger than 250x250 without having extra land...
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Old July 23, 2003, 09:00   #12
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Quote:
Originally posted by bobbo008
"still to small"

how's this
for too small?

unfortunately, there's a limit of 516 cities, and you cant get much bigger than 250x250 without having extra land...
hi ,

362X362 is more like it

lets hope the map size shall even get bigger with c3c

have a nice day
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Old July 23, 2003, 16:37   #13
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I vaguely remember MikeBeer saying that there was a very good technical reason why 362x362 was the biggest it could go (but I don't remember what it was, probably something to do with memory handling).
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Old July 23, 2003, 17:22   #14
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362x362 is plenty big, IMHO. but the city limit needs increasing, thats for sure. I hate empty spaces.
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Old July 24, 2003, 12:22   #15
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Wait a sec....

Don't you guys run into serious slowdown problems with maps that big?

I have a 2.4mhz computer and it gets unbearably slow during the industrial age on 250x250 maps with more than 15 civs.
But then again, maybe that's because I'm playing the Balancer mod.
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Old July 24, 2003, 12:27   #16
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Quote:
Originally posted by vmxa1
If you want a hug map with max civs, grab AU402. It is 250x250 and 24 civs.
First of all, its not a huge map. 360X360 is a huge map, and its only got 24 civs.
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Old July 24, 2003, 16:29   #17
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I get slowdown when running huge maps too, but they are still very fun. Find something to do between turns.

Without a doubt the city limit should be removed.
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Old July 24, 2003, 16:38   #18
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Quote:
Originally posted by Skeeve
Wait a sec....

Don't you guys run into serious slowdown problems with maps that big?

I have a 2.4mhz computer and it gets unbearably slow during the industrial age on 250x250 maps with more than 15 civs.
But then again, maybe that's because I'm playing the Balancer mod.
hi ,

here are some options to let it run faseter , higher ram , defrag , shut down programs you dont need while playing , some people complain with a 3mhz or higher that 180X180 goes slow , yet when you see them play you find they are also chatting , reading a pdf , editing a pic , etc , ....... when you play you play , .....

and the max limit of civs is 31 , not 24 , ....

have a nice day
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Old July 24, 2003, 16:38   #19
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Skeeve, if you've really got an 2.4 MHz computer, I'm impressed you can get the game to run at all ... :-)

The problem isn't large maps or plenty of cities; it's a large number of civs that makes for the huge delays (by having the computer checking ridiculous #s of trade routes once the road network is up). Solution; Kill! As soon as between-turn times start mounting, kill off a few AIs.
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Old July 24, 2003, 16:55   #20
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Well it is huge to me, I surely do not want one bigger and 24 civs is the max allowed as the game ships.
Anyway I have a P-IV 3.06GH with 1 GB on XP PRO using 9800 PRO and that map still got out to 25 minutes or more on turns.
Memory is not a factor it would appear as I never saw it use more than 288MB.
I ran the thing on my P-IV 1.7 GH with 512 MB and a few turns got out to an hour.
I was counting from the time I hit end of turn until I had control again. Not when it came back to allow build selections for cities that finished a task. Some times the time from that point until I could actuall move a unit or something was 20 minutes.
Many times a settler animation would show the settler squat to start the build and not finish for 10 minutes.
I presume this was due to checking all the trade routes.
Much of the time all civs were at war. Fifteen survived the game due to it mostly being large islands. I think the AI only killed civs that it shared land with and two others.
I only mention this to show how war was never ending.
Several declaration or peace deals would pop up every turn after ancient times or there abouts.
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Old July 24, 2003, 17:02   #21
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I've only recently played one of the scenario's, TAM (although I downloaded the full version). I was impressed with the huge effort that had been put into making it and I thought it was great. I was especially tickled to see two of my unit animations in there and I'm glad they're being used in such a good mod.
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Old July 24, 2003, 17:15   #22
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Quote:
Originally posted by vmxa1
Well it is huge to me, I surely do not want one bigger and 24 civs is the max allowed as the game ships.
Anyway I have a P-IV 3.06GH with 1 GB on XP PRO using 9800 PRO and that map still got out to 25 minutes or more on turns.
Memory is not a factor it would appear as I never saw it use more than 288MB.
I ran the thing on my P-IV 1.7 GH with 512 MB and a few turns got out to an hour.
I was counting from the time I hit end of turn until I had control again. Not when it came back to allow build selections for cities that finished a task. Some times the time from that point until I could actuall move a unit or something was 20 minutes.
Many times a settler animation would show the settler squat to start the build and not finish for 10 minutes.
I presume this was due to checking all the trade routes.
Much of the time all civs were at war. Fifteen survived the game due to it mostly being large islands. I think the AI only killed civs that it shared land with and two others.
I only mention this to show how war was never ending.
Several declaration or peace deals would pop up every turn after ancient times or there abouts.

hi ,

the max is 31 civs , ...... allready now

have a nice day
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Old July 24, 2003, 18:38   #23
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panag I am not sure how you figure that you can have more than 24 civs in the game as it nstalls as it only has 24 civ, plus barbs.
I said as it ships, not how you could change it. I am aware that you can make it have 31, but it does not come with them. Why try to bust my chops for the fine point?
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Old July 24, 2003, 18:49   #24
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Quote:
Originally posted by vmxa1
panag I am not sure how you figure that you can have more than 24 civs in the game as it nstalls as it only has 24 civ, plus barbs.
I said as it ships, not how you could change it. I am aware that you can make it have 31, but it does not come with them. Why try to bust my chops for the fine point?
hi ,

you write max allowed , not trying to bust any chops or so , ....

max allowed is 31 , ....

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Old July 24, 2003, 20:27   #25
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Maybe I was not clear. I said as the game ships. Meaning you can not start up a game after an install and use more than 24 civs. You must do something more to enable the use of 31 civs.
You can not even use 24 by just starting and selecting new game.
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Old July 24, 2003, 21:20   #26
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True, vmaxa1. You need to hit up the editor to do it (and add 7 new civs).
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Old July 24, 2003, 21:47   #27
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I really haven't played the scenarios, I usually made my own tweaks to the ruleset.
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Old July 25, 2003, 09:17   #28
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Quote:
Originally posted by vmxa1
Maybe I was not clear. I said as the game ships. Meaning you can not start up a game after an install and use more than 24 civs. You must do something more to enable the use of 31 civs.
You can not even use 24 by just starting and selecting new game.
hi ,

just hit that editor , .... the game ships with the 31 slots of civs plus one for barbs , ........

ones you change your bix and bic files , you can start with them as many times as you like , .......

have a nice day
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Old July 25, 2003, 12:53   #29
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How am I going to have a nice day if you insist upon posting points that have been made already and clearly only enforce what I said?
You must take some overt action to use more than 16 civs, that is all I was saying. I did not say it was difficult or horrendous, merely that something was required.
In fact my post originally was only meant as jest in reference to AU402 not being big enough. So give a break and drop it.
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