October 18, 2003, 10:25
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#1
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King
Local Time: 12:48
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Europe
Posts: 1,761
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What I thought was impossible...
Ok, I've come across a problem while working on the 'Blitzkrieg 1936'. I've asked some of the experts I know over here, but they couldn't help me, so I now come before you.
Each civ discover up to 4 techs at the beginning of each turn.  I've tried to slow the process through the Tech paradigm in the cosmic rules. Nothing seems to work. This surely beats me an my knowledge...
Please download the files and see for your self...I'm desperate!
EDIT: Attachment removed
Last edited by Eivind IV; October 18, 2003 at 14:43.
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October 18, 2003, 12:39
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#2
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King
Local Time: 11:48
Local Date: November 2, 2010
Join Date: Aug 1999
Location: Dilbert
Posts: 1,839
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The speed that you acquire techs is also partially determined by how many you already have; this is why tech progress in vanilla Civ2 holds relatively steady throughout the course of a game, despite the fact that the amount of beakers you are putting out in 4000BC is dwarved by the number you are putting out in 2000 AD. If you give each civ some techs to begin with, it should alleviate your problem somewhat.
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October 18, 2003, 12:58
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#3
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King
Local Time: 12:48
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Europe
Posts: 1,761
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Man! The people at the Scenario League just keep impressing me. All these little details...I would never think of that...Thanks Paul!
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October 18, 2003, 14:34
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#4
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Local Time: 06:48
Local Date: November 2, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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Change the tech paradigm under Edit King. The rules.txt one doesn't do much of anything in a scenario.
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October 18, 2003, 14:44
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#5
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King
Local Time: 12:48
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Location: Europe
Posts: 1,761
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Thanks guys! Really nice to know!
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October 18, 2003, 17:21
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#6
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Emperor
Local Time: 11:48
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Join Date: Jun 2001
Location: Madrid, Spain, Europe
Posts: 7,795
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I can also do a strange thing (not sure if that works): I can hex-edit the tech count of all the civs, so they'd discover techs slower than usual, without changing the tech paradigm...
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Trying to rehabilitateh and contribuing again to the civ-community
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October 18, 2003, 20:19
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#7
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King
Local Time: 10:48
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Constantinople, Queen of Cities
Posts: 1,563
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Change the tech progress under the King menu. Most propably you've added trade routes and as you know trade revenue gives a bonus to science beakers.
It is a common neglection(by me at least..) .
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October 18, 2003, 21:02
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#8
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King
Local Time: 12:48
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Join Date: Aug 2002
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@yaroslav: How?
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October 18, 2003, 21:42
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#9
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Local Time: 06:48
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Join Date: Jul 2005
Location: In search of pants
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Cheat > Edit King > Tech Paradigm
I've never added trade routes to my scenarios, but then I am special.
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October 19, 2003, 06:49
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#10
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King
Local Time: 12:48
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Europe
Posts: 1,761
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Listen, I really don't follow you on everyone's references to the Edit King menu. Under Edit King there is no such thing as Tech Paradigm?  But under Cheat > Scenario Parameters, you'll find the Tech Paradigm.
Am I just misunderstanding you guys, or what?
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October 19, 2003, 16:48
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#11
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Emperor
Local Time: 11:48
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Join Date: Jun 2001
Location: Madrid, Spain, Europe
Posts: 7,795
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Kobra, I think you're right about the placement of the option...
I was speaking of hex-editing... it's not easy to explain
__________________
Trying to rehabilitateh and contribuing again to the civ-community
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October 20, 2003, 20:56
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#12
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Local Time: 06:48
Local Date: November 2, 2010
Join Date: Jul 2005
Location: In search of pants
Posts: 5,085
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Cheat > A Miracle Happens > Tech Paradigm > PROFIT!!!
Yeah, you are right. I'm growing senile. That's the working option.
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October 21, 2003, 03:51
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#13
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Emperor
Local Time: 03:48
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Join Date: Feb 2001
Location: hippieland, CA
Posts: 3,781
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What is the relationship, linear or exponential?
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Visit First Cultural Industries
There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild
Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd
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October 21, 2003, 11:12
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#14
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King
Local Time: 11:48
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Location: Some cold place
Posts: 2,336
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Quote:
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What is the relationship, linear or exponential?
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AAAAAAAARGH! It's people like you I need to get at least one point in my Maths exams
__________________
Follow the masses!
30,000 lemmings can't be wrong!
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November 2, 2003, 05:34
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#15
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King
Local Time: 12:48
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Europe
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Hello again!
I have another 'what -I-thought-was-impossible-question'.
Why does partisans take to the hills after I capture a city, even if I'm certain that civ does not have Guerilla Warfare. It's a scenario and I'm trying to remove this kind of troubles. I have already removed it from the tech tree, but this beats me...
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November 2, 2003, 07:27
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#16
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Moderator
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If you have a commie government, that can produce some partisans.
Guerilla warfare just allows you to build them.
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November 2, 2003, 09:05
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#17
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King
Local Time: 12:48
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Location: Europe
Posts: 1,761
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Well, in this case an occupied city produce partisans anyway, even with a democracy.
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November 2, 2003, 09:48
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#18
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King
Local Time: 12:48
Local Date: November 2, 2010
Join Date: Aug 2002
Location: Europe
Posts: 1,761
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I just understood what you ment; Remove Guerilla Warfare and the Communism tech. That's how you totally remove partisan activity. Jim Panse enlightened me...
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