Ruff03 - AW Middle Ages

ruff_hi said:
Where you trying to load the saved game or start a new game? Where did you put the mod?

I can start new games using the mod fine, I just can't load the game you posted. The exact error message is:

"C:\Documenta and Setting\timpratt\My Documents\My Games\Sid Meier's Civilization 4\Mods\Ruff03a\ is an invalid mod directory, ignoring"

The mod folder's in My Games\Sid Meier's Civilization 4\Mods, the only thing that I could see stopping it from loading is the difference in user names
 
colony said:
I can start new games using the mod fine, I just can't load the game you posted. The exact error message is:

"C:\Documenta and Setting\timpratt\My Documents\My Games\Sid Meier's Civilization 4\Mods\Ruff03a\ is an invalid mod directory, ignoring"
I've got the same problem. I cannot load the save.
 
Rats. I guess that means we need to put the mod under the 'program files' location. Can someone try that and see if it works.
 
ruff_hi said:
Rats. I guess that means we need to put the mod under the 'program files' location. Can someone try that and see if it works.

From the readme of the 1.61 patch:

Code:
* The full mod path is no longer stored in the save
when the mod is installed under the user folder

It looks like our issue is a bug in the current version.
 
So - do we upgrade and start the game (again)?
 
ruff_hi said:
So - do we upgrade and start the game (again)?
Considering that you are the only one that can load the current save, I'd say we are forced to go with an upgrade.

Unfortunately for me, that presents a bit of a delima. ChrTh has already announced that all of the CTIV games will be finished under the old 1.52 version. Since I am involved with CTIV-7, I cannot upgrade until it is complete. The game is almost over, and I'm guessing that I have already played my last turn, but I'd want to hold off upgrading just to make sure.

Anyway, I will need to either drop out or be placed on perma-skip ... at least until the conclusion of CTIV-7.
 
Conroe said:
Considering that you are the only one that can load the current save, I'd say we are forced to go with an upgrade.

Unfortunately for me, that presents a bit of a delima. ChrTh has already announced that all of the CTIV games will be finished under the old 1.52 version. Since I am involved with CTIV-7, I cannot upgrade until it is complete. The game is almost over, and I'm guessing that I have already played my last turn, but I'd want to hold off upgrading just to make sure.

Anyway, I will need to either drop out or be placed on perma-skip ... at least until the conclusion of CTIV-7.

If you have the HD space couldn't you just use a dual install, one of 1.52 and one with the new patch?

I've still got quite a way to go in CO-1, so hopefully it isn't too hard to switch between the versions if I have to
 
I will be unavailable during the Easter holiday. Please skip me if my turn comes up. I will be returning on Sunday the 16th of April.

colony said:
If you have the HD space couldn't you just use a dual install, one of 1.52 and one with the new patch?

I've still got quite a way to go in CO-1, so hopefully it isn't too hard to switch between the versions if I have to
:hmm: I guess I could look into doing that. I'm not really sure if it is possible. The files may be in different directories, but there will still only be one set of registry entries.
 
Conroe said:
:hmm: I guess I could look into doing that. I'm not really sure if it is possible. The files may be in different directories, but there will still only be one set of registry entries.

Edit: Here it is explained simply enough for me to understand:

DaviddesJ said:
Dual install is pretty easy.

1. Copy "Sid Meier's Civilization IV" in Program Files/Firaxis Games, to "Sid Meier's Civilization IV v1.52".

2. Rename "Sid Meier's Civilization IV" in My Documents/My Games, to "Sid Meier's Civilization IV v1.52".

3. Install the patch.

4. Run from one directory or the other to get the version you want. You'll also be able to install mods separately for the two versions, save games will be separate for the two versions, etc. The new version will have a clean install with no mods, which is probably what you want (since many old mods won't work).
 
I know that we can run a SG game under a mod because I have participated it one. I will have to start the game again (Gandhi so the borders are obvious) but everyone needs to move the Ruff03a mod from the 'mydocs' directory to the 'prog files' directory.
 
Our mod doesn't work under v1.61 - no real surprise there. I've recreated it using v1.61 but I cannot seem to get the gold rush buy working. Please download the new version and place it in your 'prog files' civ 4 mod directory. If anyone has suggestions on getting the gold rush buy working, please post back.

I will try and play the starting round tomorrow.

Edit: Rush Gold thingo fixed. The attached file is good to go.
 

Attachments

I have converted our mod to v1.61 and played some turns as Gandhi. We are at war with 4 others and have access to iron and horses. We are also on a peninsular - which is great news. This peninsular has 2 other horse sites on it - if we are very lucky, no other civ will have horses. I have two cities, both with religion, two workers and 1 settler (see SE in picture below). We have one enemy scout on OUR peninsular - can someone run him down and kill him please.

ruffsc0012sd.jpg


Both cities have barracks, walls (or almost), are on hills and we should build castles there too - definitely Bombay - this city will see a lot of action!

Here is a graphic for dot maps.
ruffsc0028mq.jpg


Roster
Ruff - played
Conroe - up
colony - on deck
Munterpipe
??? (missing)
 
Nice start. It will be interesting to see what lies in the west.
A problem with Bombay is that its food resources are west of the city, and will be heavily pillaged if it is our city bordering the enemy civs. Maybe we should place a city west of Bombay to take the heat from the AI.
 
I haven't seen a reply from Conroe yet (although it has only been 36 hours, I didn't notice any time limits for got it/played it posts), so do you want me to take the next turnset Ruff?

Edit: Nevermind, didn't see the last line of Conroe's post
 
I've followed Colony's instructions and have a dual install (I think). I just need to install the mod and then I can play it.
 
Just for clarity, this SG is being played under v1.61
 
ruff_hi said:
Just for clarity, this SG is being played under v1.61
Thanks for the reminder -- yes, I have updated to the 1.61 patch. The mod is installed and the save can load.

ruff_hi said:
We have one enemy scout on OUR peninsular - can someone run him down and kill him please.
I couldn't find the enemy scout. Should I assume that he is down south in the fog? If so, I will wait for him to come back and whack him on the return trip.

Munterpipe said:
A problem with Bombay is that its food resources are west of the city, and will be heavily pillaged if it is our city bordering the enemy civs. Maybe we should place a city west of Bombay to take the heat from the AI.
Ideally, we want to eliminate the offending civ as soon as possible. AW games are about speed. We need to quickly get units at every civ to start pillaging the resources. Once the reinforcements arrive, we will then whack the civs.

ruff_hi said:
Here is a graphic for dot maps.
I'm thinking of sending the Settler to the desert hill that is 2E of the cow. Don't recall if deserts hills get the extra hammer like a plains hill would. But, we can put workshops on all of those flood plains, plus there are several hills and forests for hammers, as well.

How many turns this first time around? 10 or 20 or ...

I will be playing this afternoon. Get any suggestions or ideas in now ...
 
Your suggestions sound good. The scout down south is probably in the fog and I would like it taken care of sooner rather than later - less information to the enemy.

Re city placement - I don't know if we need all of our cities on hills. Front line cities yes, but cities in our own backyard (and this is how I see the peninsular), I would go for cities to maximize production and to get the most cities in. With that understanding, try 1S or 1SW (prob better) of the cow (see dot map below). We should also hook up a second horse so that we don't lose knights when our original horse gets pillaged.

I would play 20 - it is still early days.

ruffsc002b6pz.jpg
 
ruff_hi said:
With that understanding, try 1S or 1SW (prob better) of the cow (see dot map below).
I saw your post recommending 1S before playing my turns. Unfortunately, I did not see the 1SW or the dotmap before my turns. Sorry about that.

I will have my report posted shortly. It didn't go too well. I ended up rushing through the last several turns. I lost a case fan while playing and was trying to get it finished before the temperature got too high. In hindsight, I should have just saved the game and corrected the problem.
 
Situation Assessment: We have met and are at war with 4 AI civs. Unfortunately, our neighbor Peter is the only AI that we have a location on. We will also need to find the other 2 AI that we have not yet met.

We have a Settler standing around atop a hill. Unfortunately, he has no escort. Since barbs are on, he will have to stand around a little longer until he can get an escort.

Ruff_Hi suggests putting the new city down 1S of the cows. This isn't a bad site, as it will have cows and marble within the city radius. It will also have 4 flood plains, which means unhealthyness. I would prefer a site that is on a river to get a health bonus to offset the flood plains ...

Financially, we have 205 gold in the bank and are accumulating it at 13gpt. I'll see if I can't spend some of it! :D

Objectives: Build us some Knights and find the AI!

Turn 0 - 1100AD: Cash rush the remainder of the city walls in Delhi for 63gold.

Turn 1 - 1110AD: Delphi completes its walls and starts a Knight. Bombay completes its Jewish Missionary and also starts a Knight.

IBT: A barb Swordsman steps out of the southern fog.

Turn 2 - 1120AD: Our Explorer notes that Peter has his Iron hooked up.

IBT: Our Explorer kills a Russian Pikeman before getting himself killed.

Turn 3 - 1130AD:

Turn 4 - 1140AD: Madras is founded 1S of the cows. As you can see from the screenshot, a barb Swordsman and Longbowmen will soon be visiting the city.

Ruff03_1140AD_Madras.JPG


IBT: The barb Swordsman appears to be more interested in our Workers rather than our cities ...

Turn 5 - 1150AD: I cash rush the 2 Knights. We now have only 21 gold in the bank.

Turn 6 - 1160AD: 2 Knights are trained and 2 more are queued up ...

One of our Knights effortlessly takes out the Swordsman, without even a scratch. It seems strange to say this, but it was way too easy ...

Turn 7 - 1170AD:

Turn 8 - 1180AD: Pillage Peter's iron mine.

IBT: The barb Longbowman at Madras was taken out without a scratch ...

Turn 9 - 1190AD:

Turn 10 - 1200AD:

IBT: Bizmark's Explorer finds Peter's territory ...

Turn 11 - 1210AD: Delhi trains a Knight and starts another one. Meanwhile, Bizmark's scout gets whacked.

IBT: A barb Swordsman dies to our Knight while playing whack-a-barb ...

Turn 12 - 1220AD: Bombay trains a Knight and starts another one. Meanwhile, civil unrest is quelled in Delhi with the use of the :whipped:.

IBT: Our Knight barely fends off Peter's Maceman.

Turn 13 - 1230AD: Delhi trains a Knight and starts a Longbowman.

Meanwhile, our mortally wounded Knight is given a shock promotion. He pillages some pigs before going off to heal.

IBT: A barb Maceman spawns east of Delhi.

Turn 14 - 1240AD: Peter sends a Longbowman and a Settler out of Moscow. We now have another Worker! :D

Turn 15 - 1250AD: Delhi trains a Longbowman and starts a Knight. Meanwhile, Delhi's Archer is upgraded to a Crossbowman for 116 gold. He may be needed for the barb mace.

Turn 16 - 1260AD:

Turn 17 - 1270AD: Peter no longer has elephants hooked up ...

Turn 18 - 1280AD: Madras completes its Barracks and starts Longbowman training.

Turn 19 - 1290AD: Both Delhi and Bombay turn out a couple more Knights. And, yes, two more Knights are added to the queue.

Huayna Capac no longer has an iron mine, while Tokugawa is short one copper mine.

Turn 20 - 1300AD: Whack a stray Catapult belonging to Peter.

I must say, those were 20 of the most pathetic turns. I may have trained us 7 Knights, but I sure didn't put them to good use. Each civ needs to have at least 2 Knights on pillage & sentry duty. During my turns, I spent too much time pillaging Peter's lands rather than checking out the rest of the map. I will be forced to leave this task to the next person.

Madras is coming along nicely. It is currently training a Longbowmen. Once that is done, this city can start turning out Settlers. There is also a Knight available at Madras for whack-a-barb duties. I never did find the scout that RH mentioned; I assume that it got taken out by a barb.

Delhi and Bombay are both excellent Knight training facilities. I strongly recommend that they remain troop training facilities. Bombay is currently unhappy. This will go away next turn when our silk gets hooked up.

The world as we know it:

Ruff03_1300AD_World.JPG
 
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