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Old Feb 26, 2009, 06:34 PM   #11001
PieceOfMind
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Quote:
Originally Posted by RagnarIceblood View Post
How can you auto-load a mod? e.g. I have to restart the game in order to load a mod.
I didn't see this answered yet.

There are two ways. The best way is to copy your shortcut for Civ4 or BtS. With the copied shortcut, go into its properities and change the target box to include the mod name on the end of it, just like this:

Code:
"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod= \Better BtS AI
You can then use that shortcut to load the mod immediately.

The alternative is to go into the .ini file in My Games\Beyond The Sword and change:

Code:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = 0
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Old Feb 27, 2009, 01:50 PM   #11002
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How does hammer decay work? Do wonders experience it?
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Old Feb 27, 2009, 03:39 PM   #11003
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Hammer decay begins after 10 turns of building something (anything) else if the previous build was a unit; after 50 turns if the previous build was a building or wonder.

I'm not sure about the decay rate per turn after decay begins, though. Maybe someone else can answer that.
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Old Feb 27, 2009, 03:43 PM   #11004
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Quote:
Originally Posted by IntelCore View Post
Is there any way of selecting units on two different tiles at the same time, like you can do with cities? If so, is it possible to select all units of a kind on all tiles?
No one can answer this?
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Old Feb 27, 2009, 04:10 PM   #11005
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Quote:
Originally Posted by Lord Parkin View Post
Hammer decay begins after 10 turns of building something (anything) else if the previous build was a unit; after 50 turns if the previous build was a building or wonder.

I'm not sure about the decay rate per turn after decay begins, though. Maybe someone else can answer that.
Is that for all game speeds?
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Old Feb 27, 2009, 04:30 PM   #11006
Roland Johansen
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Quote:
Originally Posted by Gwynnja View Post
How does hammer decay work? Do wonders experience it?
Quote:
Originally Posted by Lord Parkin View Post
Hammer decay begins after 10 turns of building something (anything) else if the previous build was a unit; after 50 turns if the previous build was a building or wonder.

I'm not sure about the decay rate per turn after decay begins, though. Maybe someone else can answer that.
Quote:
Originally Posted by henrebotha View Post
Is that for all game speeds?
From GlobalDefines.xml

Code:
	<Define>
		<DefineName>BUILDING_PRODUCTION_DECAY_TIME</DefineName>
		<iDefineIntVal>50</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>BUILDING_PRODUCTION_DECAY_PERCENT</DefineName>
		<iDefineIntVal>99</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_PRODUCTION_DECAY_TIME</DefineName>
		<iDefineIntVal>10</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_PRODUCTION_DECAY_PERCENT</DefineName>
		<iDefineIntVal>98</iDefineIntVal>
	</Define>
So I guess a building decays after 50 turns with 1% per turn and a unit after 10 turns with 2% per turn (no idea about the rounding but I guess it's a minimum of 1 hammer per turn). With the time periods, the total amount of time that you didn't actually build the unit/building is meant.

So a building would NOT be decaying if you build it for 10 turns, stopped to build something else for 30 turns, continued building it for 20 turns and then again build something else for 10 turns as the number of turns that you weren't building it is totalling 40 which is less than 50.

Quote:
Originally Posted by IntelCore View Post
Is there any way of selecting units on two different tiles at the same time, like you can do with cities? If so, is it possible to select all units of a kind on all tiles?
Quote:
Originally Posted by IntelCore View Post
No one can answer this?
You can't do that.

What you can do is, defortify or fortify all units of a certain type, upgrade all units of a certain type and such things. It's just the regular command for a single unit while holding the ALT key.
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Last edited by Roland Johansen; Feb 27, 2009 at 04:40 PM.
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Old Feb 27, 2009, 04:50 PM   #11007
Lord Parkin
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Quote:
Originally Posted by Roland Johansen View Post
So I guess a building decays after 50 turns with 1% per turn and a unit after 10 turns with 2% per turn (no idea about the rounding but I guess it's a minimum of 1 hammer per turn). With the time periods, the total amount of time that you didn't actually build the unit/building is meant.

So a building would NOT be decaying if you build it for 10 turns, stopped to build something else for 30 turns, continued building it for 20 turns and then again build something else for 10 turns as the number of turns that you weren't building it is totalling 40 which is less than 50.
Good to know, I didn't realise that before. So what counts is the total accumulated turns that you aren't working on the item you started.

By the way, I haven't tested it, but at a guess I'd assume the 1% or 2% decay is applied to the total hammer cost, and rounded up with a minimum of 1 hammer decay per turn.
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Last edited by Lord Parkin; Feb 27, 2009 at 04:58 PM.
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Old Feb 27, 2009, 07:16 PM   #11008
PieceOfMind
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I haven't been able to figure out why but the decay doesn't usually start for about 12 turns rather than ten turns. I'm not sure what the 10 is supposed to actually count. ie. if you turn off production of a unit on turn X then it's turn X+12 or 13 (I forget) before you see a hammer lost.

As far as I know, the decay works like this (using the building's rate of 99% as an example)

after decay = floor[current x 0.99]
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Last edited by PieceOfMind; Feb 27, 2009 at 07:20 PM.
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Old Feb 27, 2009, 07:36 PM   #11009
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I probably asked this before, but what about beaker decay when you switch from researching one tech to another?

I sometimes will get to Liberalism before the AIs and research it up to 1 turn remaining, then switch to something else if the AIs are nowhere close to researching it. I wonder how many beakers are lost that way?
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Old Feb 27, 2009, 07:39 PM   #11010
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I've never experienced any beaker decay when switching between techs, so I assume it either takes a long time to start or doesn't occur at all.
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Sisiutil and Lord Parkin take on eight AI teams in a Multiplayer Team Game battle of wits!
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Old Feb 28, 2009, 12:15 PM   #11011
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What happens to enemy air and naval units in a city that you have captured? Are they rebased or lost?
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Old Feb 28, 2009, 12:22 PM   #11012
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Quote:
Originally Posted by glrfndl View Post
What happens to enemy air and naval units in a city that you have captured? Are they rebased or lost?

They are destroyed if they are in the city when captured. Great way to wipe out a large fleet.

Welcome glrfndl! Sweet first post gets TWO dancing bananas!
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Old Mar 01, 2009, 01:28 AM   #11013
Glassfan
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I just purchased the basic Civ IV game. What's the latest patch?
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Old Mar 01, 2009, 01:30 AM   #11014
Lord Parkin
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I answered you in the other thread.

For future reference, you only need to post a question once for most people to see it.
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All Leader Challenge games: ALC #26: Willem van Oranje/Dutch
Sisiutil and Lord Parkin take on eight AI teams in a Multiplayer Team Game battle of wits!
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Old Mar 01, 2009, 01:52 AM   #11015
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LP, thanks, I'm off and running.
New Zealand, Is that near Gondor?
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Old Mar 01, 2009, 08:10 AM   #11016
asdad
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how long do diplo penalties (refusing tribute, declaring war and such) last?
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Old Mar 01, 2009, 09:52 AM   #11017
fawls13
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I have Civ IV on a Mac. Is there a way to toggle between the game and my desktop/internet or whatever in the Mac version? I used to be able to do it on the Windows version but haven't figured it out with the Mac version.

In case anyone is wondering about the Mac version in general, I don't see much difference between it and the Windows version for Civ IV. If you like one you should like the other.

Thanks!
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Old Mar 01, 2009, 01:54 PM   #11018
Roland Johansen
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Quote:
Originally Posted by asdad View Post
how long do diplo penalties (refusing tribute, declaring war and such) last?
That depends on the type of diplomatic penalty, the relevant leader and a random element. It can be tens of turns, more than 100 turns and some last forever.

More can be found by reading the MemoryDecay parts of the file CIV4LeaderHeadInfos.xml

For instance

Code:
				<MemoryDecay>
					<MemoryType>MEMORY_REFUSED_HELP</MemoryType>
					<iMemoryRand>100</iMemoryRand>
				</MemoryDecay>
In the part about the leader Asoka means that it takes between 1 and 100 turns before Asoka forgets about you refusing him help (at least that is what I've read about how to interpret these values).
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Old Mar 01, 2009, 02:01 PM   #11019
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Quote:
Originally Posted by Glassfan View Post
New Zealand, Is that near Gondor?
HAHA OH WOW
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Old Mar 01, 2009, 06:01 PM   #11020
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The mod forum is very large and intimidating. I've searched for like 20 mins but am failing.

I'd love to find a mod that shows BFCs of cities even after they've grown past it. For getting a better sense of where other cities should be placed, or later to get a sense for what tiles were wasted.

Is there a mod that will show, perhaps with a different shade of your color or something, a cities BFC regardless of how many times its borders have popped?
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