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Old Jul 29, 2008, 07:52 PM   #741
Dartangnan
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All I can say is thank you!!!
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Old Jul 30, 2008, 08:39 AM   #742
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Quote:
Originally Posted by Woody1 View Post
Again, careful with "fixing" too much AI behaviour. It might result in the AI planes never getting a chance to heal, and thus make them easy pickings if you jump in a bunch of interceptors or start doing bombing missions of your own (and they can't intercept because they're too weak).

The current behaviour sounds okay. It's not broken, it's just conservative.

I just want to point out that this "unofficial patch" breaks the AI use of bombers:

http://forums.civfanatics.com/showthread.php?t=284801

That's the problem with trying to fix things that aren't really broken. You risk making things worse.

(Okay, I'm small and petty for pointing this out again. But hopefully, it will remind Solver to stick to the basics with his patch. If he's still working on it, that is.)
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Old Jul 30, 2008, 12:26 PM   #743
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jdog5000 posted a fix for the ai bomber problem here

http://forums.civfanatics.com/showthread.php?t=285182
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Old Jul 30, 2008, 07:19 PM   #744
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I fixed the AI Bomber problem in the Wolfshanze Mod gamecore (which was based on Solvers) as well.

I do consider that to be a fairly major problem with the Solver Patch, and I hope he officially fixes his unofficial patch soon... that bug should be squashed!
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Old Jul 30, 2008, 09:08 PM   #745
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Quote:
Originally Posted by Solver View Post
The current version is a zip file that should be extracted to your BtS install directory. It's suggested that you back up the original files first manually.
This installation method sucks. This patch should be a mod.
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Old Jul 30, 2008, 10:31 PM   #746
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Quote:
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This installation method sucks. This patch should be a mod.
The first post is a little confusing in this area, but at the bottom of it you will see a link for an installer provided by Grumbler that allows you to install as a mod if you wish.
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Old Jul 31, 2008, 08:25 AM   #747
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I'll probably post a new version this weekend.
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Old Jul 31, 2008, 08:36 AM   #748
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Quote:
Originally Posted by Solver View Post
I'll probably post a new version this weekend.
Woo hoo! He lives! Happy to see your post.
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Old Jul 31, 2008, 09:24 AM   #749
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Thank You!

It took me a couple of days but I finally finished reading all 38 pages on the Solver Patch topic.

This post is merely to say thanks for all efforts to improving an already all-time great game.

Back to my room...
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Old Jul 31, 2008, 09:30 AM   #750
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It took me a couple of days but I finally finished reading all 38 pages on the Solver Patch topic.
Congratulations for enduring all of this
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Old Jul 31, 2008, 12:08 PM   #751
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Is there a way to enable the windows "stickey-keys"? For some reason the program disables that function, even when I alt-tab out and re-enable it, it still doesn't work in-game. I can't use ANY shortcuts in the game which blows hard.
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Old Jul 31, 2008, 12:09 PM   #752
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You use stickykeys?

heh
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Old Jul 31, 2008, 02:18 PM   #753
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You use stickykeys?

heh
have to, since i'm a quadriplegic and use a stick to type and run the mouse. like I say, try to play with 1 finger.
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Old Jul 31, 2008, 08:55 PM   #754
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have to, since i'm a quadriplegic and use a stick to type and run the mouse. like I say, try to play with 1 finger.
I assume you've tried voice recognition? I remember some time ago using the voice recog software called Game Commander when playing Civ4. I found it quite fun ordering my workers to build mines and roads by voice commands, and ordering my military units to move around the map by simply saying "north" or "south west". Since nearly everything in Civ has a shortcut key it works very well with VR software. The only things I was doing manually were things like clicking on cities or units, where keys for cycling are not terribly efficient.

Mapping the W key to the voice command "Next!" was my favourite.

There's another program called Shoot which for memory is free.
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Old Aug 01, 2008, 04:46 AM   #755
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re: stickykeys: it worked in the original release of Civ4 - but one of the patches broke it - it has been requested both here and in the Take2 Support forums to reenable it multiple times. The response by Firaxis/Take2 was "we are looking into it" I very much doubt that it can be reenabled outside the .exe, the code of which is not something that is publicly available.

re: bugs: there seems to be something funny going on with regards to additional granted by the AP and some random events any ideas what that might be?
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Old Aug 01, 2008, 07:02 AM   #756
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very true about the original, I do use gamecommander VR on one pc, but you have tto have a good mic, but it's good enough. you think civ would disable a keyboard mapper as well?
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Old Aug 01, 2008, 07:35 AM   #757
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A very interesting bug with those random events there, ori.
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Old Aug 02, 2008, 10:23 AM   #758
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Not entirely sure if it was intended or not with the patch, but does this happen to do anything about units being able to attack from boats (even without amphibious assault, and from the beginning of the game), and when I first discovered that was possible, the fact that units can be attacked while on boats? I don't think I saw that in the many pages of this thread anyway, but it did take forever to go thru all the pages, and I was foolish enough to try most of it late at night hehe.
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Old Aug 02, 2008, 11:09 AM   #759
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Units have always been able to attack from boats. The amphibious ability negates the 50% penalty normally suffered for doing so.
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Old Aug 02, 2008, 11:16 AM   #760
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Quote:
Originally Posted by JSwartz0181 View Post
. . . the fact that units can be attacked while on boats?
Are you saying that you have units on a boat which is on a coast tile (not in a city), and an AI was able to attack your units on the boat? This should be impossible. They are free to use another boat to attack your boat, but your units are safe as long the boat lives.
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