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#2161 | |
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Chieftain
Join Date: Aug 2008
Posts: 31
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#2162 |
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Warlord
Join Date: Feb 2010
Posts: 136
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Using smartmap, I had bunch of 3 strength barbarians running around with only strength 1 stone thrower to defend with in prehistoric era.
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#2163 | |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,595
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Quote:
. This is a design feature in v12.
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Dyslexia luRs Member of the C2C modding team. |
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#2164 |
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,360
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Those are Neanderthals and I would suggest you research weaving asap to get slingers, then hunting for javelineer (iirc). Also capture animals with the wanderer or scout bring them back to your city and build Animal Standard, Hunters Lodge (for Hunter line), and any other upgrade they might give like mammoth herd, etc. Neanderthals are there for a reason.
![]() JosEPh
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"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
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#2165 | |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,373
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Quote:
However its hard to do since the AI always seems to get it first.
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#2166 | |
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High King of the Britons
Join Date: Apr 2011
Location: Australia, Victoria
Posts: 99
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Quote:
Though I must say it's interesting, you learn something knew everyday!
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In intelligence we trust. |
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#2167 |
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Warlord
Join Date: May 2008
Location: Sarpsborg, Norway
Posts: 134
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In my game now, De Gaulle managed to build Neanderthal Embassy 3 times.
Is that suppose to be correct? |
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#2168 |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,373
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What? Its a "Great Wonder". He should only be able to build it once. You sure he built it 3 times?
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#2169 | |
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Warlord
Join Date: May 2008
Location: Sarpsborg, Norway
Posts: 134
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Quote:
![]() Also right of passage does not work. I just agreed to it with the Chineses and can not walk in their lands without triggering a war. |
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#2170 |
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Chieftain
Join Date: May 2011
Posts: 23
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It happened to me too, but in fact he didn't build it 3 times. He just lost the stone ressource in the city vicinity (destroy by barbarian or something like that), and the neanderthal ambassy stop working.
Then, when he rebuilt a stone tool workshop or remake a road, regaining access to the stone, the wonder start working again (as all other building which need ressource to work). But at this point the game misunderstund what's happening, and you have the "X has build the neanderthal embassy" again. Once you know it, it's not really a problem
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#2171 |
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Deity
Join Date: Jul 2004
Location: Canberra, Australia
Posts: 11,595
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Right of passage only allows units which can't attack to enter the other nations borders. Scouts, missionaries and such like. If you want to move attack units in without causing war then you need Open Borders agreements.
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Dyslexia luRs Member of the C2C modding team. |
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#2172 | |
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Warlord
Join Date: May 2008
Location: Sarpsborg, Norway
Posts: 134
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Quote:
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#2173 |
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Emperor
Join Date: Apr 2009
Posts: 1,138
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Noticed a bug with the Great Farmer:
With about 20 turns left to place a resource I changed Civics from Public Works (faster Worker Improvement Build) to Private (no bonus in Worker building) and noticed that the Great Farmer restarted the bonus placement from scratch (130 turns on a tundra). Should that happen? And should Great Farmer placement of bonuses be tied into the Worker Speeds at all? EDIT: Seems it could have been something else that reset the Great Farmers progress. It happened again, this time with nothing to change worker speeds. From 14 turns to 130 turns, during the time I was doing my turn, so didn't even happen between turns. Last edited by BlueGenie; Jun 05, 2011 at 11:54 AM. |
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#2174 |
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Empire Builder
Join Date: Apr 2007
Location: The Library
Posts: 44
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Had to stop playing my latest game.
At around 500AD, my production was so high that I would have to queue up 5 items or more if I didn't want overflow from 90% of my cities, my army consisted of dozens of cutting edge units (1000 years ahead of time) and yet was one fifth the strength of AI armies, which were hundreds and hundreds of units. War was completely unmanageable simply because I lack patience and ability to keep track of so many things at once. I had been far ahead of all AIs toward the beginning of the game, but just because I'm human, I was falling rapidly behind. Also most cities have well over 30 pop. There are far too many buildings and improvements. Maybe I'll try one of the absurdly long game speeds now. That run was on Epic. |
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#2175 | |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,373
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@Brandonazz
Nice to see ya over here on this forum. Yeah snail speed balances things a bit better for production. The only down side is everything takes longer, thus very long games. Quote:
Last edited by Hydromancerx; Jun 05, 2011 at 01:49 PM. |
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#2176 | |
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Deity
Join Date: Jan 2010
Posts: 5,497
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Quote:
Additionally, the date is fairly arbitrary and we need reports from playtesters to get it narrowed down to more reflective scales. In particular, I'd like all players to be posting the years that a civilization first reaches Theology in their games. This is a good start if nothing else. But just as important are the dates that your games reach new ages. At one time, (and I'm not sure how involved Praetyre has been of late) we had someone working on that project here. Even now it's still a good place to post such date reports (along with the game speeds you're on when these stepping stones take place.) |
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#2177 |
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Warlord
Join Date: Apr 2010
Posts: 127
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thanks for the mod.
I was playing on deity, and by industrial age i was able to get ahead of AIs. I think there're too many buildings that give money. I currently have +5k every turn. And I can easily buy a decent army every 5-10 turns. Another thing is, I had an AI nation in last game, that was way way ahead of me in tech and army. But once it got to renaissance it started switching civics every time it could and after 50 or so turns disintegrated into 8-10 rebel factions. And finally, it takes about 10 min for ai to be done with its turn in industrial/modern age. I stopped playing because of that. |
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#2178 | ||
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,373
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This was a bit troubling to me that a modder would propose this so I though i would post it here for those who are having trouble.
Originally Posted by Koshling Quote:
Quote:
Last edited by Hydromancerx; Jun 06, 2011 at 01:42 AM. |
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#2179 |
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Deity
Join Date: Jan 2010
Posts: 5,497
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One of our map scripts does allow for that enforcing of certain resources to start in all beginning city projected radiuses (assumed from the start position of the settler). The full of resources map script I think.
And we do need some additional map script support for this mod, there's no doubt about that. The fish issue and many other items I could think of if I tried hard enough are all things throwing off play balance. I understand your points too Hydro and do not completely disagree - I think its a bit of a cheat to use the Full of Resources script in that manner. |
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#2180 | |
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C2C Modder
Join Date: Feb 2008
Location: California, USA
Posts: 11,373
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Quote:
But it should be a global thing not a starting location thing. Globally the map should be balanced but you should not always start in the best location. Note you can always go into world builder and move yourself if you want to be in the best location (or make your location the best by adding resources). But like Thunderbrd said, you are basically cheating then. |
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