I get nostalgic about the good old days when I was happy as a clam playing Civ1--watching the little Phalanx completely destroy a modern Battleship and come out of it without a scratch. Ah, the days before health bars.
I don't play Civ2 much because well, to be honest I was never all that...
If I remember correctly, I've seen the units with 'settle' role attack when given an attack factor. Of course, the will build forts instead of fortifying themselves. Not
If you don't mind having every unit be able to build roads, irrigation and mines. Of course you can always prevent irrigation...
If you were designing a scenario (i.e. on a pre-made map with pre-placed cities), I'd suggest just using events to spawn in the static Naval Mines for the AI. Since you're talking about a mod of vCiv2, then your decision to go with a slow sea unit is probably the best.
Just note that if you...
Apparently it's so tedious to map out the code that it'd be less work to come out with a whole new game.
As for the copyright issue: the negative reaction from 2K was in reference to the Civ3 source code, not the Civ2 source code (although 2K did technically inherit it with the label). The...
It was really just to prevent any player from going straight for the next age without having completed all of the previous age's research. In the next age. But yeah, other players would still be able to steal the tech (thanks to the bug). The idea is that they would still need to steal all the...
So the effect is that a player has something to research while they wait for the new batch of techs to become researchable? But then you're stuck researching the FT tech when once the non-researchable tech becomes researchable (in my case, that would be the following turn).
Unless.......ok what...
I didn't understand the logic of that one either. That and the new artillery system; as a concept, it worked fine in Civ3 (one of the few improvements over Civ2) except that the AI wasn't able to use it properly, thus giving players an advantage.
Then the guys at Firaxis wonder why players...
I suppose, but wouldn't that look kind of odd (i.e. having FT available for research in the Ancient Age)?
Yeah there are a number of little bugs like this that are odd considering what central functions they have in the game. Somebody didn't playtest. (It never ceases to amaze me how you...
Ok so the game will crash if it runs out of techs to research, but it won't crash until the AI researches the last available tech (FT not being researchable). Meaning that one could still play with FT as non-researchable so long as there is always something to research.
So to keep with the...
I have a question about limiting tech in ToT:
If I flag a tech that is necessary to continue through the tech tree to Future Tech as 'unresearchable,' will the game crash? (I know I could test this myself but I'm lazy.)
Macro.txt says this:
"Also note that for the game to function, every...
I'm not sure. Because as I said earlier, if you have Classic Civ2 then you can upgrade to MGE (i.e. MGE implies that you have classic). If you have FW, same deal (as Wobbegong mentioned, most non-ToT scens are actually for FW and MGE is essentially FW with multiplayer and more aggressive AI)...
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