Cant load save games (and thus out of syncs) on beta 1, havent had a chance to try beta 2 as yet.
Fixed (for me at least!)
Cant load save games (and thus out of syncs) on beta 1, havent had a chance to try beta 2 as yet.
What? No. All in all, it was like 10 lines of code.
Anyway - For Civ5, I for my part, I will be doing what I do best. Not adding new content (buildings, units, improvements, etc...), but adding new features (Advanced Diplomacy, Dynamic XP, Realistic Corporations). The features are what's really fun for me. I'll leave the content to those who like doing that, like Zappara, and I'll be willing to add new features (new XML tags) for that content to boot.
After watching the livestream, the first thing I thought was, gee, I bet he wishes he had Advanced Unit Automations, so he could send that Brute out to pillage barb encampments while he payed attention to more important matters. Then, when he met Hiawatha, I was like, what, no unit trading?
Basically, AUA and AD are my first two civ features. While watching, I also realized how much of the back end SDK is probably similar to the current setup. In fact, it's probably simpler now, because unit grouping is gone.![]()
Hi
is it me or the "airport icon over the city bar" options does not work? Since the first time it was implemented I have never seen this working?![]()
Encouraging Anti-war Rallies, and thus causing one turn anarchy with ten spies available to me cause the game to be disappointingly easy.
I really didn't want to mention the date problem, but in my current game (1.75 beta1, monarch, marathon speed) everyone has destroyers at 1250 AD.... I understand it is due to fact that marathon was extended. Anyway, maybe there is a chance to adjust this......
I went ahead and checked the early starting point allocation. i remember using the default number given when choosing an early start. the first tech was like 800, the second was 1400 and the 3rd tech i grabbed that gave Hinduism was like 1800 points. all said and done, after my 1st city and 3 techs, i was left with 3400 points which i used for a settler, workers, and city buildings. (numbers are estimated and by memory)
edit: the large numbers for the early start is because i am eternity speed setting i guess and cost of techs and production is so much higher. i always started with 5k in RoM. i dont see how 350 would buy anything. maybe map size has to do with it too? i always play gigantic or giant. err forget names, but the 2 above huge.
the cpu had no points left to increase culture automatically. i have done 3 starts now and this happens each time.
here are SS's. i still have the save.
http://www.flickr.com/photos/31772793@N00/4991852542/
http://www.flickr.com/photos/31772793@N00/4991852432/
edit: started a new game... figuyred i ought to add this as well. i don't know how to upload a save.
http://www.flickr.com/photos/31772793@N00/4991293711/
i hope this helps. let me know how else i can help.
edit: i went ahead and started playing this game... i founded my 2nd city with the settler i bought in early start. culture started at the impressive level as reported in city status screen, but cultural border was only directly around the city (like it should be)
I sent ten spies just to make sure at least one survive long enough to gather intel, then sit until my army get there, then bingo, click away their defense percentage and I'm off to next city.
In history, even if there was anarchy in a city, it wouldn't had caused a city to fall overnight to the army unless the spies aggressively seized control of gates, so to speak.
That scenario above is hard to emulate in Civ4 engine, so why not just leave out causing anarchy from any spy mission?