Classic GOTM 36: Saves Now Available.

Markus5 said:
This should also 'improve' any games that I start on my own, right?

The GOTM add-on packs were originally only designed to run with the GOTM start files, but if you want to play random games using the GOTM extras then you can now use BlueBox's scenario pack.
 
ainwood said:
by the end of the week(end). :)
:wow: I am thrilled. May be after that I will decide to submit my own QSCs?
I never participated in those games, but I saw those old pages with logs and maps for every player at 1000BC. :wow: this was something. The way it was done is really good for comparison and for learning.
I used to think about it as a something that was gone forever and the only reason why "Two As" are accepting submissions of those QSCs is to get a sadistic pleasure :evil: asking players to write detailed logs of the first few turns.
I guess I was wrong and I apologies for my nasty thoughts.
Is my understanding that the system will work automatically correct?
 
solenoozerec said:
"Two As" are accepting submissions of those QSCs is to get a sadistic pleasure :evil: asking players to write detailed logs of the first few turns.
Yes, we are about to publish the outcomes. But that doesn't mean we aren't also sadists :evil:
 
ainwood said:
Not directly!

You need to add the civs & units to the editor. Fortunately, Bluebox put one of these together here that you can use to add these units / civs to random games. :)

Thanks. This should be fun.
 
I followed the instructions and successfully setup for playing GOTM saves on my Civ3 1.29f. The GOTM36 conquest save loaded OK, but then the problems began. I took one turn and then went to the advisors. Each advisor had no information. The pages were there, but everything was blank. I wanted to chose a tech to research, and adjust my sliders. I couldn't. Odd. I played on for a few more turns. Now the advisor pages have numbers and data in them. OK, maybe that's "just the way it is." I continued to play and noticed that the popup that happens when a unit or improvement is complete wasn't popping up. No changes to the preferences checkboxes could get the popup to happen. When a city completed a unit or improvment, I got a sound and a message by the city and the next build was choosen for me. I had to wait until the end of the turn and adjust the build. Pretty soon, I was seeing multiple units being built. Two spearmen in two turns, for example. Then, I was seeing units change while in motion. A settler was created, and I moved the settler three squares towards his final destination, then set about other tasks knowing that I would move the settler again when he stopped on that third square. When the unit stopped on the third square, it wasn't a settler anymore, but a spearman. Huh? I don't remember moving a spearman into that area (but I might have). I don't remember the settler getting ambushed by a barb (unless there are invisible barbs in GOTMs). Well, at this point I gave up and saved the game.

So, what might be going on?

I'll start over with the GOTM36 Conquest tonight. Yeah, it won't be official because reloads aren't allowed. But, I'd like to watch very, very carefully this time. Last time I just jumped in and started playing.
 
Sounds to me like you either have a very sick Civ3 installation, or you are actually trying to play the wrong start file in the wrong software version, or you've applied the vanilla mod packs to the wrong directory, or some combination of all of the above. I would recommend a clean reinstallation of your software.

Do you have Civ3 Conquest edition? If so then you can play GOTM 36 without making any mods to the software by running it using the PtW executable.
 
After thinking about this for a while, I've got a plan that might allow me to finish.

Send the scout out to see if we share our land with anyone else, settler SW to found London and worker move to improve cow.

Plan if yes and only 1 neighbor: London building settlers to pack in very tightly. Those new cities, building troops or workers/settlers and kill the neighbor. Then go to no neighbor plan.

Plan if yes and multiple neighbors: London bulding settlers. First city goes for any available wonder and tries for 20K win.

Plan if no neighbor: London producing settlers. Pack as many cities onto island as possible. Have all cities building workers or cultural items as they become available going for 100K win. If I can get 25 cities on this rock, each producing at least 14cpt (temple (2), library (3), colosseum (2), cathedral(3) & university (4)), I'll be getting 350+ cpt. That should give me a chance to win via culture. I'll have to build some military to defend my island, but at least the AI is bad at across water wars. It seems that war turns take up the most time (thanks to Dianthus trade utility speeding that up), so if I can avoid them, I might be able to whip the puppy out in the available time that the SG's & RL leave me.
 
Its over. I'm not submiiting the results. I had to restart a couple of times because I think I had the GOTM updates (21-25) mis-installed. So, I had some cheats. Still, I'm looking forward to seeing other results. Will I see them on this thread?

Now, I've followed BlueBox's instructions to allow me to create my own scenarios or random games using GOTM updates and rules. Civ3 crashes right before the first turn is allowed. Where should I go to get some help? Post it in this thread? Is there a GOTM installation help page?
 
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