Department of Turnplay

I'm not rushing anyone. This part is just too slow with nothing to do. Thanks for the concern though. ;)
 
Whomper's got it.
 
Todo for turn 26:
  1. Move settler east
  2. worker start road
  3. move Ave Joe west
  4. move Peapants west to hill
  5. check for happiness@ end of turn, leave SCI as high as possible
 
it's available for anyone who wants it
 
Go find someone Dagh!!!
 
Go Dagh! :vomit:

I'm not anxious for new info :vomit:

You take your time :vomit:
 
Turn 26
Follow Tubby's todo and not much happens as far as contacts go. We reach the ocean 'thou and spot Ivory and a nearby GH.
Sliders remain untouched.
World Map and Demographics attached. Go Tubby :lol: .

Edit: Not sure if the attachments worked allright. I'll chip in the .sav for interested to look at.
 

Attachments

  • f11_26.JPG
    f11_26.JPG
    137.1 KB · Views: 47
  • WM_26.JPG
    WM_26.JPG
    94 KB · Views: 98
Should we go for the GH or keep exploring? Remember that there is a 65% chance of baddies popping out.

My vote is to keep exploring to the south.
 
What's the rule again about barbs attacking? Is it the the axis NE/SW axis they attack on?
 
What's the rule again about barbs attacking? Is it the the axis NE/SW axis they attack on?
Never heard of such a rule.... I'll try to look into it.
 
I'm pretty confident barbs only attack on the NE/SW axis and anyone playing the save should make sure NoAIPatrol=0
 
I also suggest moving more to the south. We can get the GH with a spearman later.
 
I PM'ed Bamspeedy about the barb question. Hopefully he'll know. He seems to be the most into all of the game mechanics.
 
Goodies! Goodies! "Dare! God favors the bold!"
 
Whomp said:
I'm pretty confident barbs only attack on the NE/SW axis and anyone playing the save should make sure NoAIPatrol=0
Unless the player on the last team -which is KISS; you- has NoAIPatrol=0 then barbs will have a tendency for the NW/SW axis. If the KISS-turnplayer has NoAIPatrol=0 (non default setting) the barbs will wander around more and attack outside the NW-SE axis.
 
NoAIPatrol=0

What is that? Where is that? How do you set that? Why would you set that? I thought I was contributing but now I'm lost :cry:
 
NOAIPatrol=0 can be entered into your Conquests.ini file as a new line to prevent barbs from just sitting in their camps. It basically makes that AI units (with no other order) just wander around aimlessly. If it set to 1 or completely left out, AI units will just fortify where they are and not patrol around.
 
Thanks Rik!! OK will they attack on the NW/SW axis or NW/SE axis? I think you said two different ways.

Sorry everyone NoAIPatrol=1 should be on. I believe this is used for SGOTM teams.

My main concern about popping the barb village is the best tech we can get is masonry or the wheel neither of which are critically important at this juncture vs. being on the cusp of contact.
Maybe some gold, very low probability of settler etc. etc.
Peapants would have something like a 50% chance of survival.

I don't see the upside. I say no village. Keep Peapants moving.

@Booti-- in the editor you can change the barb setting. You can add a line in there to NoAIPatrol=1. It's been a long time since I did it so I can't remember how I did it, I just did.
 
Can we switch that in-game?

@Whomp et.al. I deffer on the goody hut. You make a good point on the CBA. Whenever I see a hut the blood simply rushes to my head.

All in all you're right, contact is more important.

(A much deflated but wiser) Kickbooti
 
Back
Top Bottom