Frequently Asked Questions

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It's not a d/l issue but a missing file in your windows OS.

JosEPh
 
@JosEPh...

Solution to the problem from two posts back:
I have downloaded the installer to C:
My BTS folder is in D:

So i have just move the installer to D: and it run perfectly!
If anybody have same issue, this is solution.

One more question, please:
Is there a thread for AND maps? Or some selection of maps (Earth maps maybe) beside few that comes with a mod.

Thanks!
 
The ppl that made maps for AND and RoM have long since moved on. We need to find a map maker like Jabarto who made many of the current set.

I'm not sure if the C2C maps are compatible any more. Even though AND and C2C had the same base, RoM.

Isn't Perfect World listed in our selection? It's an Earth Type. And there is the Terra Map. I don't usually play an earth like map. But I guess we might need to put this on the list.

JosEPh
 
Is their a button or function that I can set up to prevent automated workers from destroyed city ruins...at the moment I'm having to micromanage them in order to prevent them from building something new over pre-existing city ruins. I have searched through the BUG options but have not found any option to prevent this. Thank you.
 
Is their a button or function that I can set up to prevent automated workers from destroyed city ruins...at the moment I'm having to micromanage them in order to prevent them from building something new over pre-existing city ruins. I have searched through the BUG options but have not found any option to prevent this. Thank you.

AFAIK, no, there's no such a function.
 
It'd be cool if you could mark/tag certain tiles to 'not' be touched by workers. I for instance usually don't build cottages, and only build them in 1 or 2 or my cities (that are going for research/gold). So if I undo cottages in the automation tab, have replace old improvements ON, but tag these cottages to not be touched, that'd be handy. Same applies to city ruins obv.
 
I wonder if it would be possible to designate city ruins as a resource ...perhaps workers would leave those tiles alone then. They do for all intents and purposes act as resources when archeological treasures have a high percentage of spawning over them. Just a thought.
 
I think it could be done but it's not on the priority list now.

At the moment I'm balancing the game and importing some more code from C2C which was left out in the last revisions. I hope to fix the problem of barbarians hanging around instead of attacking you and the problem of AI not developing very well at the start of the game.
 
I definately understand prioritizing 45...thanks for everything you guys have managed so far on this mod, hands down my favorite for Civ 4. We all appreciate what you have accomplished and your dedication to the project!
 
Hello,

Ummm....I'm not sure if I've done something wrong in the installation process or if this is a normal feature of the game...but I'm playing the mod in snail mode with the early buildings turned on and I can't build any of the common units; such as workers or settlers. I'm thinking this is a part of the mod because 150 turns into the game and the ai hasn't built a city yet. But at the same time it's not displaying a requirement for the units.

I'm confused.

Help me out here.
 
Hello,

Ummm....I'm not sure if I've done something wrong in the installation process or if this is a normal feature of the game...but I'm playing the mod in snail mode with the early buildings turned on and I can't build any of the common units; such as workers or settlers. I'm thinking this is a part of the mod because 150 turns into the game and the ai hasn't built a city yet. But at the same time it's not displaying a requirement for the units.

I'm confused.

Help me out here.

Sounds like a faulty installation to me; try another game with Blitz gamespeed and see what happens. If the problem is still there, it's a faulty installation.
 
Ummm...now I have another problem. The population it's displaying is inaccurate. I have a size 40 city with only a few hundred thousand people. I'll start another game to see if it's from the install.
 
Ummm...now I have another problem. The population it's displaying is inaccurate. I have a size 40 city with only a few hundred thousand people. I'll start another game to see if it's from the install.

That's correct.

Here's where we were discussing about it

http://forums.civfanatics.com/showthread.php?t=477066

World population limit is 2147483647 which is the max integer you can have on 32bit (Civ4 it's a 32-bit application).
2^31(2 to the power of 31) -1 = 2147483647

That's why you can't have bigger cities and why population is "scaled down".
 
Oh no...the population it's displaying for the city at city 40 is like 600,000 or something. It makes no sense.

When you first establish a city (size 1) it has a population of 50. I'm playing on snail and I have about 26 cities, quite a few of them over 20, and the national population is like 7 million.

I started another game and it's still displaying the faulty population.
 
Oh no...the population it's displaying for the city at city 40 is like 600,000 or something. It makes no sense.

When you first establish a city (size 1) it has a population of 50. I'm playing on snail and I have about 26 cities, quite a few of them over 20, and the national population is like 7 million.

I started another game and it's still displaying the faulty population.

From your perspective why is this a problem?

JosEPh
 
Oh no...the population it's displaying for the city at city 40 is like 600,000 or something. It makes no sense.

When you first establish a city (size 1) it has a population of 50. I'm playing on snail and I have about 26 cities, quite a few of them over 20, and the national population is like 7 million.

I started another game and it's still displaying the faulty population.

Did you even read what he said? Its deliberately done this way due to the games limitations, its not a bug/error.
 
From your perspective why is this a problem?

JosEPh

Well I guess I'd just gotten adjusted to the larger city sizes and I am sort of obsessed with the statistics in the game so these figures kind of disturb me when I'd expected something far greater.

But even if the limit is around 2 billion, at this rate (even with the approximately 30 civilizations in the game) we're not going to get anywhere near 50 million in the world population, nonetheless 2 billion.

Does this improve the performance of the game?
 
Well, let's assume that a biggest possible city is around one million at this rate (mostly for convenience), and there are 30 civilizations in the game, each with 30 cities (my last game is close to that, being still in medieval era), which gives us 900 cities, at those can theoretically go up to a million each; it's around a billion. And on Pangaea map with low sea-level and Gigantic map, you could easily go to 1200 - 1300 cities, I guess. And hitting the population cap would probably either do some really, really strange things to statistics, or just crash the game altogether. Neither is nice possibility, so it's kind of better safe then sorry deal...
 
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