Newbie Questions - Ask here and get Answers!

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Thanks.

I didn't find a way to link a certain post within a thread from that link. I can always link a thread, but how do you link a post so that THAT post will be the first you see when you press the link?
 
El-Kalkylus: Look at your own post at the bottom right. You'll see a link that says Post #604. Link that.
 
And just to add to cromagnon's post, the format for a link to post is:

[url=http://forums.civfanatics.com/showthread.php?s=&postid=980016#post980016]link text[/url]

This is a good bit to know, because if you use MacOSX style, like I do, the "Post #604" button isn't there. I have to check the postid of the post, and then paste it into the above string. Note, the postid goes into the string twice: "...s=&postid=980016#post980016".
 
Thanks, it works now. I had a bit of unluck to link a post to a thread that I couldn't link the post to. When I tried to link a post in another thread it worked, so it made me very confused. :)
 
Is there a post somewhere that describes exactly how borders are computed? E.g., if I have a zero culture city, then it normally controls a 3x3 square. But if I have two such cities 3 spaces apart, then I'll get control of additional spaces that are 2 away from each, even without adding any culture. I'd like to be able to predict, from a given set of city locatoins (and culture levels) exactly which spaces I will control.
 
If a tile is bordered on opposite sides by borders of the same culture, it will be incorporated into those culture boundaries.

So two towns exactly four tiles apart horizontally or vertically (TxxxT) will take control of the three tiles in between them. Towns the same distance apart horizontally or vertically but displaced one tile in the orthogonal direction will incorportate two extra tiles, and so forth.

Renata
 
I was wondering how you change maps from civ III to civ IIIplay the world
this is so i can play a map i made in civ III in PTW

thx
 
scotland_no1, when you choose Load Scenario from the PTW main menu, the scenario files are listed with all BIX files alphabetically, then all BIC files alphabetically, so to play a map that's a BIC file from vanilla civ3, make sure it's in the PTW Scenarios folder, then scroll all the way down in the list and you should be able to choose it and play it.
 
ok thx but, is there anyway to convert the map so all 24 civs can play and not just the old civs from vanilla
 
It should be playable by any civ if there were no rule changes to the map. Since none of the standard map sizes are set to 24 civs, if you want to play with all of them at once you will have to explicitly set the number of players. To do this, open the map with the editor and go to the "Scenario Properties" window where you can set that. If the map had pre-defined start locations for less than 24 civs, you may want to either add extra locations or delete the ones that were there so that they get assigned randomly.

If there *were* rule changes to the old map, then what you want to do is open up the PTW editor, select "Import" from the file menu, check the map option, and then select the BIC file of the old map. This will ensure you play with standard PTW rules. You can then save this scenario with a new name to a .bix file, although you will still have to set the number of players to 24 if that is your wish.
 
ok thx a lot
i didnt need to set the players to 24 i meant to say i can choose any of the 24 players i only want 8 :)

thx a lot again
 
Q:
If you assign a intercept mission to a "ground" unit that you change it's status from "Land" to "Air", the attack (defend) animation remains the same as the a typical air unit: the defending unit would sweep the attacking air unit from left to right (or from right to left). Now this is visually pleasing if the defending unit is an aircraft at intercept mode. It is not pleasing if the latter is a "ground" unit. I thought I could sort of "correct" that by replacing the DefendingUnitAttack.flc with that of a CruiseMissileRun.flc as to emulate the firing of a SAM missile towards the attacking unit. I wouldn't mind for example if the emulated SAM unit would sweep the attacking air unit from left to right and in the process it might or might not destroy the attacker. I also tried the use of the SAMAttack.flc but because the animation goes vertical the horizontal defending sweep is even worse. For 90% of the animation sequence this method does give the result I wanted. But the last frame of the animated attack the "CruiseMissile/SAM replacement flick" gets replaced by the ground unit again at the far left or far right grid square of the sweep. I am guessing that the intercept sequence has been hardcoded to revert to the default or run flc image once the sweep is completed. And that is my question: Is it? Because I expected that only the attack flc file would be engaged during the intercept mission.

Sorry for the long post. I wanted to be as descriptive as possible.

Thanx

ps: I chose an operational range of 1 for the defending "air unit". If one chooses 0 for the operational range why doesn't that mean that it will only defend the grid square at which it resides? 0 operational range negates the air abilities of the air unit.
 
ModestX, that's a bit advanced for a Newbie Q and is more suited to C&C. While I've never messed with Air Interception animations, in general an attack starts by displaying fortify and then goes through the attack sequence. After the attack(s) you get a victory, death, run, or default depending on the outcome. I would check Dark Sheer's "How to Create a Convincing Unit Animation" thread in the C&C Tutorial section to see if that addresses your issue (it has a lot on which animations are displayed when) and then ask in the main C&C forum if that doesn't help.
 
pdescobar:
You're right about the place of the location of the post. I kinda of thought that the Newbie Qs would be good place to start to at least get some directions.
Will post to C&C and see what comes out of this. I did read Sheer's thread though before posting but I didn't find anything to answer this. Maybe I should try harder. I guess my real question is whether the intercept scene is a concatenation of an attack and the result of an attack scene.
On other hand maybe it's wiser not to mess with this. :)

Thanx
 
I can't get cruise missles loaded onto my carrier, how do you do it? I also have the scientific advances and uranium, but can't build nukes. What do you have to do to build them?
Thanks all,
Jerry
 
Originally posted by gbortz
I can't get cruise missles loaded onto my carrier, how do you do it?
I believe you can rebase them onto your carrier.

Or maybe carriers aren't supposed to carry them. Not sure; never build cruise missiles anyway. ;)

I also have the scientific advances and uranium, but can't build nukes. What do you have to do to build them?
Is the uranium linked to your network of roads, air and sea links?
 
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