Newbie Questions - Ask here and get Answers!

Status
Not open for further replies.
Is it still possible to sentry units in Civ3(not ptw)? Like in Civ1 (dunno about 2, never played it) the unit is grayed out but automatically reactivates if an enemy approaches it.
 
Wildfire & Speedo:

Civ3 (vanilla) does have a sentry command. It was implemented in v1.17f, at the same time as the group move. It's in the README file:

Additions v1.17f:
* Added Sentry command: y = wake whenever next to friendly or enemy unit(s) / shift+y = wake whenever next to enemy unit(s).
* Added stack movement. Hitting 'j' will produce the goto cursor. Once you select a destination, every unit of the active unit's type in that square will move to the specified location. Air units of the same type will attempt to rebase.
 
Originally posted by theSoors
Hi, is there a way to show the game turns in numbers besides years in the info box? I keep reading people post stuff like "..in turn 22 I did this and that..." "My first wat lasted 16 turns" How do they know?

I just posted formulas for year->turn number here:

http://forums.civfanatics.com/showthread.php?postid=998973#post998973

It's also pretty easy to just count, if you know how many years per turn in each time period.
 
Originally posted by alancarre
I knew about that. In fact it comes up even if it didn't lose any hitpoints. That was what started me wondering about the "controls the skys" button... It seems to me that ONLY when I press the "control the skys" button on the turn before the air attack, do the fighters actually scamble. In my last game I was hit 4 or 5 times, two turns in a row and my fighters did nothing. So, I went and re-activated them, and pressed the button. The next turn my fighters scrambled. Maybe this is just a coincidence... I guess I could do some experiments.
- Alan
You don't need to test. Theoretically, interceptors won't forget their AS command until the game ends (or if they get "active" after succesful interception). As AS missions (freaking abbreviation) are dependant on the RNG (don't know the odds exactly), I guess you were just unlucky :( I assume you use the latest patch version, because AS didn't work properly in early versions, especially when interceptors were ordered to AS on a carrier. Then, they forgot their command each time an "active" carrier was moved/"skip" moved.
 
Originally posted by Grille

You don't need to test. Theoretically, interceptors won't forget their AS command until the game ends (or if they get "active" after succesful interception). As AS missions (freaking abbreviation) are dependant on the RNG (don't know the odds exactly), I guess you were just unlucky :( I assume you use the latest patch version, because AS didn't work properly in early versions, especially when interceptors were ordered to AS on a carrier. Then, they forgot their command each time an "active" carrier was moved/"skip" moved.

Yes, I have version 1.29f (I think). It was the latest patch on the civ3 site. I guess I was just unlucky as you say. From now on, I will stop re-activating them and pressing the button. If they fail to scramble forever, I'll post here again.

Yes, and what is it with those carriers? Why does everyone fall to sleep when the carrier moves? That's always bugged me...

- Alan
 
The carrier thing seems to work now (1.29).
In former versions, it was like that: set interceptor on AS mission; right click on carrier stack would have shown "activate" for the interceptor before moving carrier, but did show "wake" after moving the carrier (obviously fell asleep due to carrier movement). Plus, no attempt of intercepting was observed (my humble experience at least) if interceptor was ordered on AS mission before carrier moved.

Actually, the interceptor always shows "activate" after being ordered on AS mission on a carrier (just as it shows in case of using a city as base), regardless of the movement order of carrier/interceptor. And I have seen interceptions from a carrier. *Seems* to work correctly now, good luck next time. :)
 
It would be nice if, when you right-clicked, that it would indicate the current state (ie. F == Fortified, AS == Air Superiority, S == Sleeping. G == Going To... and so on). As it is, if one fighter happens to be fortified, and all the others are controlling the skies, then you'd have to wake all of them to make sure everyone is controlling the skies. Entries could look like:

Wake Veteran Fighter (4.4(8) : AS)
Wake Veteran Fighter (4.4(8) : F)
etc...

And that reminds me of another thing I'd love to see: I'd love to see that popup list sorted by UNIT TYPE. Man... I hate to see everything all mixed up in there. And units in armies SHOULD LISTED FOLLOWING THE ARMY, and not all mixed up everywhere in the list. The army listing should be like

Wake Army (8/16,..., F)
|----Modern Armor (1/4, ...)
|----Modern Armor (3/4, ...)
|----Modern Armor (3/4, ...)
|----Mech Infantry (1/4, ...)

(whatever the numbers that are usually indicated there).

And, of course, units in Transports, or Carriers should also be grouped underneath (and indented) the unit they are inside.

- Alan
 
hulk.gif


the 2 jpegs i tried don't work, this gif did oh and in the 2 i uploaded the jpg was in caps, could that have caused the problem?
 
Originally posted by NewDestroyer
damit for some reason i can't make the images come up right, any1 know y. so far from paint and jasc animation shop both things don't work.

It is case sensitive. Your gif file had its first letter capitalised:
Animation1.gif


If you aren't sure of the exact file name, check the list of uploaded files (from the upload file menu) and see what the server thinks the file is called.
 
I just have a quick question about goody huts. Someone mentioned a safe way to pop a goody hut on deity (I assume that means no barbs) but I don't know what way they mean. Actually, I may have misunderstood and there may be no safe way to open them on deity. I'm going to try the upcoming GotM so I'm rather curious as to what the safe way is, if it does exist. The only guess I can come up with is to open a hut by getting it within your cultural boundaries, though it really is only a guess. Any ideas?
 
If you have no military you can't get barbs from poping a hut.
 
Heh, no military on deity? I suppose I could send out a worker to scout, but I don't think he'd survive long. Neither would my cities. Thenks for the info :)
 
It's an animation, like when the warrior scratches his head and stuff.
 
Another thing, is there a way to disable the default retire at 2050AD?
 
When I win the game, the replay function doesn't work. Clicking on the play, forward, rewind buttons doesn't do anything at all. Is this a known/common problem? I have PTW 1.21f.
 
Originally posted by DaviddesJ
When I win the game, the replay function doesn't work. Clicking on the play, forward, rewind buttons doesn't do anything at all. Is this a known/common problem? I have PTW 1.21f.

Wow.... You actually won??!! Amazing!! How'd you do it? :lol:

The replay buttons have always worked fine for me and I've never heard of it before... so it's not that common....
 
Status
Not open for further replies.
Back
Top Bottom