News: COTM104 Ottomans - Pre-game discussion

maybe. and for sure not my forte anyway... ;)
t_x
 
I encountered something strange, for which I have no explanation: one nation (A) had built the Statue of Zeus, and when I approached a city of a different nation (B), I met an Ancient Cavalry! These two nations are pretty far away from each other, so I'm quite positive, that it cannot have happened that B temporarily captured the SoZ town from A and lost it back after a couple of turns?!
I have made a save file from that situation, in case you want to look at it. For me it's no big deal, it won't have any significant impact on the game, I only found it very interesting.
 
Hi Lanzelot:

There is no need to send the save for the moment. I can interrogate the behaviour of that unit in the scenario file. If the comparison with the unmodified biq shows no differences then I will ask for your save by PM.

I will be working overseas for the next few days, so please don't hold your breath waiting for an answer. ;)
 
I encountered something strange, for which I have no explanation:

Lanzelot, the issue you have found is real. By adding a unit (broadsword) to the unit list I have inadvertently uncovered what I consider to be a bug in the editor. What has happened is that wonders which give free units are now selecting the next unit down in the unit list. So Statue of Zeus gives AC - next in list is Curragh. Knights Templar should give Crusader - next in list is Ancient Cavalry. The editor appears to select the required unit by position in the list, counting from the bottom and not by name. Had I added the broadsword to the top of the list, then no issue.

Therefore the Ancient Cavalry you have encountered is from a tribe that has built Knights Templar.

I don't intend fixing this bug for this game. I will however be a bit more circumspect about modding games in future. :sad:
 
Hi mad-bax,
yes, this is confirmed in my game: nation B has indeed built the Knights Templar, and even in the town where I met the Ancient Cav... (That's quite a coincidence, that the Templar now builds ACs, isn't it. Good luck for me that the "next in list" wasn't the Modern Armor... :D)

BTW: the SoZ town is not on the coast. I wonder, what nation A is now doing with all their Curraghs... :)
 
Hello,

This is my first COTM (I realize I'm starting pretty late into it so I might not submit before the deadline, but I figured if I don't join now I may never join). I just registered so I can make this post. I had a few questions.

I usually play with a modded version of Conquests (decreased corruption, removed some unit upgrade paths, etc.). Do I need to put the default .biq file back in my main conquests folder before launching the COTM save file?
Also, do I need to do anything special in terms of loading it or running it?

I used to play Civ3 ages ago, and I've recently come back to it and am enjoying it tremendously. I thought this looked like a fun thing to try. Thanks for the help!
 
Hi, welcome. :wavey:

No, you don't need to do anything to your .biq, as the starting save comes with the scenario data built in.

Just download the start file, play the game without going back in time and replaying any moves or decisions. Save immediately before you end a session, and start the next session from that save. We recommend that you set Civ3/C3C to autosave every tune so that, if you suffer a crash, you only have to reload the last autosave and replay your moves for the current turn.

When you win/lose/retire the game, save it after the victory ceremony and submit the save before the deadline.

Good luck :)
 
When you win/lose/retire the game, save it after the victory ceremony

To be exact: In the victory message, select "just lemme play a few more rounds...", save the game immediately thereafter and then do whatever you please with the rest of the game. This save is the one to submit.
 
Wonderful, thank you so much for all the information! I'll look forward to giving this a try!
 
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