News: GOTM12 Pre-Game Discussion

I'm still not clear if GOTM is being played on v1.61.007 or v1.61.008.
 
AlanH said:
Just to underline what DynamicSpirit said:

The start file will *only* run with the version of the HoF Mod that it's locked to. If you try to load it with any other mod or mod version, it demand the one it knows.

Correct :) There will be no non-HoF Mod saves this month.

There will be two different versions of each player class save - the usual Windows one and a new Mac one. They will only run with the appropriate HoF Mod installed, and neither HoF Mod will run on the other platform.

If there a mac version of the HoF Mod? If so, where can I download it, I tried to download the Civ4_Map_FinderV1.3_Setup.exe, but it won't run and wants to to "find a program".
 
The Mac version is specifically targeted at GOTM. You can't use it to enter the HoF competition, and it doesn't include the MapFinder functionality. Please see the link I posted for the Mac forum thread where its features are discussed.

If you are a Mac user, and haven't found the Mac Civ4 forum yet, please make a point of visiting us real soon. It mainly covers platform-specific discussions of mod usage, network play, and performance on the Mac platform.
 
I've never played with Mansa before, so I'd like to ask: what promotion is best to give the skirmisher? (considering the good chance at an early war)
extra first strike or strength?
This should be an interesting game: I wonder what the 'surprise' will be this time, considering it's "only" Prince level.

greetz
 
> Correct :) There will be no non-HoF Mod saves this month.

Is this just for this month, or also in the future too? (I still haven't bothered with the HOF mod...)

Thanks for your time!
 
Allrighty then. One more noob (to the HOF mod) question:

A random test start with the HOF mod gave me a warning to the effect that: 'This game is not qualified for the HOF' because this or that setting isn't set this or that way...

Considering I have the HOF mod installed, and load up the GOTM, that's it right? Or do I have yet to adjust some further setting?
 
Jove said:
Allrighty then. One more noob (to the HOF mod) question:

A random test start with the HOF mod gave me a warning to the effect that: 'This game is not qualified for the HOF' because this or that setting isn't set this or that way...

Considering I have the HOF mod installed, and load up the GOTM, that's it right? Or do I have yet to adjust some further setting?
You can just ignore that for purposes of the GOTM. That's just there to help people when they are creating games for the Hall of Fame.
 
You can suppress that warning, which is only relevant if you are playing for the Hall of Fame competition.

Go into Options and the HOF3 tab. You'll find a couple of checkboxes that relate to HoF rules checking. They are called "Startup HOF Settings" and "Victory Screen HOF Settings". The first enables the warning you are seeing, the second enables a red warning on the victory screen. Disable them both for private or GOTM play.

Re. other settings: If you just install the mod and then play the GOTM start save you will see no differences in the game. To take advantage of the extras that the mod provides, you need to use the Options HOF tabs to enable the new Advisers, autologging and/or events alerts.
 
Just played the test map provided by someone here (thanks) until the end. Got a diplomatic win in the 1780s. Made a mistake by not killing napy that was on my continent, and he backstabbed me in the 1600s, that delayed my diplo win.

I am pretty sure that on a similar map, i can manage a diplo win in the 1600s (that would be my best diplo win, though i think one can do much better).

Anyway, my question is that the replay showed my map without ocean (as if i could the see the bottom of the seas). Should i reinstall civ, or is it normal (it's the very first time i play with "cold" setting)?
 
I haven't been able to load the sample game prepared by Jar-jar Binks. Is that because it was done in v1.61.007 rather than v1.61.008? I just installed v1.61.008 and can works fine on other games, but maybe I missing something.
 
If it was created with a mod, and if you don't have that version of the mod, then it will tell you so. If it needs no mod then it will tell you it has to restart with mod "None".

Jar-Jar Binks' save requires the 1.61.007 version, which is available here. You can safely install that version without affecting your .008 version. Saves will select the one they need.
 
Bart_civ said:
I've never played with Mansa before, so I'd like to ask: what promotion is best to give the skirmisher? (considering the good chance at an early war)
...extra first strike or strength?
I think we should grab those combat promotions. First strike is generally useless if the enemy has higher power rating and an early Skirmisher attack generally involves attacking cities defended by city garrison archers.
 
I made my mind: I won't try an early attack with skirmisher, since they are obsolete too soon. I would rather do a CS + academy slingshot.

With the save provided, i found a way to get a settler out in 2600 BC + CS slingshot in 1000 BC. Then I get alphabet, 3 cities and more than 70 beakers in 1000 BC !

I think it's a much better start, because i can either begin to crush the civs sharing my continent (with maces before AD) or consider an early oversea invasion if we are alone... Skirmisher rush is inconsistent if we are isolated.

I don't think 1000 BC for the oracle is too late at prince difficulty.

EDIT: i just thought that this strategy was based on cottaging very early... I was not using the gold tile until late. How dumb i was. I should do a couple of try without cottaging first (though it ensures some good beakers in 1000 BC !). But it's too late now; i shall go to sleep.
 
Is anyone else tempted to move the settler NE to the hill to see what's there?

I'm thinking about moving the warrior NW to check out the sea, and if there is a sea resource, taking the settler W. If there isn't any sea resource, taking the settler NE to see if there's anything attractive beyond that. If there isn't, returning the next turn. OTOH I am nervous because I recall wasting a couple of turns in WOTM01, exploring with the settler only to conclude the starting spot was the best place to settle after all.

I'm also thinking that settling in-place makes a lot of 3-gpt coast tiles unworkable (you could pick up an extra five of them by settling 1W, though two of those might be workable from the land that's just out of site to the north). I'm reluctant to lose those, given the likelihood that we're playing a more land-restricted game than normal. Of course moving West takes the gold-plains-hill outside the capital's radius, so whether it's worth doing depends on whether there's any high-food tiles the other side of the gold that would make it feasible to build the 2nd city just beyond the gold, and working the gold. I'm hoping moving the settler NE might give some clues whether that's likely to be the case.

Decisions.... :crazyeye:

btw has anyone ever seen wine on a hill before? I can't offhand ever recall seeing that.
 
Since we are back at regular speed with only a reasonable amount of land on the map, I'm tempted to go back to my old ways and go for a domination victory. After trying a cultural victory in WOTM2, though, I think I will try to apply my lessons learned and go for a cultural win this time around, too.

I'm thinking that I won't research archery until I know that there are other civs on the continent, too. I think maybe worker build first. For techs, maybe AH, then pottery then monotheism to hopefully found Judaism. Then maybe BW, writing, CoL... but who knows?
 
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