Quick Answers / 'Newbie' Questions

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I have my galleys and my medievil infantary along with a settler all set up to go. Now with the great lighthouse I can saftly set sail.

In terms of defense of my home lands. Am I right in think the AI civs won't send a galley across ocean squares untill they get to astromy? Somthing I have no intention of letting them do. If thats the case I don't have to leave any miltaray at home?
 
AFAIK AI will travel if he can reach from one area to another in one turn. Eg. if AI can move from one coast tile to other, in one turn (not risking sinking), he can. Still AI is terrible in naval landings and will send 1-2 warriors instead of infantry for an example. Count that seafearing tribes have 1+ extra movement.

Just keep one-two horses/knights as "static defense"(with roads, horses can travel 6 squares around them) and you should be good to go.
 
I was wondering how to disable tech trading for Civ3 Conquest Edit. I wanted to disable it for the Japanese scenario (Sword of the Shogun) that came with it because I want to spend a longer time with the middle units instead of computer trading all the way to the end within a short amount of turns.

Edit- I finally found one option for each tech there is a cannot be traded box. Is there any other way or do I have to just go through and click cannot be traded for each tech? It isn't a problem for this scenario but if I wanted to do it for another more tech heavy scenario it would take longer.
 
I just finished with an odd game where I had three large inland seas (yes, they were fresh water, 2 food tiles). I built my core cities around the three inland seas, with one city situated on a narrow neck as a gateway between the ocean and the largest of the three inland seas.

That's when I ran into a roadblock. I was trying to build a formidable modern naval force, and discovered that you apparently cannot build naval units on freshwater ports.

Has anyone else noticed this, or did I somehow miss that from the beginning? Granted, I've never had three inland seas to work with before, but it would have been nice to be able to build naval units on the inside and keep them there for protection.

:gripe: They did it on the Great Lakes, for mercy's sake. I should know! :gripe:
 
It's one of the stupidities of the unmodded game. I know some are for game balancing (like corruption and artillery being non-lethal), but I don't see anything unbalancing about lakes having boats in them.
 
It's one of the stupidities of the unmodded game. I know some are for game balancing (like corruption and artillery being non-lethal), but I don't see anything unbalancing about lakes having boats in them.

Indeed. Ticks me off. I had the perfect core empire capable of producing a good-size navy in rapid order (island-type map)... and had to settle for... :gripe: a navy the size of a bathtub fleet.

:gripe:

'kay, enough complaining. :lol: That'll teach me to start taking a deeper look at some things and coming up with a mod of my own. :scan:

They had access to the sea via the St Lawrence.

Darn tootin' right. The Great Lakes are more than deep enough for a Nimitz-class aircraft carrier to operate in. But they wouldn't fit through the Welland canal (connecting Lakes Ontario and Erie), so that's a moot point.
 
navy in the lake is something ı like too .I remember a few Civ1 games ı had them . ı hear they trained lots of Carrier pilots in those lakes in WW2 .
 
what are bic-in and -out files ? Both of 207 KB they show the time ı get in and out of the game but why .? They give this computer illiterate creeps as they disappear when ı try to open them with Open Ofiice .
 
navy in the lake is something ı like too .I remember a few Civ1 games ı had them . ı hear they trained lots of Carrier pilots in those lakes in WW2 .
In case anyone is interested or doesn't know, in Civ4 you can build ships in cities bordering any lakes that are 10 plots or larger in size. It's certainly one of the changes for the better since Civ3. :)
 
I was wondering how to disable tech trading for Civ3 Conquest Edit. I wanted to disable it for the Japanese scenario (Sword of the Shogun) that came with it because I want to spend a longer time with the middle units instead of computer trading all the way to the end within a short amount of turns.

Edit- I finally found one option for each tech there is a cannot be traded box. Is there any other way or do I have to just go through and click cannot be traded for each tech? It isn't a problem for this scenario but if I wanted to do it for another more tech heavy scenario it would take longer.

I don't believe so. I would repost that in the Civ3:Creation & Customization forum and ask there. They'd know better than in this thread.
 
as a further note to shipbuilding in lakes , in Vanilla 1.07 ı bought a transport in "lake" with one sea tile in it to attack a shore city with marines ı had nearby , but then CivAgamemnon mentions all freshwater .
 
this month ı made the basic Huge map in scenarios into a Conquest file . How exactly ı don't know but it is giving me lots of intense playing . ı am also playing in Mass Regicide as ı like the free scouting and fair enough combat power against Barbarians.ı save extremely a lot , no risk at all . Though ı had AI respawn on and all the kings would reappear somewhere else .ı think it is correct to say they resurrect only once . Is there any relation with time too ,say in the modern age they would not ?

to ease my work ı made the option off and my reaction is "where did they go ?" .The map seems empty .Playing from South Africa , the civ at the Horn of Africa is missing plus the civs are not founding cities . Approaching 10 AD and by this time ı would have killed at least one and lots of slaves would be building the road to Asia , now ı am yet to get to the jungle.Is this in the programming to keep AI safe from the player's agression or did my half baked attempt to add the Star Wars' stormtrooper cause something to go wrong ?
 
When a "Lake" is big enough to have sea tiles, IIRC the coast tiles will be salt-water. (Viz. Produce 1 food instead of 2.) This Lake would then be considered an ocean by the program and harbors would thus be allowed. :)
 
That's correct. It's 20 or 21 tiles or less to make it a lake. I can't remember which.

I have an old post around here somewhere where the AI build the Great Lighthouse on a 'coastal' town of 23 tiles or so. Seemed like a waste to me....
 
From a game play sense, no waste at all. But if you stop and think of the light house working for a lake the size of Lake Erie....
 
ı will find that save and see if it has that many tiles . One of my pet desires when few years ago ı had my brother's computer for a couple of hours to play and build scenarios was to have a fleet in a lake and that PTW did not allow sea tiles inland .

( ı did and saw it is of 25 tiles . Now that explains my lack of success in turning Caspian to a salt sea to build Colossus etc .)

ı am confused by the leader activities . While ı would agree a warmonger should be denied to chance to do all the wonders through leaders , ı would like to do more with them .What is the limit , the number of wonders that can be build with leaders ? The game first ı noticed this ı had 12 armies , think used 2 leaders and 2 science leaders to build wonders and improvements. And ı would have preferred to have one army and all the wonders .ı limited myself only to Forbidden City at the latest game still the leaders' ability to hurry wonder disappeared ,reappeared disappeared .What is happening ?
 
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