Quick Answers / 'Newbie' Questions

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milr said:
So your opinion is the fortify is effective? That's my gut programmer feel, as it would be a nuisance to 'queue' the fortify till the next turn (and retain that queue info across a 'SAVE'). From an empirical viewpoint, I seem to do better in battle when I use this. I presume someone with knowledge of the save file format might ascertain without a doubt the status of the units.

So if they are fortified, what rule ye o "Keepers of the GOTM Rules", bug (hence likely an illegal exploit) or feature (not an exploit, hence IMHO implicitly legal)?

I know that the fortify will not have an effect in C3C, if issued to a stack that has no movement left. I am not sure about Vanilla or PTW.

I think that 1.17F in PTW fixed the cntl-U, but I have not tested it as I just don't play PTW any longer.
 
I ran a short test of whether a unit with used up movement will count as fortified or not when "Fortify all" is selected for the stack that it is part of:

I picked a vet Chinese Rider (Def 3, 70 shields) and a vet Cavalry (Def 3, 80 shields) and sent them into enemy territory. I ended the Riders turn by hitting space and then with remaining movement for the Cavalry selected "Fortify all." Now the order in which units in a stack will defend is depends on:
1. Best defense value. If this ties then
2. Lowest Cost. (If this ties also then
3. Lowest Experience)

If "Fortify all" applies to units with used up movement, the Rider should be top defender, because it is cheaper. If it only applies to units with remaining movement, the Cavalry should be the top defender, because only it got the fortified-bonus.

In my test the Cavalry was the unit which got it. This strongly suggests that the "Fortify all" had no effect for the unit with used up movement.

(C3 1.29b2 Mac)

 
Nice work, Lord E.

Did you also repeat the test by fortifying all with movement not used up?
 
carmen510 said:
I get post 3,000! And are there any good mods/scenarios that won't crash?
Most mods shouldn't if you download them correctly.....

The Playground Mods a nice one.;)
Escape From Zombie Island 2's also pretty fun. Barbarossa: The War in the East is another of my recommendations.
 
Double Your Pleasure (Vanilla & PTW) or Rise and Rule (Conquests) is pretty stable.

But like The Omega said, most will play fine if you downloaded and installed them correctly.
 
@ Carmen510 - Have you got the latest patch of C3C installed? I think some mods will crash if you haven't got the latest patch. I recommend the Rise and Fall of the Roman Empire and the Warhammer mods by the way, neither of which have ever crashed on me.
 
Culture flips:

1) Is it possible for a captured city to flip back to its original civ while I have troops garrisoned there?

2) Is there some number of troops that will prevent such a flip? IOW, can I crush the resistance if I put enough soldiers on the ground?

3) If it is possible for a city to flip while I have troops there, what happens to the troops? Are they moved or lost?
 
Aabraxan

"Culture flips:

1) Is it possible for a captured city to flip back to its original civ while I have troops garrisoned there?"

Yes

"2) Is there some number of troops that will prevent such a flip? IOW, can I crush the resistance if I put enough soldiers on the ground?"

Yes, but the formula is complex. See CivAssist II or Mapstat.

"3) If it is possible for a city to flip while I have troops there, what happens to the troops? Are they moved or lost?"

There are killed, but you do ot see the combat, so they just disappear. This is why players sometimes remove troops and the next turn.
 
vmxa said:
"2) Is there some number of troops that will prevent such a flip? IOW, can I crush the resistance if I put enough soldiers on the ground?"

Yes, but the formula is complex. See CivAssist II or Mapstat.

Can't emphasize this enough. Get one or the other. Get both. Use them, they'll help your game immensely. CA2 or MP will tell you exactly how many units you need to garrison in that city so it doesn't flip.

On a side note, I hope you're starving those captured cities? This has the added effect of lowering the garrison number. You could also move some of your pop into those cities, via settlers or workers. This will drop the number of garrsion required as well.
 
Turner said:
You could also move some of your pop into those cities, via settlers or workers. This will drop the number of garrsion required as well.
Don't remember hearing about that one before.....How does that work? :)
 
I've just bought Civ3 complete, and installed it.

When I try to play it asks for the serial number. I've looked all over the packaging, disc, and startup files and nowhere do I see a serial number. Where is it?
--
 
EMan said:
Don't remember hearing about that one before.....How does that work? :)

My own supposition. If I'm remembering the flip chances correctly, it goes down when your pop in that city go up. So if you add the settlers/workers from the get-go, the chances of a flip should go down.

I haven't looked at the flip chance equation in a while, so I may be off on that.

sgtpepper said:
I've just bought Civ3 complete, and installed it.

When I try to play it asks for the serial number. I've looked all over the packaging, disc, and startup files and nowhere do I see a serial number. Where is it?
--

I don't recall there being a serial number. There wasn't for Civ3, PTW or Conquests. (I don't have Complete, so I'm not sure.)

Post a screenshot?
 
I bought Civ3 Complete, and as far as I can recall there was no serial number for that. I might be wrong on that though of course, as it was a while ago. But seeing that all the previous versions didn't have serial numbers, and that Civ4 doesn't have serial numbers either, it would seem to logically imply that the in-between step didn't have serial numbers either. :)
 
First, and as always, thanks for your help.

CivAssistII & Mapstat: I haven't gotten CivAssist II or Mapstat yet. I'll be getting one or both in the near future. I didn't want to do it until now because I didn't want to use it as a crutch.

Starving Cities: I haven't actually been starving them. I have been trying to build workers out of them. Alternatively, I set them to wealth and move on. I've seen posts regarding rushing a temple, but I rarely have enough cash for that. I've usually spent it on research and troop upgrades.
 
It's not really a crutch. There's nothing in CA2 or MapStat that you couldn't get on your own. They just put the information in an easier, more accessable form.
 
You could also use the whip if you're a Communist or Fascist. (It pisses people off, so it isn't as good as starving them.)
 
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