Quick Answers / 'Newbie' Questions

So I recently decided I had spent long enough on the outskirts of the community looking in :eek: and it was high time I made my first attempt at a HOF game. Winning my first attempt at a Prince-level game helped:king: . I downloaded version 1.61.004 (yes, I do have the 1.61 patch), installed it, and have been trying to start up a game with it. Everytime I do, it informs me that the game is invalid for HOF submission. I check the victory settings page like it tells me to, but there's no red ink anywhere to indicate what the problem is:confused: . (There had been some red ink on an earlier attempt, but I fixed that problem.)

Any help greatly appreciated. :goodjob: Thanks.
DWat2
 
Are you sure that you have locked assets? Have you modified any files (mods or otherwise? Could you post a screenshot of the victory settings page? That might help decide what is wrong if nothing else is.
 
Is there a way to regenerate a map from mapbuilder? Normally, I do it from Civ4 during the first turn.
 
lost_civantares said:
Are you sure that you have locked assets? Have you modified any files (mods or otherwise? Could you post a screenshot of the victory settings page? That might help decide what is wrong if nothing else is.

Yeah, I had missed that earlier, but finally found it. No modifications aside from the civ ini file to make the HOF mod the default.

I booted up again to get you a screenshot, and lo and behold, the thing is working now. I tried a couple more times just to see if I could the same error, but I didn't.

Thanks anyway, but I guess I'm on my way to the HOF. I'll be back in a few weeks with a bona fide entry.

DWat2
 
Is there a way to alter your music play list to automatically play your personal MP3 files? I found the music location and it looks like it is broken out by era, put some of my own files in there, but no luck???

Never Mind - figured it out

totally passed over the custom music folder option
 
a4phantom said:
How does production of settlers and workers work? Does food get added to production, or is excess food harvesting simply wasted?
I've got a similar query... of course food is added to the shields during the production of the Settler. But, on the turn that the Settler is produced, does the excess food count as "excess shields" do towards the next build? Or is that food wasted?

For example: I have a city which is producing 10 shields per turn, and 10 excess food per turn. A Settler is one turn from completion, at 95/100 shields. How much overlap will I get for my next build... 5 extra shields, or 15 extra shields? :)
 
Lord Parkin said:
I've got a similar query... of course food is added to the shields during the production of the Settler. But, on the turn that the Settler is produced, does the excess food count as "excess shields" do towards the next build? Or is that food wasted?

For example: I have a city which is producing 10 shields per turn, and 10 excess food per turn. A Settler is one turn from completion, at 95/100 shields. How much overlap will I get for my next build... 5 extra shields, or 15 extra shields? :)

You'll get a 15 shield overflow.
 
Quick question, has probably been asked several times already but didn't find anything via search:

If I attack a stack of units consisting of an longbow archer and a pikeman with with my knight, will the archer or the pikerman respond? Is it always the best unit available vs the attacker or random or following some other order?

Thank in advance. :)
 
best defender vrs. attacker. Your knight will meet a pikeman (assuming all are at full health)

Basically the computer sallies forth the defender with the best survival odds.
 
Ah, ok, thank you. So I guess I best send in cheap Units with withdrawal chance an/or colleteral damage first against stacks without obvious weakness to weaken them and minimize the risk of actually losing units?
 
Yes, that's the (main) purpose of catapults, (and a large reason why bombers are so great, you do the same thing from a large range, with a small chance of death)
 
is it possible to force one unit to be defender?
would be nice if i could designate defender in a group, i was outside an enemy city with 3 swordsmen, of which 2 had level 3 city raider and one had level 1 city raider. so... they are equally strong on the defense. So they're outside ready to attack next turn, there is 1 archer and one horse archer in city, and on the AI's turn the horsearcher attacks my men. Guess who got chosen to defend? that's right one of my lvl 3 city raiders!! i mean comeon! NO general would say: "ok you're our BEST attacker for the battle, why don't you defend!" GRRR!

anyway, there shurley is a way to set defender? right? please? tell me how!
 
Gargantutron said:
is it possible to force one unit to be defender?
would be nice if i could designate defender in a group, i was outside an enemy city with 3 swordsmen, of which 2 had level 3 city raider and one had level 1 city raider. so... they are equally strong on the defense. So they're outside ready to attack next turn, there is 1 archer and one horse archer in city, and on the AI's turn the horsearcher attacks my men. Guess who got chosen to defend? that's right one of my lvl 3 city raiders!! i mean comeon! NO general would say: "ok you're our BEST attacker for the battle, why don't you defend!" GRRR!

anyway, there shurley is a way to set defender? right? please? tell me how!

No, there isn't. For this reason, it is good to take some superior defenders in your group. A spearman to defend against chariots and horsebowmen and an axeman to defend against axemen, archers and swordsmen. Those two units should of course get promotions to enhance their defensive abilities. If you expect heavy resistance and counterattacks, then more defenders are needed in your city attack group.
 
@Gargantutron, like RJ said, just make sure you have a superior defender in the group. In your example, if your third swordsman had the first 10% strength bonus instead of city raider 1, he would have been attacked because he would have been a better defender. The next turn your 2 level 3 city raiders would have been fine.
 
Right, try to have an axe or two with Shock (anti-melee) and a spear with Formation (anti-mounted, requires Combat2) with your swords, that way they can concentrate on City Raider.
 
Is it a "feature" of the game that you can no longer see forests, horses, iron, etc on the world map, right? The actual icons/trees, I mean...or is something just horribly wrong with my game? It happens on two seperate comps, on both high and low graphics...
 
I think you have to discover the tech to see them like iron working for example
 
Forests you can always see (but have bronze working to cut down), but every strategic resource must be researced first, like fergus said.
 
Is it a "feature" of the game that you can no longer see forests, horses, iron, etc on the world map, right? The actual icons/trees, I mean...or is something just horribly wrong with my game? It happens on two seperate comps, on both high and low graphics...

Horses and iron are revealed by techs, but forests should always be visible. Are you using a no cd crack? If you use these, or pirated copies of the game, then forests (and just about all other features) will not be displayed, as an anti-piracy measure.
 
MrCynical said:
Horses and iron are revealed by techs, but forests should always be visible. Are you using a no cd crack? If you use these, or pirated copies of the game, then forests (and just about all other features) will not be displayed, as an anti-piracy measure.

Hehe good one firaxis.
 
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