Quick Answers / 'Newbie' Questions

I think its you first, but its easy to work out. Look at the ratio then go to the espionage screen. One number will be the same as the number of EPs you have against that opponent. So that's your bit of the ratio :)

Yes, we as players are first. It's a bit odd though. I found my opponent's total EPs on the espionage screen as opposed to my own but got it figured out. I'm playing Road to War so that might have something to do with how EPs are listed.

Thanks again.
F
 
Complete requires internet access to use (I know a person who hates that) but is the latest and best. Gold Edition does NOT include Beyond The Sword, which is the latest and best version. Over 90% of the forum, including me, will tell you to play BTS. For most of us, BTS IS CivIV.

Colonization is a completely different game and also isn't included in the Gold Edition, but that's a minor item. The major item is that CivIV Gold doesn't include BTS.

Actually, I have the Complete version. I don't need the Internet. I DO need the CD... Until the latest BTS patch anyway.


To the guy who was talking about losing like crazy: Unless you made a custom game with "Reload Random Seed" enabled, it won't matter what you do. You will lose the next fight. To reset the RNG, I believe you have to wait for the next turn and try again.
 
@ManOnTheMoon34::mad: Would it have killed you to make a few interesting posts over the next few days?

To the guy who was talking about losing like crazy: Unless you made a custom game with "Reload Random Seed" enabled, it won't matter what you do. You will lose the next fight. To reset the RNG, I believe you have to wait for the next turn and try again.
Strictly speaking, you get the same next number from the RNG in the replayed fight. If you replay the same attack, you lose again. If you pick a different unit to attack with, if it gets the same attack odds you also lose again. If you pick a different unit with BETTER odds, it is faintly possibly that you might win if the random number was only barely big enough to lose you the first fight.

The way to "game" this is to force that "bad" random number to be used for something else. For example, reload and fight a battle that you don't care about first, such as having a wimpy obsolete unit take the fall. More subtly, you could back up to the start of your previous turn and automate your workers; that gets the game to call the RNG several times to figure out what the workers will do, when it wouldn't have done so with un-automated workers (not 100% sure -- never tried it, but read someone's claim that it worked).

ISTM it's not usually* worth the trouble. Depending on your personal capacity for taking "acceptable losses" (mine being far too low, I think):
  1. Suck it up and take the hit. Make sure you have extra units to allow for expected losses; for axe rushing archers not on hills, I've heard people suggest a 2:1 ratio. Even so, random rolls are random rolls, and a long sequence of bad rolls is bound to come up eventually. We notice those; we don't notice the much longer sequences of ordinary rolls.
  2. Set "new random seed on reload" as AJ11 suggested.
  3. Use the worldbuilder to delete enemy units or create more of your own.
  4. Play a game where you can pick scenarios without combat, like Pharaoh. This seems to be my personal favourite sometimes.
To enjoy Civ as-is, #1 is the way to go. (there ought to be a bunch of smileys mixed in with most of those suggestions. here's a few to randomly redistribute: :):):))

*I have been known to use "new seed on reload" to avoid bad random events, like Vedic Aryans or Bermuda Triangle, but I'd be better off learning how to edit the config file to eliminate them. I know it's not that hard, but I'm lazy (plus irrationally nervous about possibly breaking something).
 
*I have been known to use "new seed on reload" to avoid bad random events, like Vedic Aryans or Bermuda Triangle, but I'd be better off learning how to edit the config file to eliminate them. I know it's not that hard, but I'm lazy (plus irrationally nervous about possibly breaking something).

Set the probability of the events happening to 0. It is in the EventsInfo.xml file, I believe. I've been playing around with it. Made all of the quests and good events happen 100% of the time, and changed the frequency to 10% per turn for all eras.
 
Is it possible to somehow shorten the units' fight animation?

When defending late game with large stacks the fighting takes annoyingly long time and I don't want to turn on "Quick Combat (Defense)", because then it is very hard to know what is happening. Something like 2 seconds per unit fight would be perfect...
 
Is it possible to somehow shorten the units' fight animation?

When defending late game with large stacks the fighting takes annoyingly long time and I don't want to turn on "Quick Combat (Defense)", because then it is very hard to know what is happening. Something like 2 seconds per unit fight would be perfect...

no, not really. Quick combat is the way to go though. In the end what difference does it make? You can't change the outcome and you'll start the next turn with the same amount of units etc. You'll probably enjoy a much more flowing game when at war if you do.
 
@ManOnTheMoon34::mad: Would it have killed you to make a few interesting posts over the next few days?

how about this? mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmnmmmmmmmmmmmmmmmmmmmmmmmmmmmnmmmmmmmmmmmmmmmmmmnmmmmmmmmmmmmmmmnmmmmmmmmmmnmmmmmmmmmnmmmmmmmmmmmmmmmmmmmmmmmmmmmmmnmmmmmmmmmm

How many n's r there?
 
ManOnTheMoon, please contribute something useful to the thread, or stop. Thank you.


Did they move the combat log in BTS, from where it was in Vanilla and Warlords?

It should be in the left hand corner, a little symbol with I believe a pencil writing in a book.
 
You mean the Replays? Go to wherever you store Screenshots, move one file up and click the 'Replays' folder. Delete the file you want according to the file name and finish date.
 
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