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IIRC, the server only updates the capability once per hour.

Many times you can skip ahead by logging out and then in again.
 
Padma said:
If you check the You will also be able to put up a custom avatar at that time.
It used to be 300 posts for a custom avatar, but I'm glad they changed that :goodjob:
It gives my civfanatics experience a more personal feel :)
 
Can anyone tell me how come AI ( without having stollen my Military Plans ) knows exactly where my units are ( let's say ships ).When it uses it's bombers it goes every time right on target!
 
Cuz the AI is programmed to know where all units/cities are. Just another advantage the AI has over the human.
 
kokoras said:
Can anyone tell me how come AI ( without having stollen my Military Plans ) knows exactly where my units are ( let's say ships ).When it uses it's bombers it goes every time right on target!
It is 'cos the computer knows where your units are, and it wants the AI to win so it tells it ;)
Seriously, I think it would have been very hard to get the AI to try and work out the best place to attack, so they got it to attack the weakest point on your line. It is so bad at making war anyway, so I do not begrudge it this advantage.
You just have to learn how to defend against it. You can use it to your advantage, leaving a wek city just too far from your border for them to reach, and when they try you :hammer: them. Or you can move your units about, and the AI will switch from one city to another and never reach either.
 
Ok,but that is why i mentioned that AI knows where my ships are,bombardind a city or a land title let's say that there are some chances of finding units,but in open sea and without having scouted my ships ( and of course without having them in a close range from AI borders ) it seems to me realy strange that knows exactly where to bombard.
But as you said,since AI wants to win then it can do anything!
 
As mentioned the ai has full knowledge of your units all through the game. Moreover, they also know the location of resources even if they have not appeared.

As also mentioned you can use this to your advantage. The swapping units around trick is known as playing the 'puppet strings', and is considered mildly exploitive by some. However, taking that tundra city that the ai trekked past 12 good city sites to get to is certainly fair game. (probably rubber or oil there, eventually)
 
The AI also knows the location of all of the barb camps. Trade maps with the AI the turn after killing a barb camp and you'll be able to see where it re-appeared.
 
Ahh, after spending hours forum searching and getting side-tracked reading interesting threads, I have finally found the easy solution to my problem. The quick answers thread!

1. Can you destroy a fortress somehow? If so, how?
2. I read a lot about armies, but I'd like an explicit answer on one aspect. Supposing you have a tank and two infantry in an army, and you attack with this army, the tank will be the first unit in combat. Supposing it loses and the combat contines to the infantry, is combat now calculated with the infantry's attack rating of 6?
And while I don't have a specific question about it, if someone could explain what happens when a wounded army engages in combat, with regards to the units that compose the army, I'd appreciate it. Like, in a 9/15 HP army, would the first unit switch to the second after losing 3 HP, since that's a third of the total? If so, how's the rounding work? Suppose it was a 7/15 army. The first unit dies after a loss of 2 HP, the second after 3 HP, and the last after the remaining 2 HP, or what?
3. How is everyone doing today? <I forgot what other questions had accumulated since I started playing again>
 
Lord Chambers said:
Ahh, after spending hours forum searching and getting side-tracked reading interesting threads, I have finally found the easy solution to my problem. The quick answers thread!

1. Can you destroy a fortress somehow? If so, how?
You can destroy it by pillaging the tile. It's either the first or last to go, don't recall which.
Lord Chambers said:
2. I read a lot about armies, but I'd like an explicit answer on one aspect. Supposing you have a tank and two infantry in an army, and you attack with this army, the tank will be the first unit in combat. Supposing it loses and the combat contines to the infantry, is combat now calculated with the infantry's attack rating of 6?
Yes, that's right. Plus any combat bonus' the Army may have, in C3C.
Lord Chambers said:
And while I don't have a specific question about it, if someone could explain what happens when a wounded army engages in combat, with regards to the units that compose the army, I'd appreciate it. Like, in a 9/15 HP army, would the first unit switch to the second after losing 3 HP, since that's a third of the total? If so, how's the rounding work? Suppose it was a 7/15 army. The first unit dies after a loss of 2 HP, the second after 3 HP, and the last after the remaining 2 HP, or what?
Well, I think the defending unit gets down to one HP, then it switches to another defender. As each unit 'dies', the army doesn't actually die until the last HP is lost. I'm thinking, at least. Been a while since I had an army lose. But the units that go to 0 HPs don't die out and leave the army, they get healed if/when the army can get back to a barracks and heal itself.
Lord Chambers said:
3. How is everyone doing today? <I forgot what other questions had accumulated since I started playing again>
Fine, thanks! :)
 
You can destroy it by pillaging the tile. It's either the first or last to go, don't recall which.
I believe that it is last to go, making pillaging it not very effective, unless you bomb the other improovements first.
 
Lord Chambers said:
The first unit dies after a loss of 2 HP, the second after 3 HP, and the last after the remaining 2 HP, or what?
The Army is treated like ONE unit for survival purposes......viz. ONLY when the hit points get down to zero.....then the Army and all the units inside it perish! ;)
 
Can someone explain the "seed" number that you can set at the beginning of a game? What does it do and is it worth doing? Thanks.
 
The seed number is used to predetermine the map you are going to play. The computer uses the seed to make the random map of the world.

The only real use is if you want to use the same map in a second game.

Beware though, if you change any world settings (landmass, climate, etc) then the map will not end up being the same.
 
A map is generated based on the seed you enter so that everytime you use a certain seed the map generated is the same. At least that's what I remember... I've never used it before.
 
Can you load a saved game into the Civ III editor and change it a bit? I'd like to change the rules on corruption in the game I'm playing. In other words, can you make a saved game a scenario?

Or do you need a saved game editor?
 
I play lots of games as the Germans; after much experimentation I find that that's the Civ that suits me best.

The only trouble is, when I look at the Hall of Fame afterwards, how can I tell if I'm improving?

The only method I've found is to edit a "scenario" before starting and re-naming myself "Bismark0912" or something similar. Which really is slightly farcical.

Can anyone suggest a more practical approach?
 
Simply put, my friend and I are beginning to go insane with the uncanny ability of civ 3 to make us start next to each other on multiplayer maps with us 2 humans and 6 computers (or less). We have tried different positions in the multiplayer setup screen, culturally linked startup, almost anything we can think of . :( HOW CAN WE AVOID THIS!!! It is ridiculous and quite annoying!!! Civ IV better not do the same thing.

So please? anyone got any ideas? or suffered from this problem? or bothered to notice it?? We are sure it is not happening out of coincidence. :mad:
 
Can anyone suggest a more practical approach?

Well, you can probably guess how you're improving based on the scores you got at different difficulty levels. :)
 
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