Quick Questions , Quick Answers

seems that I don't have save from this time anymore, maybe you know if it's possible to store more than 5 autosaves from every 4 turns? which allows only up to 20 turns back if no manual saves from that time.
Look in your Civ4 ini file located at:
"USERNAME\\Documents\My Games\Beyond the Sword\CivilizationIV.ini"

maxautosaves = X
autosaveinterval = Y
 
Are you not getting the option or are you not having any success when you do? Also, there is a point where the city is at minimum defense, so have you already bombarded the city down to the point you just can't any further?

I don´t have the option for that. I can only perform range attack with them. No, the city defense is normal by the enemy. I have to build cannons to break his walls through, otherwise i can´t attack with any units.
 
hey, anyone of you has idea why svalbard global seed vault never works in any of my games (is not constructable in city that fulfills requirements)? I have refrigerators, city has tundra in vicinity, and is for sure at higher latitude than 50 because it's almost north pole:) could be caused by using space map?
 

Attachments

  • seed vault.png
    seed vault.png
    3.2 MB · Views: 32
thanks:) another: let's assume that I have factories in some cities, and in some I don't, then I build manufacturing plants in some cities with factories (which are required), then I build wonder "delhi-mumbai industrial corridor" which gives free manufacturing plant in every city, what will happen in cities where factories were not present, will manufacturing plants function in these? and will I be able to construct manufacturing districts which need manufacturing plants, in cities that don't have factories tested in game and free buildings were given and further buildings were constructable, the only question is if this will function correctly:)
 
Last edited:
thanks:) another: let's assume that I have factories in some cities, and in some I don't, then I build manufacturing plants in some cities with factories (which are required), then I build wonder "delhi-mumbai industrial corridor" which gives free manufacturing plant in every city, what will happen in cities where factories were not present, will manufacturing plants function in these? and will I be able to construct manufacturing districts which need manufacturing plants, in cities that don't have factories tested in game and free buildings were given and further buildings were constructable, the only question is if this will function correctly:)
If building is given as free building, then its exempt from lots of requirements, until building giving them obsoletes.
@Toffer90 can explain what requirements affect it.
 
Was wondering if there is any plans to deal with salt buildings? I set it up for myself so all the buildings obsolete into desalination plant and obsolete at nanomining.
Edit: Not sure if bug or intentional design but why doesn't ammunition workshop upgrade to Factory (Ammunition) like Gunsmith does? The factory provides both ammunition and firearms so it is weird.
 
Last edited:
I saw that there is a Multimaps file in the PrivateMaps folder, is there a scenario that uses those or is it still a work in progress?
 
awesome, starting to understand it a bit better:) other question, what is reason that classical age civilization declares war on nanotech civ? they don't take power factor into account? another issue, I have huge war weariness in all cities, and no civilization wants to make peace, is the only way to peace completely capturing all cities? I think in the past AI were less aggressive, or maybe I did something wrong. over 90% of wars are declared by AI now, when I played a few years ago, all relations were friendly

2. which map script generation you think is best and on which you like to play? I'm thinking about starting next game in perfect world, but unsure if I will be able to progress in late eras with no access to space buildings (these star colonies that need certain star plot in vicinity), I feel like c2c map generation scripts offer more customization of earth map over available space scenarios, but on the other hand, they don't contain late game features like moon, planets and stars...would be optimal if could be possible to play on mix of these:) like map generated from script+space part
 
Last edited:
I don´t have the option for that. I can only perform range attack with them. No, the city defense is normal by the enemy. I have to build cannons to break his walls through, otherwise i can´t attack with any units.
OK, can't say I see why right away but I'll look into it to ensure they can as intended as I go through units in xml and ability code. Either the XML is flawed on them at the moment or there's some strange code rule that's inhibiting them I don't know about.
 
2. which map script generation you think is best and on which you like to play? I'm thinking about starting next game in perfect world, but unsure if I will be able to progress in late eras with no access to space buildings (these star colonies that need certain star plot in vicinity), I feel like c2c map generation scripts offer more customization of earth map over available space scenarios, but on the other hand, they don't contain late game features like moon, planets and stars...would be optimal if could be possible to play on mix of these:) like map generated from script+space part
Only the "World" mapscript (by @Toffer90) is still maintained and you can be sure that all current resources are included so that is what I usually use. It would have been great to have a script that includes space but the modders have said, that they want to put all effort into multimaps instead. Therefore I have created a bunch of space scenarios to bridge the time until multimaps can be used.
All my space maps are based on the "World" mapscript. Do you miss a certain combination of settings in my space maps? I could make a new spacemap from your suggestions. I am only restricted with the size of the earth part of the space maps: I can only do 60x40 ("duel") or 108x72 tiles ("large").

More information on my space maps can be found here.
 
Only the "World" mapscript (by @Toffer90) is still maintained and you can be sure that all current resources are included so that is what I usually use. It would have been great to have a script that includes space but the modders have said, that they want to put all effort into multimaps instead. Therefore I have created a bunch of space scenarios to bridge the time until multimaps can be used.
All my space maps are based on the "World" mapscript. Do you miss a certain combination of settings in my space maps? I could make a new spacemap from your suggestions. I am only restricted with the size of the earth part of the space maps: I can only do 60x40 ("duel") or 108x72 tiles ("large").

More information on my space maps can be found here.
There is Standard size too
 
Regarding the combat AI; is there any way to just give them hardcoded instructions, say to declare war at a certain power imbalance with non-friendly neighbours? And then to just take 2/3rds of their military units or something like that? I used to play this mod quite a lot, but haven't been able to go back because the AI just never seems to conquer any cities. I'm sure there's a good answer for as to why you cant do that but I am legitimately curious. Thanks!
 
Regarding the combat AI; is there any way to just give them hardcoded instructions, say to declare war at a certain power imbalance with non-friendly neighbours? And then to just take 2/3rds of their military units or something like that? I used to play this mod quite a lot, but haven't been able to go back because the AI just never seems to conquer any cities. I'm sure there's a good answer for as to why you cant do that but I am legitimately curious. Thanks!
Sadly it really isn't that simple. Thankfully there are some plans to make it a bit MORE like that, simplified and lethal and relying more on pre-established notation on some things in regards to the purpose of a given unit, but that project has been taking a very long time and has suffered some serious delays in addition to the long time it was already taking. Stay patient and eventually, it will feel a bit more like the game plays the way you just expressed, but then with the added complexity it should also have so that it's not exploitable based on reliable parameters either and each AI will play with differing personalities and opinions on what thresholds of decision making to operate under.
 
Sadly it really isn't that simple. Thankfully there are some plans to make it a bit MORE like that, simplified and lethal and relying more on pre-established notation on some things in regards to the purpose of a given unit, but that project has been taking a very long time and has suffered some serious delays in addition to the long time it was already taking. Stay patient and eventually, it will feel a bit more like the game plays the way you just expressed, but then with the added complexity it should also have so that it's not exploitable based on reliable parameters either and each AI will play with differing personalities and opinions on what thresholds of decision making to operate under.
That sounds perfect, any idea how long it may take?
 
Only the "World" mapscript (by @Toffer90) is still maintained and you can be sure that all current resources are included so that is what I usually use. It would have been great to have a script that includes space but the modders have said, that they want to put all effort into multimaps instead. Therefore I have created a bunch of space scenarios to bridge the time until multimaps can be used.
All my space maps are based on the "World" mapscript. Do you miss a certain combination of settings in my space maps? I could make a new spacemap from your suggestions. I am only restricted with the size of the earth part of the space maps: I can only do 60x40 ("duel") or 108x72 tiles ("large").

More information on my space maps can be found here.
hey, awesome! I will be soon finishing my eternity game and after checking options that are possible, I will ask if you are available to make certain scenario, great:)

Regarding the combat AI; is there any way to just give them hardcoded instructions, say to declare war at a certain power imbalance with non-friendly neighbours? And then to just take 2/3rds of their military units or something like that? I used to play this mod quite a lot, but haven't been able to go back because the AI just never seems to conquer any cities. I'm sure there's a good answer for as to why you cant do that but I am legitimately curious. Thanks!
AI actually did capture one of my cities, where I had superstrong alloys walls and modern infantry unit;o it did not have any promotions and was not merged, but still quite confusing/impressive, I was more happy that AI could be any challenge, rather than confused by not likely result of battle :D they had several triple-merged arsonists with many promotions, and many trebuchets/siege rams (civilization was in medieval age)

question: anyone has idea, why buildings and units production costs are different in different cities? sometimes it's like 20% difference (like evolutionary algorithms on picture) and sometimes it's huge, >500% (peace maker weapon on picture), was at same turn
 

Attachments

  • difference.png
    difference.png
    440.7 KB · Views: 27
Last edited:
question: anyone has idea, why buildings and units production costs are different in different cities? sometimes it's like 20% difference (like evolutionary algorithms on picture) and sometimes it's huge, >500% (peace maker weapon on picture), was at same turn
Buildings can change locally cost of buildings and units.
 
Back
Top Bottom