Research Q&A

Luthor_Saxburg said:
I don't know if it is the correct thread, but here goes:

=> Does anyone know a scenario for the North Afrikan battles of WW II? Even if it is an old one, for Vanilla or PTW.

Yes, I have made one for a long time ago and I'm making a complete new one. I have everything planned to begin modding the scen, but I haven't had time to do something yet. I think I'll begin tonight.:)

And it's for Conquests.
 
well, since i hadn't gotten any bites in a seperate C&C thread, i figure i'll defer to the experts ;)

i'm trying to brainstorm some ideas about improvements/wonders for my TCW scenario. now don't get me wrong, i have a slew of flavor improvements/wonders already in but now that i'm trying to stretch the start date back to 1950 (from '60), i need some ideas for the 1950-59 era. i had a few in mind already like Sputnik and maybe a 'Commercial Airline' or something...any other ideas fellas?
 
One more:

1951 First Electronic Computer The Remington Rand Corporation unveiled the first commercial digital computer, called the "UNIVAC" (Universal Automatic Computer). The "UNIVAC" followed the experimental "ENIAC," which had been developed in 1945. The first "UNIVAC" was sold to the Census Bureau.
 
I have a problem with my new music,when I add them to a scenario.After some tracks have been played,the game allways crashes,any ideas what can do that?
 
Does a civilization need to be able to build a unit in order to get it with a science age?
 
Not sure if this is the right place for these questions, since previous questions are more historical. But I figured you guys could recommend a place to put it if its the wrong place.

How difficult would it be to mod a officer unit that acts as two units for the purpose of suppressing resistors, preventing flip etc?

How difficult would it be to mod spearman/pikeman units being more effective against mounted units?

I understand you couldn't do either via the standard editor, but maybe some way outside of that?
 
No, they're both impossible.

I would have but the question in a new thread, btw, as this thread is indeed more historically oriented, and not into "game mechanics" as your question is. No biggie though. :)
 
hellow
i can't speak english well.

so i am not sure that i should post this question to this thread.
before i posted another wrong thread.

i used editor. i changed almost all.
then i play game.
then i found something wrong.
when AD 1700 i used spy and watched berling which is AI's city, there is only walls.

what i want to say is that AI produce few city improvements.
i can't understand why.
i think perhaps they always produce offencive or diffensive ground units.
or i think more fewer the population of the city is, less often AI produce city improvements.
or i think fewer the stock of gold,more often AI produce wealth.
but i don't know what is really wrong.

i want AI to produce more improvements.

another kind person taught me that, make cost of city improvements lower or check the flag on "build often".
is there relationship between how often AI produce city improvements and cost of city improvements.

please help me.
 
hi kicchi.

first off, was the AI at war when you performed the spy mission? by this im ean that enemy arty could've knocked those buildings out.

if not, i would recommend giving your buildings a few more extras like maybe +1 happy face or something. i've done this in my TCW scenario and it's worked very well. specifically, the AI builds each improvement/building at the respective time frames.

my favorite and most effective method is to give a +1 happy face bonus to every city for each added building. the AI just can't ignore such a nice bonus like this and it doesn't skew game-play too much.

hope this helps!
 
thanks resond Mr.

the AI is not at war.
another man taught me giving city improvements culture point makes good effect.
i will do the two way.

thanks very much.
 
i have same question.

if i make the point of atttack ,defend, move,bombard,range,firing rate,more higher,
will AI produce units more frequently?
 
Hmm... well since this is the Research Q&A thread...

I'm currently working on a "old west" mod (manifest destiny and all that) and just really any relevant information on the subject would be good. Making the game itself will be easy, but research for civlopedia is always the hardest part. Any help?

(Also trying to keep this thread alive) :)
 
kicchi said:
i have same question.

if i make the point of atttack ,defend, move,bombard,range,firing rate,more higher,
will AI produce units more frequently?
hello again kicchi.

the AI will build specific units based primarily off of the A/D stats and the shield costs. other things like maintance come into play as well but the the A/D and costs are the 2 biggest thing.

for example, if you had two units, both w/ 6A/10D but one is 100 shields and the other is 50 then the AI will certainly build the latter.

the "AI Strategy" flags also come into play as well (ie 'Offense', 'Defense', etc)
 
wolf_brother said:
Hmm... well since this is the Research Q&A thread...

I'm currently working on a "old west" mod (manifest destiny and all that) and just really any relevant information on the subject would be good. Making the game itself will be easy, but research for civlopedia is always the hardest part. Any help?

(Also trying to keep this thread alive) :)
wikipedia.org is a nice site that i often use to fill out my Civilopedia entries as well as to jog my memory. there are others of course but this one is chock-full of info.
 
Spetznaz said:
I have a problem with my new music,when I add them to a scenario.After some tracks have been played,the game allways crashes,any ideas what can do that?
Not really appropriate to this thread, but the problem is probably that they're sampled at the wrong kbps rate (should be 128 kbps).
 
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