SGOTM 10 - Wotan

AlanH

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Welcome to your SGOTM 10 team thread. Please use it for all internal team communication, turn logs and discussions. Subscribe to it to receive notifications, and do not visit the other team threads for this game until you have finished. Please also subscribe to the Maintenance Thread for this game here, where teams and staff may post non-spoiler information of general interest. I hope you enjoy the game.

The starting saves will become available on the SGOTM Progress and Results page on May 7th, at midnight, server local time.

Thanks again to Gyathaar for coming up with the variant and developing the map.

You are Elizabeth of England, and your mission is simply to destroy the barbarians, who have evolved considerably in this game, having learnt a few tricks from their cousins in Civ4. They have advanced weaponry, they can build cities, and they have an uncanny capability to learn new technologies.

All victory conditions are switched on, but the winning team will be the one that achieves the destruction of the barbarian nation earliest.

Here's the start.

SGOTM10-start.jpg

Map Parameters
Playable Civ - England
Opponents - Six: Mayans, Byzantines, Dutch, Inca, Sumerians, Barbarians.
World size - Standard
Difficulty - Emperor
Landform - Mystery
Barbarians - Non-standard :eek:

The map is handbuilt, and therefore may not have a standard configuration.

Game mods:
The game uses the default rules as defined in the SGOTM Reference Thread, with the following modifications:

- Galleys can never enter ocean tiles.
- There are some unusual advanced/modified Barbarian units.
- The Barbarians have research capabilities, and can build cities and wonders.

The SGOTM Mediterranean resources are included, as you can see from the starting screenshot. If you have played SGOTM 9 then you will be ready. Other players will need to download and unzip this small graphics mod pack. Details are provided in the SGOTM Reference Thread..

Please ensure that you have incuded the line: NoAIPatrol=0 in your conquests.ini text file.

Please visit the following links to ensure that you are adequately prepared, skipping references to PtW or Vanilla versions of Civ3.

The GOTM Reference Thread.
The SGOTM Reference Thread.

Notes:

A. ONLY Conquests version 1.22 (C3C) is supported for this SGOTM. All teams will compete for a single award.

B. All teams must play the sponsored variant - the laurels will be awarded for the fastest destruction of the Barbarian Nation. The wooden spoons will go to the team with the lowest final score.

C. You MUST play from the start file assigned to your team. All saved game files uploaded to the server are parsed through software that extracts and archives data about your save, including reload count for each turn set.

Have fun :D
 
OK guys, the tread is open and we should discuss opening moves.

Where do we settle? And what should our initial builds be?

On the topic of roster, I have learnt from earlier SGs that taking both experience and timezones into account makes the game running smoothly. So I will start out by saying I have two laurels (or is it 3?), and have been runner up in all other SGOTMs but for one. My teams and Klarius teams have been at each others throats all through the history of SGOTMs. My timezone is CET (GMT+1). And I intend to play the first 30 turns to set this baby off. It would be good if we could have the first turn set finished by the end of this weekend and maybe even start a discussion on the second turn set.
 
Two Mac players are assigned to this team. They need some specific information on how to set up and use Civ3 Complete for Mac to play this game, so Windows players can look away now :) Rest assured I'll stick around to provide any follow-up Mac-specific tech support you may require.

Civ3 Complete for Mac is still at its first release level and, unfortunately, Aspyr have not yet released their patch that fixes several issues. This has three implications for the Mac players in this game:

Scenario Setup. This game uses the Mediterranean resources, and you need to install some mod files, adding oysters, goats, lambs and other goodies. Civ3 Complete currently isn't very good at finding mods, and the only way I have succeeeded in making them work is to replace the standard resources.pcx and resources_shadows.pcx files with the ones in the mod. Download and expand the SGOTM mod to produce a folder called 'SGOTM'. Then follow Steps 1 to 4 shown in the diagram below to copy the contents of the folder into your Civ3 Complete installation. Note that this mod should have no effect on your normal games, and Step 1, backing up your standard resources files, is not essential.

MacMods.gif

Save File Compression The file upload page requires compressed saves. The current Mac version doesn't compress saves. So when you come to the end of your turn set and save the game ready to pass on to the next player you will have to perform an extra step to compress it. Use FileValet to do this. You can either set it up to do so automatically, as a Folder Action attached to your ~/Documents/Civilization 3 Complete/Saves/ folder, or you can use it in Drag and Drop mode before you upload the file. Details are in the FileValet read-me.

Incompatible data It is possible that save files you receive from your PC-playing colleagues may contain some incompatible and unnecessary data. This seems to happen if they have previously played a multi-user game. If this happens the results are unpredictable. Civ3 Complete may crash when loading the file, or, more dangerously, it may load OK but then fail to save when you have played your turns, and autosaves will be empty.

The workround for this again involves FileValet, which can be set up to remove the incompatible data. I recommend that you check downloaded saves *before* playing. FileValet can do this automatically if you set it up as a Folder Action on your download folder (typically the Desktop), or you can Drag and Drop the file onto its window.
 
AlanH said:
Incompatible data It is possible that save files you receive from your PC-playing colleagues may contain some incompatible and unnecessary data. This seems to happen if they have previously played a multi-user game. If this happens the results are unpredictable. Civ3 Complete may crash when loading the file, or, more dangerously, it may load OK but then fail to save when you have played your turns, and autosaves will be empty.

The workround for this again involves FileValet, which can be set up to remove the incompatible data. I recommend that you check downloaded saves *before* playing. FileValet can do this automatically if you set it up as a Folder Action on your download folder (typically the Desktop), or you can Drag and Drop the file onto its window.
Is this something that only occurs if the player posting a save file have played multi-user games or is it something that is retained in the save file if a "multi-user" has handed it over to a non multi-user player who then saves the game? The question; is this a non-issue if the player playing before a mac player never plays multi-user games? Or is it enough if one of the players on the roster has ever played or are playing multi-user games to have to deal with this for our Mac players?
 
I havent played in a SGOTM, but I have played in many SG's recently, and I have lurked and read many past SGOTM's. Very competitinve, I must say.:D

I live in FL, so I think that is... GMT-3(?). But enough about me, lets talk about the game.:p

  1. What level are we playing?

  2. Moving NE(plains) looks good to me, because we can get another BG + when we grow to size 7, we get an extra shield in the capital from plains. And the hill would be available.:D

  3. Do we know anything about the Barbs? Besides the fact that they can make cities and research? Like the UU or what traits they have?:twitch:
 
Also, I dont have Mac, but I know how to add the resources for the Windows people who dont know...:scan:
 
Wotan said:
Is this something that only occurs if the player posting a save file have played multi-user games or is it something that is retained in the save file if a "multi-user" has handed it over to a non multi-user player who then saves the game? The question; is this a non-issue if the player playing before a mac player never plays multi-user games? Or is it enough if one of the players on the roster has ever played or are playing multi-user games to have to deal with this for our Mac players?
The problem occurs if one person either plays or loads a multiplayer save (any type I believe.. even PBEM and hotseat).. and then plays his SGOTM turns without first restarting C3C..

This bad data is passed on inside the save... and if the next player is a PC player, he will pass it on to the next player and so on..
 
AlanH have given us info on the game in his post at the start of this game. It says "emperor" and Barbarians as "non-standard" and
- There are some unusual advanced/modified Barbarian units.
- The Barbarians have research capabilities, and can build cities and wonders.

Will wait for the other team members to report in and make suggestions before commenting on your ideas. What you might consider doing is to think about build order for the first turn set (30 turns) and any road building, chops, irrigations and mining to take place to help building.
 
Gyathaar said:
The problem occurs if one person either plays or loads a multiplayer save (any type I believe.. even PBEM and hotseat).. and then plays his SGOTM turns without first restarting C3C..

This bad data is passed on inside the save... and if the next player is a PC player, he will pass it on to the next player and so on..
OK so I guess the easiest solution to this is for us PC players to either put multi-user games on hold for the duration of this SGOTM or to make sure to restart Civ before loading the SGOTM save.
 
I wouldn't recommend trying to constrain Windows players to avoid multplayer activities. You'll be lulling the Mac players into a false sense of security.

FileValet is as easy as I could make it to use, and as far as I know it works 100% to deal with any incoming problem data. If the Mac users set it up as a folder action on their download folder (typically the ~/Desktop/ folder) then it's transparent. It "just works".
 
Reporting to Duty.

I am playing in 1 Sucession Game together with Ansar (SW10). And have tried various GOTM at about Monarch Difficulty. I am seldom finishing them, as I tend to run out of time, but I don't quit before I am sure, I have won. Of course I am way back in score.

I play at CET too, and Florida Time is CET+6 so GMT+5.

Also my game language is german, so dont be disturbed by the funny Screenshots.
 
I think Ansars move of starting settler is sound. We stikll have all ressources in range after Turn 10.

Looks to me like a fine 4 turn settler factory we can build up here.

I dont think we should worry to much about the big picture in the start, but rather build up our own infrastructure.
 
Hi there Kulko, what time zone are you in? And could you too start thinking about early moves in this game. Post your thoughts and we will start to discuss how to get this game moving. I will try to hold off on comments until we have been joined by the whole team.

EDIT: Oh, noticed a second post from you with a few comments. But please elaborate, builds, tile improvements etc.
 
Last question, can someone point me to the modset, where you get this nice dots on the bonus ressources? I always need to look them up.
 
Ok Dinner is waiting, but in the afternoon I will send you a ull detail plan.
 
Kulko said:
Last question, can someone point me to the modset, where you get this nice dots on the bonus ressources? I always need to look them up.
I think you are refering to a mod pack we all need to have to play this game. You will find a link to it in AlanH first post in this thread.
 
<salutes>

Reporting as order, sir.

I'm in Ontario, so I believe that puts me in Eastern Time Zone.

My civs skills are a little rusty which is why my recent game was Regent, but I can handle higher. It's like riding a bike.

What is our play order like?

I think settler factory is a good idea but we should stay near the coast on this one. Just based on the fact that our Galley's can't enter the ocean, I think were in for some island hopping fun. If we go one spot to the NE and settle on the plain then we the clam for early growth, the hills for shields and after we expand culturely we get the wheat and the forests.
 
Roster will probably be with alternating timezones. ATM we have two on CET and 2 on eastern time. Lets wait for the final two before finalizing the roster.

SGs have the nice side effect of actually allowing a player to play at a higher difficulty level than in a one-player game. 10 turn sessions and the discussions tend to make it easier to stay focused and to deal with situations.
 
No Wotan, I have the dots on all the new ressources. But in Alans Screenshot there aare also dots on the normal builtin Ressources, which I assume is a graphics Modpack. I am just asking if anybody knows for sure which, otherwise I just go searching.
 
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