IIRC the entering unit may die without a chance to fight if unleashing barbarians (something to do with tile:unleash_barbarians).
Can your custom hut entering script prevent this ?
Search found 93 matches
- Mon Nov 04, 2019 1:43 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 92
- Views: 46579
- Mon Oct 28, 2019 6:32 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 92
- Views: 46579
Re: Correct the rulesets civ1 and civ2
As you say memory can play tricks, but I am heartened somewhat by finding many (but obviously not all) of mine confirmed in other fora, and of course by your own sterling work. And these other fora do confirm a random behavior ? Maybe you could provide some links then. Mostly I used to play on a '3...
- Mon Oct 28, 2019 1:42 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 92
- Views: 46579
Re: Correct the rulesets civ1 and civ2
I don't think this is version issue. There aren't many versions out there anyway ; i've only seen 855.04 and 855e.01. Civ I can be strange sometimes, but i believe it is deterministic - at least for terrain enhancements by settlers. That an exploit seems random does not imply it actually is, and any...
- Mon Oct 21, 2019 5:57 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 92
- Views: 46579
Re: Correct the rulesets civ1 and civ2
This is beginning to look like a version issue. I have to admit to being unsure about railroad but it doesn't fit with my understanding of how Civ I did gardening. Are you sure it's not something about Civ II resurfacing from old memories ? Also I recall there was discussion in one of the fora abou...
- Mon Oct 21, 2019 1:16 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 92
- Views: 46579
Re: Correct the rulesets civ1 and civ2
meynaf, perhaps if you can spare the time firing up one of your 'advanced' saves, see if pillage time is deterministic (or stochastic) and what the work cost (or average work cost) is. Pillage just takes 1 turn... Also, the table is not clear as to whether the work time for rail includes, or does n...
- Mon Oct 14, 2019 2:05 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 92
- Views: 46579
Re: Correct the rulesets civ1 and civ2
Lighthouse can be built in inland city??? As surprising as can be, yes. I confirm that in civ1 you can build Lighthouse everywhere. (meynaf - would you be able to find a savefile that has inland and coastal cities together with the other criteria? [N.b. lighthouse is made obsolete by Magnetism.]) A...
- Mon Sep 09, 2019 4:19 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 92
- Views: 46579
Re: Correct the rulesets civ1 and civ2
After some research it seems that rivers do provide trade but NOT cumulative with roads. Although a minor issue it would be good if my (new) assumption is confirmed (or denied). Checked in an old saved game, rivers produce trade which it is definitely not cumulative with roads. Your assumption is c...
- Mon Jul 15, 2019 5:30 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 92
- Views: 46579
Re: Correct the rulesets civ1 and civ2
I can confirm civ1 does not limit tax/science. You can start a new game and then set science to 100% immediately.
Another difference is the way it is rounded. E.g. if you're at 50% tax / 50% science and you produce an odd number, extra point will be science at fciv but tax at civ1.
Another difference is the way it is rounded. E.g. if you're at 50% tax / 50% science and you produce an odd number, extra point will be science at fciv but tax at civ1.
- Mon Feb 11, 2019 8:24 am
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 92
- Views: 46579
Re: Correct the rulesets civ1 and civ2
In Civ I a fairly simple test to check (b) is to use republic or democracy, for (c) celebration under monarchy or communism. The criterion in both cases is: does a normal railroad tile produce 2 or 3 trade? (Normal = grassland|plains|desert.) From an old save game i can see it's 2 trade under democ...
- Mon Jan 21, 2019 4:08 pm
- Forum: Help wanted
- Topic: Correct the rulesets civ1 and civ2
- Replies: 92
- Views: 46579
Re: Correct the rulesets civ1 and civ2
nef wrote:Can someone please confirm or deny that this riverine transform is/is not possible in Civ I.
River in civ1 is considered as a distinct terrain type. It can not be changed to something else.