Search found 155 matches

by meynaf
Thu Apr 08, 2021 8:22 pm
Forum: Wishlist
Topic: sometimes a turn is skipped
Replies: 9
Views: 6428

Re: sometimes a turn is skipped

Ah, so you have "End turn when done moving" setting enabled? That might be a factor, and explain why most people are not seeing the problem. Yes i have this setting enabled. In addition, the problem does not always happen, which doesn't help. I do not know what the exact conditions are. O...
by meynaf
Thu Apr 08, 2021 11:33 am
Forum: Wishlist
Topic: sometimes a turn is skipped
Replies: 9
Views: 6428

Re: sometimes a turn is skipped

Has this been solved yet ? I also had this kind of issue. Do you use the goto option (G key) ? It often happened to me that a turn gets skipped because of it, was with 2.5.9. Sometimes units doing their move will erroneously end the turn as if they were the last unit to move. Everything is done corr...
by meynaf
Mon Nov 04, 2019 1:43 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 125
Views: 158957

Re: Correct the rulesets civ1 and civ2

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 ?
by meynaf
Mon Oct 28, 2019 6:32 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 125
Views: 158957

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...
by meynaf
Mon Oct 28, 2019 1:42 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 125
Views: 158957

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...
by meynaf
Mon Oct 21, 2019 5:57 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 125
Views: 158957

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...
by meynaf
Mon Oct 21, 2019 1:16 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 125
Views: 158957

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...
by meynaf
Mon Oct 14, 2019 2:05 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 125
Views: 158957

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...
by meynaf
Mon Sep 09, 2019 4:19 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 125
Views: 158957

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...
by meynaf
Mon Jul 15, 2019 5:30 pm
Forum: Help wanted
Topic: Correct the rulesets civ1 and civ2
Replies: 125
Views: 158957

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.