Search found 155 matches
- 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...
- 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...
- 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 ?
Can your custom hut entering script prevent this ?
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
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.