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  • 'View friendly/enemy moves'

    I have an interesting problem (using BTS3.17) - I'm playing a hotseat game with my fiancee. My civ was number 1 on the list when creating the game, hers the second, and then a bunch of AIs.

    We have 'see friendly moves' and 'see enemy moves' selected from the options. After her turn she sees any movement in areas that aren't in the fog of war for her. I don't see anything, not even combats I'm in - I just get told the results in the usual list of events that you get at the start of your turn.

    How do I get to see friendly/enemy moves at the end of my turn too? Without that it's soooo easy to miss an enemy fleet sailing through your waters for instance.

    Thanks for any help.
    -M-
    Martin
    All Round Good Egg

  • #2
    I would guess she is playing the last human player in the turn order and so what she's seeing is the AI & barb movement in her area.

    All I can tell you is check the log messages every turn; there will be log messages when combat occurs in addition to enemy units ending their movement within & near your cultural boundary.

    Yeah, your going to miss fast moving AI / barb units that went thru your territory if your not the last human.

    I'd say have the winner of the previous game be the first human in the next game to help balance things out if you just have the one machine.

    And congrats on finding a fellow civ 4 player to marry.
    1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
    Templar Science Minister
    AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

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    • #3
      Originally posted by joncnunn ...

      And congrats on finding a fellow civ 4 player to marry.
      Seconded.

      Welcome to Apolyton AllRoundGoodEgg.
      And indeed there will be time To wonder, "Do I dare?" and, "Do I dare?". t s eliot

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      • #4
        I guess there's not much I can do about that, then... which is a pity. Call me bloodthirsty but it's a nice feeling to see the battles happen :-)

        Another quick clarification, if you don't mind guys. I tend to like having one city where I collect 'xp makers' like a barracks, West Point and any generals (as unit trainers to add 2xp each). That means I can easily have units appearing with 20xp or more and getting four/five promotions when created. I've just noticed that if I upgrade a unit the xp for it seems to halve. Is that normal and is it correct that each upgrade will halve the xp of that unit?

        Example: I'm playing Vikings right now and I have some cash spare. I can make riflemen but I wanted them to start with amphibious so I created a couple of berserkers instead and did their promotions. They got amphibious for free, being berserkers, and I added some city attack and 10% strength promotions. Then I payed to upgrade them to riflemen. They seem to have gone from 21/28 to 10/28 - which was a shock!

        And yes, I'm a very lucky man. The fact that I have a beautiful, super-intelligent, warm-hearted fiancee would be enough, but that she's also a Civ IV, Magic The Gathering, RPG player... I'm aware just how absurdly lucky I am. Though she beats me at Magic repeatedly because she's super-intelligent, and I have to live with the shame.
        -M-
        Martin
        All Round Good Egg

        Comment


        • #5
          When you upgrade a unit it loses all but the 1st 10 exp, but keeps its promotions. So yes that's normal.

          Only a unit with a general attached keeps its exp.
          I'm consitently stupid- Japher
          I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

          Comment


          • #6
            Good to know - thanks Theban. It's probably still worth it in my case - Berserkers can get city attack which riflemen can't, and that's an important part of my 'amphibious assault' strategy.
            -M-
            Martin
            All Round Good Egg

            Comment


            • #7
              I've got a follow-on question from my fiancee... how effective are first strikes? When it comes to promotions, she likes giving units 'drill' which gives first strikes and first strike chances, but she's not getting much difference in results between those units and fresh (unpromoted) units, and not just against units that are immune to first strikes! Given that some units are immune to first strikes, you'd think that those promotions would be more powerful than the generally useful 10% strength bonus. What do you think?
              -M-
              Martin
              All Round Good Egg

              Comment


              • #8
                She's just prodded me that she had a second question too - if you click on a garrisoned unit (which has accumulated its 25% fortify bonus), how do you deselect that unit again without waking it up. We know that the space bar goes onto the next unit but seems to lose that unit its fortify bonus and wake it up the next turn... which is most annoying. Seeing as it's quite easy to click on the unit in a city rather than the city when trying to open up its city screen, this does happen a lot. Is there a hot key to 'deselect the current unit and not wake it'?

                Thanks again guys, on her behalf. And mine. I'd like to know too.
                -M-
                Martin
                All Round Good Egg

                Comment


                • #9
                  Originally posted by AllRoundGoodEgg
                  We know that the space bar goes onto the next unit but seems to lose that unit its fortify bonus and wake it up the next turn... which is most annoying. .
                  \

                  I wish i could help you here. This has been driving me crazy ever since I first got the game.

                  Comment


                  • #10
                    I'd definately agree Rifles with Amp Assault and lots of CR promotions are very deadly until your opponent gets sufficent Infs in all his coastal cities.

                    Originally posted by AllRoundGoodEgg
                    Good to know - thanks Theban. It's probably still worth it in my case - Berserkers can get city attack which riflemen can't, and that's an important part of my 'amphibious assault' strategy.
                    1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                    Templar Science Minister
                    AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

                    Comment


                    • #11
                      It depends upon what your facing.
                      If you have a superior unit, drill is often better.
                      But if you have the weaker unit, drill is often a waste.
                      And in general the second promotion when you give a unit Drill I should be a field promotion (anti whatever unit type you intend to have the unit fight) and then Drill II.

                      Generally with Crossbows, I'd give them Drill I then shock, then load up on the Drills and have them slaughter melee units.

                      And it's a bit interesting. If your facing an unpromoted Galley, you will get better results with a Drill I Galley than a Combat I Galley.

                      But if your facing a Combat I Galley, your Drill I Galley won't do much good.

                      Originally posted by AllRoundGoodEgg
                      I've got a follow-on question from my fiancee... how effective are first strikes? When it comes to promotions, she likes giving units 'drill' which gives first strikes and first strike chances, but she's not getting much difference in results between those units and fresh (unpromoted) units, and not just against units that are immune to first strikes! Given that some units are immune to first strikes, you'd think that those promotions would be more powerful than the generally useful 10% strength bonus. What do you think?
                      1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                      Templar Science Minister
                      AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

                      Comment


                      • #12
                        I normally either click on another unit or hit "w" which will go to the next selected unit.

                        Originally posted by AllRoundGoodEgg
                        She's just prodded me that she had a second question too - if you click on a garrisoned unit (which has accumulated its 25% fortify bonus), how do you deselect that unit again without waking it up. We know that the space bar goes onto the next unit but seems to lose that unit its fortify bonus and wake it up the next turn... which is most annoying. Seeing as it's quite easy to click on the unit in a city rather than the city when trying to open up its city screen, this does happen a lot. Is there a hot key to 'deselect the current unit and not wake it'?

                        Thanks again guys, on her behalf. And mine. I'd like to know too.
                        1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
                        Templar Science Minister
                        AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.

                        Comment


                        • #13
                          Originally posted by AllRoundGoodEgg
                          Good to know - thanks Theban.

                          The noobs... why is it ALWAYS the n00bs!?!?!


                          GAAAAHHH!1!1!!!!!!
                          I'm consitently stupid- Japher
                          I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                          Comment


                          • #14
                            And of course I owe Theben an apology for butchering his name and calling him Theban earlier on. Sorry about that, man. That was poor of me.
                            -M-
                            Martin
                            All Round Good Egg

                            Comment


                            • #15
                              Originally posted by AllRoundGoodEgg
                              She's just prodded me that she had a second question too - if you click on a garrisoned unit (which has accumulated its 25% fortify bonus), how do you deselect that unit again without waking it up. We know that the space bar goes onto the next unit but seems to lose that unit its fortify bonus and wake it up the next turn... which is most annoying. Seeing as it's quite easy to click on the unit in a city rather than the city when trying to open up its city screen, this does happen a lot. Is there a hot key to 'deselect the current unit and not wake it'?

                              Thanks again guys, on her behalf. And mine. I'd like to know too.
                              I *think*, that if you select a fortified unit, wake it, and then re-fortify it right away, without moving it, it keeps its fortification bonus. But i´d like to have that confirmed first, before you take it as the truth.

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