yes its powerfull if you get it and someone else doesn't
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Dye Copper bug - a patch
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Can't be, 'cause hides often does get "used up." Also other commodities can become repeatedly available/demanded.
The marker for availability might be affected by signed shortint rollover or something.(\__/) Save a bunny, eat more Smurf!
(='.'=) Sponsored by the National Smurfmeat Council
(")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)
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Originally posted by War4ever
that was sortof redundant now wasn't it.....
but i suppose other cites work tooIt's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
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Originally posted by Straybow
Can't be, 'cause hides often does get "used up." Also other commodities can become repeatedly available/demanded.
The marker for availability might be affected by signed shortint rollover or something.
A better explanation for Hides' behavior would be that the supply, or demand, commodity is indicated by the numbers 0 to 15. When they are in-use or "blocked" that state is indictated by the negative of their value. Since "0" represents Hides and 0 has no negative, Hides is never blocked.
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but it's no different then getting that nomad from your first hut. A huge advantage, but it's luck and it happens, and you can only hope it evens out during the game.It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
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I wasn't saying that getting one later equals out getting one earlier. I was more speaking in general that throughout the game luck will happen and over the course of many games, statistically it will even out. Especially over the number of games that we play.It's almost as if all his overconfident, absolutist assertions were spoonfed to him by a trusted website or subreddit. Sheeple
RIP Tony Bogey & Baron O
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Samson, if we are to use the patch in competitive play we need a patched version of MPG to go with the patch for 2.4.2.
Regarding Huts, it seems like those of us who have "bad luck" early on, with or without hut-popping, just abandon the game and start a new one. So our perception is tilted towards the ones we play on, where we had "better luck"; but if we are honest with ourselves we have abandoned a number of games because of something, and bad results of hut-popping may be one of those things we have forgotten. Playing the EL games, several players abandoned early on (at least one in mid-game too), partly because we were running very poorly defended empires to maximize research. We were too close to the edge for any serious disruptive events, even if it was only a badly-timed Barb or unruly neighbor. What we really showed was that, stripped to the defenseless bone, you can get your landing time down below 1000AD (but not 500AD - yet), but your civilization will be extremely fragile. Things like Early Republic and Marco Polo will help you down that path, but the most important is early, strong trade.
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*bump*
Just wondering if samson ever got his wonderful programming guru friend to look into the Dy/Cu bug the MGE code.
(\__/) Save a bunny, eat more Smurf!
(='.'=) Sponsored by the National Smurfmeat Council
(")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)
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