Originally posted by GabrielGL
View Post
Announcement
Collapse
No announcement yet.
Info: Settlers/Engineers (GL)
Collapse
X
-
-
I don't understand what you mean by this statement in section 1.2
(Regular military units apparently just rob whatever homesteads they pass of their food.)
Sorry if I'm being obtuse
Thanks to SlowThinker for the page 2 (#54) file link!
The collection and maintenance of this information is a great service and much appreciated. THANKS!!!
Leave a comment:
-
Originally posted by Elephant
I don't have the link with me, but someone else (Xin Yu?) discovered that the first worker "passes" his work points on to the second worker. If you then "deactivate" (get the work order off the shield by clicking once after the work has been passed) the first worker and activate a third worker, the second worker will pass the two accumulated work points on to the third. Stacks of 5 or 10 workers can do jobs in one or two turns in this manner.
RJM at Sleeper's
Leave a comment:
-
I don't have the link with me, but someone else (Xin Yu?) discovered that the first worker "passes" his work points on to the second worker. If you then "deactivate" (get the work order off the shield by clicking once after the work has been passed) the first worker and activate a third worker, the second worker will pass the two accumulated work points on to the third. Stacks of 5 or 10 workers can do jobs in one or two turns in this manner.
Leave a comment:
-
There is an error in Gastrifitis' otherwise excellent treatise on Settlers and Engineers. The following is incorrect
Originally posted by Gastrifitis
4.2. Using several workers on the same task
If you send three Engineers to the same square, tell them to Transform, and just leave them to it, the third Engineer’s efforts will be wasted. The project will not be completed any faster than it would have if only two Engineers were working the square. The game just doesn’t work that way.
Originally posted by Agricola
TABLE II summarizes the number of turns required by 1, 2, 3, 4 and 5 Engineers to irrigate, mine or transform each type of terrain. For example, the number sequence 20,10,8,7,8 indicates that it will take 1 Engineer 20 turns, 2 Engineers 10 turns, 3 Engineers 8 turns, 4 Engineers 7 turns and 5 Engineers 8 turns to complete the task. The fact that 4 Engineers require less time than 5 is not a misprint.
Code:TABLE II ------------ IRRIGATE ---- MINE ----- TRANSFORM Desert-----/ 3,2,2,2,2 / 3,2,2,2,2 / 10,5,4,4,4 Forest-----/ 3,2,2,2,2 / xxxxxxxxx / 20,10,8,7,8 Glacier----/ xxxxxxxxx / 8,4,4,3,3 / 20,10,8,7,8 Grassland—-/ 3,2,2,2,2 / 5,3,3,2,3 / 10,5,4,4,4 Hills------/ 5,3,3,2,3 / 5,3,3,2,3 / 10,5,4,4,4 Jungle-----/ 8,4,4,3,3 / 8,4,4,4,3 / 10,5,4,4,4 Mountains—-/ xxxxxxxxx / 5,3,3,2,3 / 30,15,11,11,11 Plains-----/ 3,2,2,2,2 / 8,4,4,3,3 / 10,5,4,4,4 Swamp------/ 8,4,4,3,3 / 8,4,4,3,3 / 20,10,8,7,8 Tundra-----/ 5,3,3,2,3 / xxxxxxxxx / 10,5,4,4,4
Leave a comment:
-
Originally posted by Elephant
Sounds like changing the NO to YES in RULES.TXT would allow Set/Eng to do it themselves.
Leave a comment:
-
I just recently discovered you can Cheat-Mode irrigate mountains (and farmland, too, I think...). Sounds like changing the NO to YES in RULES.TXT would allow Set/Eng to do it themselves.
Leave a comment:
-
I would like to point out something about the rules.txt settings:
Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, ; Mou
explanation of the row:
no = no irigation possible
1,10, 0, = +1 food after Irr., 10 turns to complete, 0 ai-likes-to-irigate
So on Mountains there is no irrigation possible and still some effect of irrigation?
The answer is: Settlers and engineers cannot irrigate, but you get an irrigation if you build a city.
But civilopedia is brief about this, it only says irrigation is possible.
Leave a comment:
-
I restarted Civ2 FW, reloaded the position - and now, it works normally...
Maybe it depends on the wheather...
Leave a comment:
-
If Tarsus = Praha and Arbela = Bratislava, then I guess what happened
... otherwise: no idea
Leave a comment:
-
no transfer of work between settlers (??)
I found a case where the work of individual Settlers working on the same square is not cumulated.
As everybody knows, the last Settler that performs work on a given square gathers aggregated work/charge of all Settlers that are also on that square.
But in GOTM #38 it is not true!
See the attachment. At Persepolis there are two Settlers, one is homed in Tarsus, the second one in Arbela. Tarsus' Settler has 1 pre-charge, Arbela has 0 pre-charge. They usually (not always!) keep their work on this map.
I tested both FW and MGE, there is no difference.
It is a FW save.
If you want to watch the pre-charge easily load the Civ2Admin v. 0.5 (in debug status) - it shows the pre-charge of Settlers. Download is here: http://apolyton.net/forums/showthrea...22#post2783157
Settings of GOTM #38 are here: http://forums.civfanatics.com/showth...threadid=80181Attached Files
Leave a comment:
-
yes a job well done, i dn't have the patience to go through it all..especially when i know alot of it but can prove algorythms or the theory behind them with numbers.
well done and keep it up...soon you should be able to program your own game
Leave a comment:
-
You're correct, so I'll stop it here.
But I do agree with La Fayette, you guys have made some great contributions for us wardogs. Even if we don't use it down to the smallest detail (due to the nature of MP games), the general overall concepts have really helped our games. You all are to be commended.
Thanks,
RAH
Leave a comment:
Leave a comment: