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  • vmxa1
    replied
    To what end?

    Leave a comment:


  • micokeman
    replied
    Save Game Directory

    Is there a way to change the default settings for the Save Game folder?

    Leave a comment:


  • snoochems
    replied
    I tried the VideoMode=1600, and it made squat all difference.

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  • MrWhereItsAt
    replied
    Cheers kring - had seen that, but good to have it all in one thread.

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  • kring
    replied
    Originally posted by MrWhereItsAt
    So has anyone come up with anymore of these little gems to report?

    Mike B gave what he thought was the complete list.

    Here's some more input from Jesse:

    From Jesse's thread on the Beta 1.10 C3C Patch:

    http://apolyton.net/forums/showthrea...hreadid=103730

    * Cleaned up INI preferences code

    * Implemented ability to enter a seed value on
    the world setup screen. It is located in the
    upper-right corner. Any character can be entered
    as the seed. If the seed is 0 (the default), it
    will generate the world normally. If every
    character is a number, the value is interpreted
    as the seed value and used to generate the
    world. In all other cases, a hash table formula
    is applied to the string to generate a unique
    value that is used to generate the world. While
    it is technically possible for two different
    strings to evaluate to the same seed, it is
    unlikely (i.e., SEED is not the same as DEES --
    upper- and lower-case letters will yield
    different results as well).

    On the SEED:

    The SEED allows you to type 'CIVILIZATION' and it generates a map. Anytime you use the SEED: CIVILIZATION you will get the same map (only type in the SEED, ignore the other settings).

    * Implemented the "Play Last World" option. This
    option appears on the main menu after playing
    the first SP random-map game. When chosen, the
    player is taken to the world chooser with the
    seed filled in and all the previous settings
    selected. The player can make any changes or
    keep the world exactly the same. Note that if
    ANY changes are made on this screen, the map
    that is generated will be different. Next the
    player is taken to the player setup screen with
    all the civs and settings from the previous game
    selected. Again, the player can make any changes
    or keep the settings the same. If ANY civs are
    changed, player starting locations MAY change
    (depending on the number of seafaring civs,
    actually).

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  • sabrewolf
    replied
    snoochems: yes, in the editor...

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  • snoochems
    replied
    ANyway of changing the sizes of the games default map sizes?

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  • MrWhereItsAt
    replied
    So has anyone come up with anymore of these little gems to report?

    Leave a comment:


  • Purple
    replied
    This information is too important to go bumpless.

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  • b_ramsdell
    replied
    Production Popup

    Is there anyway to stop the production popup after something is made in the que for production until the que is empty? I want it to popup only when the que is empty.

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  • Panag
    replied
    Originally posted by skywalker
    It also makes turns take forever.

    Plus, it's a better strategy to keep the units defending the cities, rather than out in the open and vulnerable.

    hi ,

    , so it other words an " on or off " feature would be nice , ......

    have a nice day

    Leave a comment:


  • kring
    replied
    Originally posted by panag



    hi ,

    that one of the things that keeps you on your chair , ......

    thats why it should happen , ......

    after seeing the same unit 25 times you wont think he shall do something , and then , bang , here they come , .....

    have a nice day
    That doesn't keep me on the edge of my seat because the AI is SO predictable when it comes to its invasions and sneak attacks.

    Originally posted by skywalker
    It also makes turns take forever.

    Plus, it's a better strategy to keep the units defending the cities, rather than out in the open and vulnerable.
    I agree on both counts. It speeds up the game. And, it makes it harder to take the city when the units are in it instead of roaming the countryside.

    Leave a comment:


  • Kuciwalker
    replied
    It also makes turns take forever.

    Plus, it's a better strategy to keep the units defending the cities, rather than out in the open and vulnerable.

    Leave a comment:


  • Panag
    replied
    Originally posted by Jaybe
    every country patrols its borders , so why not the AI , .....

    Because they already know where everyone is.

    The only reason for the AI to patrol is to make the player anxious ("Ack! Here they come -- no, yet another false alarm").

    hi ,

    that one of the things that keeps you on your chair , ......

    thats why it should happen , ......

    after seeing the same unit 25 times you wont think he shall do something , and then , bang , here they come , .....

    have a nice day

    Leave a comment:


  • Jaybe
    replied
    every country patrols its borders , so why not the AI , .....

    Because they already know where everyone is.

    The only reason for the AI to patrol is to make the player anxious ("Ack! Here they come -- no, yet another false alarm").

    Leave a comment:

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