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  • Medieval Conquest Questions

    Hello. I'm going to play Medieval Conquest for the third time around. Have already won at Monarch with a VP victory, score of 63888.

    Three questions though, for which I have searched threads titles as well as used the search function:

    1) The intro box which says the four Catholic civs start with Western Church tech is an error, or are we supposed to start with that (even though it is a second era tech)?

    2) Why can I not play the Poles? I even went into the editor to make sure they were accessible and they still do not come up as an option to play.

    3) I was thinking of playing a game on deity, but with giving myself advanced production. I note that when I click advance production and then try to load that modded scenario, that "scientific leaders" is now disabled - even though I specifically only control-clicked on AP in the editor and saved.
    As a side note, where in the editor do you modify settings for scientific leaders?

    Thanks.

  • #2
    1. You don't start with Western Church as a Catholic civ, but will get it for free when you advance into that era. (Similarly, Arabs civs get Arab Learning when they advance into that era.)

    2. On the Poles, by default the human playable switch is off. It's really intended for the AI.

    3A. Accelerated Production is a global feature, not a human only one.
    Last edited by joncnunn; December 21, 2004, 18:45.
    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


    • #3
      Thanks for the responses.

      Originally posted by joncnunn
      1. You don't start with Western Church as a Catholic civ, but will get it for free when you advance into that era. (Similarly, Arabs civs get Arab Learning when they advance into that era.)
      Guess I forgot that - it was Christmas 03 when I last played this scenario.


      Originally posted by joncnunn
      3A. Accelerated Production is a global feature, but a human only one.
      Sounds like I can trigger this for myself only and none of the AI? Cool.

      Comment


      • #4
        Re: Medieval Conquest Questions

        Originally posted by dmd175
        1) The intro box which says the four Catholic civs start with Western Church tech is an error, or are we supposed to start with that (even though it is a second era tech)?
        You get it when entering the second era.

        2) Why can I not play the Poles? I even went into the editor to make sure they were accessible and they still do not come up as an option to play.
        Editor->Scenario properties->Players: Check "Human Player" for Poland.

        3) I was thinking of playing a game on deity, but with giving myself advanced production. I note that when I click advance production and then try to load that modded scenario, that "scientific leaders" is now disabled - even though I specifically only control-clicked on AP in the editor and saved.
        As a side note, where in the editor do you modify settings for scientific leaders?

        Thanks.
        1.22 editor bug. Changing anything in the game rules part will disable SGLs ; if you somehow manage to get hold of the 1.15 editor, you can do that, though.
        The SGL is not accessable with the editor; you can't even change the animation.

        Comment


        • #5
          Doc, thanks for the information.

          Hey, check out my trade advisor - I think she caught the black death (from Medieval Conquest, emperor, Burgundy, 873 AD). No other advisors are "sick".
          Attached Files

          Comment


          • #6
            Hilarious!!!! Especially saying "I'm not even supposed to be here today!" like she doesn't get sick days or something :roflmao:
            Haven't been here for ages....

            Comment


            • #7
              She probably gotted guilted into it... and the Military Advisor next door is probably a lazy git who doesn't really do anything useful... With names like 'Dante' and 'Handle'....
              "I used to be a Scotialist, and spent a brief period as a Royalist, but now I'm PC"
              -me, discussing my banking history.

              Comment


              • #8
                Originally posted by dmd175
                Doc, thanks for the information.

                Hey, check out my trade advisor - I think she caught the black death (from Medieval Conquest, emperor, Burgundy, 873 AD). No other advisors are "sick".
                at the Clerks reference.

                Comment


                • #9
                  How many workers do you build in this Conquest? They take like forever just to cut down some trees!

                  Comment


                  • #10
                    Originally posted by Shogun Gunner
                    Especially saying "I'm not even supposed to be here today!" like she doesn't get sick days or something
                    It's a quote from Kevin Smith's "Clerks" movie.


                    You don't want to Chop Forests in this conquest. They give 2 food, and 2 shields. Just Road them.
                    Seriously. Kung freaking fu.

                    Comment


                    • #11
                      Also, you don't want to plant a city on a forest tile, next to it is a great spot though.

                      To preempt the obvious question "In that case, why not plant forest everywhere?", the answer is in this conquest forest can not be planted.

                      I was playing the Turks and built 1 worker per city in most cases, and mostly using loose city spacing to claim more area per city in light of the extremely large unsettled lands in the area + the numerous AI settlers in route. My ratio didn't fall much below 1 worker per city until I started conquering; I didn't bother much developing of the conquered territories. My domination plan was preempted by hiting the VP limit.
                      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 loved this conquest, but the hidden unit junk just kills it for me.

                        All it needed was one more patch...

                        Comment


                        • #13
                          Well, it would be possible to make a simple mod to this conquest that removes the "invisible unit" flag from the Assainans and gives them either "hidden nationality" or "all as roads" to compensate. This could also be done to the Japan, except I think that the hiden units in tha conquest already have both hidden nationality and all as roads.

                          I personally enjoyed it as is Playing the Turks and did easilly manage to avoid wars with the Abu via careful management of my own Assassins.
                          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

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