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  • #16
    If any one wants the 4000bc start save, send me a pm. I tried to load it here, but the save file is too big.


    Even if you zip it?
    Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
    Then why call him God? - Epicurus

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    • #17
      Originally posted by Beta
      So I move them to a city to see what to build. Ends up Agnum cannot rush the pyramids, cannot build an army, and cannot rush military units. He can rush walls which would take 2 turns to build anyway.
      Being a MGL, he should be able to build an army once you reach 4 cities. 1 down, 3 to go.

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      • #18
        Hey, it's a great start. Finally, you get to see the cradle of civilization in Civilization. Everyone on top of each other.

        @the shovel
        Seriously. Kung freaking fu.

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        • #19
          Hehe you should have let those Greeks stand there paralyzed next to Babylon and wipe them off the map once you have obtained a solid territory.

          Are you running any mods? Perhaps a change somewhere freaked out the program...

          And I thought that low land mass continents on a standard size map with 7 players was cramped!

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          • #20
            Originally posted by Kloreep


            Being a MGL, he should be able to build an army once you reach 4 cities. 1 down, 3 to go.
            Ah that explains it. Did not realize there was a restriction. Thanks.
            Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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            • #21
              Originally posted by Grim Legacy
              Hehe you should have let those Greeks stand there paralyzed next to Babylon and wipe them off the map once you have obtained a solid territory.

              Are you running any mods? Perhaps a change somewhere freaked out the program...

              And I thought that low land mass continents on a standard size map with 7 players was cramped!
              Yes - that would have been a wiser plan. I was not aware of the respawning implications - and I guess somewhere in my mind I envisioned them being re-spawned on a 3 tile island down near Antarctica.

              Nope - no mods. Well, let me re-phrase that. I am involved in a pile of pbems, many of which are conquests, and some which involve mods. But this game was started from the main screen in a normal manner.
              Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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              • #22
                Such crowded games make me sweat. It's good for attacking, but these .jpgs gives me a new definition of "close".

                Ever considered sorrunding Paris with Babilonian cities? The leader could rush a settler (what a waste of leader, of course).

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                • #23
                  AI is programed to found the first city on the spot.
                  Your on Monarch level. So Warrior is busy escorting the Settler which it self MUST found a city in place because it's the first one, but currently can not because cities may not be founded next to each other.

                  On Emperor level, that would have been a very quick loss because the other extra unit would have be free to attack you.

                  This is the first time I've ever seen the AI start adjoining you, but I have seen the AI two tiles away and the French did exactly what happened in those games.

                  Originally posted by Beta
                  Has to be something seriously wrong. I play the first turn. The French settle right next to my border - which I understood the AI would never do. And they mysteriously have a warrior. Could be a very quick game. And the Greeks never moved. Me thinks this game may be corrupted from the start. Any idea on how this happens?
                  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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                  • #24
                    That would have broken the AI deadlock, it would be forciably moved outside your cultural boundary and found it's city on that spot.

                    The other time I saw AI dead lock was in Conquests 1.0 playing the Mesoptaian one as Egypt. A Phoenican worker was building a road obviously intended to form a colony. When I move a military unit onto that 1 tile choke point, the Phoenican worker finished it's action on the current tile and then stoped right in place for several turns! It did not move until I moved my military unit of the one tile choke point.

                    Originally posted by Theseus

                    Very weird, never seen anything like it, including the French ICS move. Did you demand that the Greeks leave?
                    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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                    • #25
                      That is normal for a game with AI respawn on for such an early wipe out. Respawned AI civs are granted some extra units.

                      Originally posted by Beta
                      Ok - is after dinner and I play a few more turns. I look at the histograph and the Greeks have respawned. And in 3400 they show up with a hoplite and two warriors. What gives?

                      And I was thinking of taking Paris. Silly me. Be lucky to hold Babylon now. This is a truly warped game.
                      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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                      • #26
                        How interesting. That's even worse than the 4 tiles between our capitals in the Random Random PBEM.

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                        • #27
                          Originally posted by Beta


                          Yes - that would have been a wiser plan. I was not aware of the respawning implications - and I guess somewhere in my mind I envisioned them being re-spawned on a 3 tile island down near Antarctica.

                          Nope - no mods. Well, let me re-phrase that. I am involved in a pile of pbems, many of which are conquests, and some which involve mods. But this game was started from the main screen in a normal manner.
                          Well you know what they say about hindsight... easy for me to comment!

                          I found out about the unit bonus upon respawning in overly ambitious early ancient era campaigns. Instead of that imagined but fitting arctic location, the hated enemy tends to respawn just a bit further on the map, with an abundance of fresh recruits!

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                          • #28
                            Originally posted by Rhothaerill
                            How interesting. That's even worse than the 4 tiles between our capitals in the Random Random PBEM.
                            Thanks for that bit of intel, Rhoth!

                            actually, i already knew that
                            Haven't been here for ages....

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                            • #29
                              This is very interesting - I hope you play it out and keep us posted, Beta!

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                              • #30
                                Looks like a massively unlikely RNG fluke.

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