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  • Involuntary Change of Govt Dem-Comm

    I am currently playing in a multiplayer CIV II Gold (hotseat) game. Whenever another player (with a Communist form of govt.) moves one of his units next to one of my units, my govt. is AUTOMATICALLY changed from Democracy to Communism. This has happened four (4) times. This is driving me NUTS! Is this a bug? Is there a patch that will prevent this from happenning?

    I have built the UN, but do not have the Ststue of Liberty.


  • #2
    I am so angry, I can't even spell Statue!

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    • #3
      Weird

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      • #4
        sorry that is one of the big drawbacks of hotseat.Government changes,treaties,war etc...when it is someone else's turn,your civ is fully controlled by the ai..it can't move units but it can do everything else
        The only thing that matters to me in a MP game is getting a good ally.Nothing else is as important.......Xin Yu

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        • #5
          That is ridiculous! Surely, there must be some way to prevent the A.S. (Artificial Stupidity) from changing your Govt.

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          • #6
            Ha! Serve the kOllekTiV.

            You make my life and times
            A book of bluesy Saturdays

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            • #7
              You should be lucky it doesn't change into despotism
              Oh Man, when will you understand that your greatness lies in your failure - Goethe

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              • #8
                Originally posted by drmotk
                That is ridiculous! Surely, there must be some way to prevent the A.S. (Artificial Stupidity) from changing your Govt.
                Change the game to a scenario, then insert the following lines into the EVENTS.TXT file:

                Code:
                @IF
                NEGOTIATION
                talker=Anybody
                talkertype=humanorcomputer
                listener=Anybody
                listenertype=humanorcomputer
                @THEN
                
                @ENDIF
                This should prevent the AI from revolting during the other player's turn.

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                • #9
                  Does that work, Dave V? I've tried using NEGOTIATION in the events file (with FW, I think it was) and the computer seemed to ignore it. I'm not a great expert so I might have slipped up on the coding - but the game didn't object to the code or throw an error - it just didn't do it (or not do it in this case ). And anyway, isn't the NEGOTIATION keyword to do with whether the AI holds diplomatic sessions with people rather than whether it changes government? Or have I misunderstood somehow?

                  Of course this is all part of the general bugginess of Civ II's multiplayer - drmotk should feel lucky if this is the only problem he's had. I've had the AI pull all sorts of weird stuff on me during hotseat sessions. I got so annoyed I stopped playing them.
                  Last edited by Hywel Dda; June 12, 2002, 20:53.

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                  • #10
                    Originally posted by Hywel Dda
                    And anyway, isn't the NEGOTIATION keyword to do with whether the AI holds diplomatic sessions with people rather than whether it changes government?
                    In my experience, the problem occurs exactly then. Scenario: player B moves adjacent to player A's unit. The AI, sitting in for player A, opens up a negotiation window, but will revolt out of republic/democracy first (so it can declare war, or demand tribute? Who knows?). If you disable the negotiations, the AI won't jump in and change government.

                    I'm no scenario expert either, but I've had good results with this technique in a couple PBEM games.

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                    • #11
                      Wow that's really strange. I expect your suggestion does work then. And you say you've got it to work in practise, so I'll take your word for it. Nice work.

                      This presumably reveals an AI cheat of which I was previously unaware - an on-the-fly government change just to suit the latest negotiation! Bah!

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                      • #12
                        Originally posted by Hywel Dda
                        This presumably reveals an AI cheat of which I was previously unaware - an on-the-fly government change just to suit the latest negotiation! Bah!
                        Yeah, that one is a biggie... the number of times I have moved a unit next to an AI unit or city, and saw the window pop up 'The XXXXXX government has been overthrown'... too many to count.

                        And isn't it funny, how the AI knows to switch to demo if I'm trying to bribe them, or into fundy if they're planning on breaking the treaty we signed last turn cheating s**********

                        And they do it on MY turn. Wish I could do that

                        STYOM
                        "I'm a guy - I take everything seriously except other people's emotions"

                        "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
                        "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

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                        • #13
                          Don't know if it makes a difference but i have the 1.3 patch and i never have these problems. I do have a problem where another civ will be building a wonder and it pops up "(civ name) have allmost finished building (wonder name)" and when i rush it the civ still builds it before me AND all my shields I used for that wonder are lost without me being able to change what i'm building. It's ba enough to lose the wonder but to lose several turns of production really gets me
                          Wizards sixth rule:
                          "The only sovereign you can allow to rule you is reason."
                          Can't keep me down, I will CIV on.

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