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  • Special Pattern

    I thought I understood the pattern for specials, but I just started a game in which there is a single space separating two specials.

    I don't remember ever seeing this before...because I didn't think it could happen.

    I've attached the map if you'd like to take a peek. I had to mine a grassland to find the silk, but I don't think that makes a difference.

    Thanks.

    TT

  • #2
    While I didn't see an attached file... I will assume it is just a case of map overlap. at the 0 axis point, strange patterns can develop since the pattern doesn't cross over, but just ends.

    And for those who haven't run across this... if you have cities on both sides of the 0 axis, they both be using the same squares on either side of the end of the map
    Keep on Civin'
    RIP rah, Tony Bogey & Baron O

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    • #3
      Originally posted by Ming
      And for those who haven't run across this... if you have cities on both sides of the 0 axis, they both be using the same squares on either side of the end of the map
      You mean you can use those squares twice!!!

      +>strange patern =>Y-axis as ming said: it's easy programming,and lazy saving(ALL specials & huts are saved in 1 random Variable=>Me thinks really bad algorithm,this also gives the problem you cant build a mapeditor where you can toy with the specials(like i did))

      Shade
      ex-president of Apolytonia former King of the Apolytonian Imperium
      "I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
      shameless plug to my site:home of Civ:Imperia(WIP)

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      • #4
        Thanks Ming.

        I have noticed this phenom before in a previous game, but not the deviation in the special pattern. I'll have to search for that saved game.

        In that game, I had two city pairs that happend to straddle the axis. I was so thrilled by the extra resources that I didn't pursue it further.

        Hmmm. You could leverage this to some degree, but only if your continent was well aligned. A low probably gain at best.

        I've re-attached the original saved game. Hope this works.

        TT
        Attached Files

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        • #5
          Actually, it's not map overlap, and it's not some stupid weird ass algorithim. It's very simple. There are 22000+ resource speeds that yield a different combination each time. In some cases they are 1 space apart in certain areas which is just part of the normal resource speed. Has nothing to do with some abnormality.

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          • #6
            but shouldn't that have been prevented by the programmers?

            well, I suppose the game was saved in MGE, I can't be arsed to put in the relevant CD now, so I'll just trust in what they say

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            • #7
              No...EG, it really does straddle the y-axis as Ming surmised.

              If you download the .SAV file and turn on Cheat-Reveal Map, you can scroll up and down and see this recur a couple of times.

              If you'd like, you can even build a couple of cities along the line and see the double production Ming predicted.

              Surprised me a bit, but there it is. Check it out Shade, it's pretty cool.

              - TT

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              • #8
                You can use resources on the 0 axis over and over no matter what map it is.

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                • #9
                  EG - Thanks for your last post.

                  That's what I thought Ming was saying. The presence of specials is totally irrelevant to the y-axis phenomenon. I just became aware of it because of the specials separated by a single space.

                  If I had been paying attention in the earlier game I mentioned, I would become aware of this phenom because of the *second* side-effect, namely that production was doubled across the y-axis.

                  BTW. Your post about "resource speeds" confused me; care to explain?

                  - TT

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                  • #10
                    Originally posted by ToeTruck

                    BTW. Your post about "resource speeds" confused me; care to explain?

                    - TT
                    Typo. resource seeds. The non-random patterns that the map generator uses.
                    Concrete, Abstract, or Squoingy?
                    "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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                    • #11
                      Originally posted by ToeTruck
                      Surprised me a bit, but there it is. Check it out Shade, it's pretty cool.
                      dll the save but didn't load with my version of civ

                      I've studied the resources one time when I was building my editor=> always repetitive of some kind like you take a huge stamp and then make some horizontal lines on the map with it,borring and absolutely NOT random,but hell...nobody's perfect,I'm just the closest you can get.

                      BTW the dubble usable squares could be used as quite some cheat:eg build a random ROUND map of 40x250 (250 is Y value)
                      and half of your cities could abuse this,making the actual map 500
                      squares bigger

                      Shade
                      ex-president of Apolytonia former King of the Apolytonian Imperium
                      "I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
                      shameless plug to my site:home of Civ:Imperia(WIP)

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