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  • #76
    Originally posted by vondrack
    An idea... a crazy one, but... asleepatwheel, would you be able to cycle through the game since Turn 1? A real drag, I know... but you would just "park" all the civs, so that they do not grow (adding workers to cities, set cities to no growth and wealth) and just keep cycling through the 100 turns...

    I would send you our (Lego) Turn 1 outgoing save - if the game still crashed, we would know the problem is most likely with the data we (someone, that is) entered for the "personalization" of our civs. We could then try to use something different for that (shorter words or... dunno...) and see if the game still crashed... if not, it may be enough to edit this information in the savegame with Gramphos editor...?
    I could try that. send it to: smichaelclark @ hotmail.com.

    Please send ASAP, because I'm in the midst of a move and will lose internet tomorrow afternoon. I do have time to run through it today or tonight though

    I do see one problem, unless I had all the passwords, I would play it using the cheat, meaning the ai would take over after the first turn, so a civ or two could potentially be lost. Of course, this doesn't matter much as lux was lost early anyway

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    • #77
      EDIT: Nevermind.
      Last edited by Zero; May 8, 2003, 16:16.
      :-p

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      • #78
        Notes from an alternate dimension

        I've played from 3950 BC and..............

        No crash, up through 500ad.

        So the bug was something picked up along the way.


        Other notes:

        Man, I forgot how pathetic the Chieftain AI was, here are some stats:

        1. Lego (Me) far in the lead of course
        2. GS (of course)
        3. Lux (shocking, eh?)
        4. Spain (3 cities)
        5. Vox 1 city
        6. ND 1 city
        7. Warmonger 1 city

        (and all but the vox of the occ's have been at peace for ever, so n attrition there)

        Quite a wide range there

        i've seen a bit of everything, wonders built, wars fought, alliances made. yadda yadda, no crashes.

        Note: I stopped before getting gunpowder so I wouldn't learn too much

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        • #79
          Re: Notes from an alternate dimension

          Originally posted by asleepathewheel
          3. Lux (shocking, eh?)
          Hardly. ;P

          Map reconstruction completed. All cities, improvements and units placed.

          Trying to figure out what to do next. I may talk with Aeson to see what else I can bring over from the save. After that I'll probably send it to each of the teams to make sure everything looks right before making an official version.

          Note: It doesn't appear I can set Worker actions any way. This means that all Worker actions will be lost. My apologies for my inability to take care of this...

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          • #80
            Re: Re: Notes from an alternate dimension

            Originally posted by Trip
            Note: It doesn't appear I can set Worker actions any way. This means that all Worker actions will be lost. My apologies for my inability to take care of this...
            Couldn't you make the jobs be completed, and set the worker name to include an instruction it should be fortified for x turns?

            And thank you very much. That was a fast reconstruction.

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            • #81
              Re: Re: Re: Notes from an alternate dimension

              Originally posted by Kloreep
              Couldn't you make the jobs be completed, and set the worker name to include an instruction it should be fortified for x turns?

              And thank you very much. That was a fast reconstruction.
              Yes, that could be done, but what if a war breaks out (or is already in progress), and a team has access to a road which it wouldn't have for another 2/3/4+ turns in the future?

              Good idea though... if there's any possible way to solve this we should try to find it.

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              • #82
                Re: Re: Re: Re: Notes from an alternate dimension

                Originally posted by Trip

                Yes, that could be done, but what if a war breaks out (or is already in progress), and a team has access to a road which it wouldn't have for another 2/3/4+ turns in the future?

                Good idea though... if there's any possible way to solve this we should try to find it.
                The honor system should work fine.
                The teams promise to "use up" 2 movements whenever they go through that tile.


                If it is just general improvements...like a mine, then deduct some shields from the city, (to counter the extra shields the city will get) and also tag the worker as unmoveable.

                I think the teams themselves can do this when they get to review the save....and make their requests to Trip.



                ie...no road, but I want x extra gold for having to start again.
                or...please insert the road, but take x gold away, and I wont move the worker for y turns.


                The umpires decision is final...Trip can review each teams request, and decide what they get.

                Regs
                "No Comment"

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                • #83
                  Re: Re: Re: Notes from an alternate dimension

                  Originally posted by Kloreep


                  Couldn't you make the jobs be completed, and set the worker name to include an instruction it should be fortified for x turns?
                  It needs a lot of trust, but it would be a fair solution.

                  - Finish the improvement
                  - the teams check with the last save, how many turns the worker-action would have taken
                  - the worker is not moved, until the action would have ordinary ended


                  eg. it would be not allowed to pass an early finished road (until it is "finished")

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                  • #84
                    If a road, etc. wouldn't be finished, teams would be expected to avoid using that tile or to hit the space bar to end units' turns at the time their movement would be exhausted if the tile were not roaded. The bigger complexity might be avoiding letting cities make use of tile improvements until the appropriate time, especially if they need to use the tile in its unimproved state in the interim. But even then, if an improvement is more than half finished, it's fairer to provide access early than to delay access. Edit: Cross-posted with the last two messages.

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                    • #85
                      Trip- That was quick man. Thank you so much- you've practically saved us from finding something else to do with our time- or heaven forbid, get a life!
                      Now, we'll just have to find how "creative" you were when reconstructing...

                      Asleep- your sacrifice will not be forgotten.
                      Save the rainforests!
                      Join the us today and say NO to CIV'ers chopping jungles

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                      • #86
                        I don't think the 2 or 3 extra gold from finished roads are really gonna make that big a difference on the overall game, will it.
                        This isn't really a make or break situation IMO.
                        Let's get on with 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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                        • #87
                          Alva, you're just saying that 'cos we've finished 100 new roads this turn

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                          • #88
                            Originally posted by Master Zen
                            ZargonX: go spray paint their offices!!!
                            I'll chip in for the paint and rotten eggs.

                            Originally posted by Master Zen
                            Trip: where's the uranium and can GoW have some?
                            Didn't you see his post in our team forum about us currently having half the uranium sources in our cultural boundaries already?

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                            • #89
                              Now keeping these boundaries unitl uranium comes along is a different matter.
                              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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                              • #90
                                Originally posted by alva
                                I don't think the 2 or 3 extra gold from finished roads are really gonna make that big a difference on the overall game, will it.
                                This isn't really a make or break situation IMO.
                                Let's get on with it...
                                I agree with alva. Don't use the movement bonus, but let's not worry about the extra gold. The same is true for mines and irrigation.

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