I just discovered a problem I can't solve. The 'spy' unit cannot plant nukes. As a test, I made a common tech the prerequiste of a nuke but I still couldn't plant nukes although I could build them easy enough. So what's missing?
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Its triggered by ROCKETRY. Guess I'll have to do a patch after all.
Is there anything else I need to patch?
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Here's the patch that fixes everythingAttached Files
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The patch is compatible with any existing games and will fix the accounting scandal problem....the updated events won't kick in but its not crucial. (you can use delevents before 1997 if you want to)
Among the other changes
1. Industrial Americans in a less developed position at the begining. While the rate of research was more or less ok for the other economic powers, the Ind Americans were simply too fast - especially if they got the Pentium Chip wonder.
2. Its easier to encounter the Easter Egg segment. I don't think many people know about this.
3. Corporate Heroes are more powerful - they died too easily.
4. Head Hunter is cheaper so you might consider hiring them in addition to M&A specialists.
5. There is some additional text to explain what the lawyers and freight 747 are for.
In my own (Fareast) game I haven't been faring too well and by the 1990s over a dozen of my companies had been acquired by either the Japanese, Americans or Europeans. The situation has improved dramatically since I could begin using accounting scandals to take over foreign companies via a M&A - 747 - Lawyer combo. Too bad its reached the tight labour market stage and I can only hire one or two employees per turn.
Hopefully someone eventually can report than they managed to overtake the USA. Its not going to be me..my game is going according to history.Last edited by kobayashi; December 11, 2003, 02:02.
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Finally reached Y2k (as FarEast). Here's a screenshot of the superbly advanced Infrastructure of the US IT sector with almost every company square fully developed and also the inpenetratable Japanese home market with Managers guarding every approach to their cities.
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Those are AI codes which you only get to see if you reveal the entire map. The only codes I'm familiar with are F,R,I,D,1,9.
I don't really know, when I right click on the settler guy with the 'c' guy, his orders are to go to a friendly city. And there is another attack unit with a 'D' whose orders are also to go to a friendly company but he's damaged into the red. There is still another settle unit with an 's' on the shield (not in picture) whose orders are 'no orders'.Last edited by kobayashi; December 13, 2003, 14:32.
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Hmm, i'm not sure I played this right, but I was doing pretty damn good. As the Euros I played it like a normal civ game and had some pretty good armies of salesmen and mafia to conquer other companies. I got bored, but there wasn't really a challenger to me, I was knocking off lots of big companies. Plus Toyota (that wonder is nice).
Still well in the 70s.Captain of Team Apolyton - ISDG 2012
When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah
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Originally posted by OzzyKP
Hmm, i'm not sure I played this right, but I was doing pretty damn good. As the Euros I played it like a normal civ game and had some pretty good armies of salesmen and mafia to conquer other companies. I got bored, but there wasn't really a challenger to me, I was knocking off lots of big companies. Plus Toyota (that wonder is nice).
Still well in the 70s.
Also, it plays as a regular game at first but the supply of mafia will dry up and soon it will be impossible to conquer companies conventionally. Then the bribing comes into play - with the AI 10x richer than you because of cheating. In the end it al boils down to using nukes.Last edited by kobayashi; December 17, 2003, 05:36.
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