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Old November 13, 2003, 21:12   #31
Inverse Icarus
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then it would have to dynamically alter the colors of the other civs, and it has enough troble with that already... i had Sumeria and the Hittites start next to eachother, nearly the same shade of teal.
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Old November 13, 2003, 23:45   #32
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lol, I totally forgot about the force feedback setting

anyone use it ?
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Old November 14, 2003, 11:44   #33
Jawa Jocky
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NoAIPatrol=1

This sounds like it would speed up the between turn times. Does it have a noticably negative impact on the AI's performance?
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Old November 15, 2003, 01:52   #34
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Quote:
Originally posted by Jawa Jocky
NoAIPatrol=1
This sounds like it would speed up the between turn times. Does it have a noticably negative impact on the AI's performance?
I haven't tried this yet but it should speed turns considerably. I imagine the AI will still send stuff out to attack, defend, reinforce, settle, irrigate, etc.
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Old November 15, 2003, 18:25   #35
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Quote:
Originally posted by Jawa Jocky
NoAIPatrol=1

This sounds like it would speed up the between turn times. Does it have a noticably negative impact on the AI's performance?
hi ,

it might speed up a bit , but the AI tends to notice less things and just sit there , waiting to be taken to the slaughterhouse , ......

every country patrols its borders , so why not the AI , .....

have a nice day
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Old November 16, 2003, 01:58   #36
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I'm someone who pretty much sits unless I'm doing something. Instead of all that tedious patrolling I station troops forward so they can react anywhere on a turn's notice and carry the battle back across the border. (That and block likely routes of advance). I find this speeds the game considerably on those huge maps with hundreds of units.
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Old November 16, 2003, 03:44   #37
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Quote:
every country patrols its borders , so why not the AI , .....
Because they already know where everyone is.

The only reason for the AI to patrol is to make the player anxious ("Ack! Here they come -- no, yet another false alarm").
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Old November 16, 2003, 15:34   #38
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Originally posted by Jaybe
Quote:
every country patrols its borders , so why not the AI , .....
Because they already know where everyone is.

The only reason for the AI to patrol is to make the player anxious ("Ack! Here they come -- no, yet another false alarm").

hi ,

that one of the things that keeps you on your chair , ......

thats why it should happen , ......

after seeing the same unit 25 times you wont think he shall do something , and then , bang , here they come , .....

have a nice day
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Old November 16, 2003, 15:39   #39
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It also makes turns take forever.

Plus, it's a better strategy to keep the units defending the cities, rather than out in the open and vulnerable.
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Old November 16, 2003, 16:12   #40
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Quote:
Originally posted by panag



hi ,

that one of the things that keeps you on your chair , ......

thats why it should happen , ......

after seeing the same unit 25 times you wont think he shall do something , and then , bang , here they come , .....

have a nice day
That doesn't keep me on the edge of my seat because the AI is SO predictable when it comes to its invasions and sneak attacks.

Quote:
Originally posted by skywalker
It also makes turns take forever.

Plus, it's a better strategy to keep the units defending the cities, rather than out in the open and vulnerable.
I agree on both counts. It speeds up the game. And, it makes it harder to take the city when the units are in it instead of roaming the countryside.
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Old November 16, 2003, 16:17   #41
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Quote:
Originally posted by skywalker
It also makes turns take forever.

Plus, it's a better strategy to keep the units defending the cities, rather than out in the open and vulnerable.

hi ,

, so it other words an " on or off " feature would be nice , ......

have a nice day
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Old November 17, 2003, 10:07   #42
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Production Popup
Is there anyway to stop the production popup after something is made in the que for production until the que is empty? I want it to popup only when the que is empty.
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Old December 9, 2003, 14:58   #43
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This information is too important to go bumpless.
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Old December 9, 2003, 22:18   #44
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So has anyone come up with anymore of these little gems to report?
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Old December 10, 2003, 02:56   #45
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ANyway of changing the sizes of the games default map sizes?
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Old December 10, 2003, 04:22   #46
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Old December 10, 2003, 05:16   #47
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Quote:
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So has anyone come up with anymore of these little gems to report?

Mike B gave what he thought was the complete list.

Here's some more input from Jesse:

From Jesse's thread on the Beta 1.10 C3C Patch:

http://apolyton.net/forums/showthrea...hreadid=103730

* Cleaned up INI preferences code

* Implemented ability to enter a seed value on
the world setup screen. It is located in the
upper-right corner. Any character can be entered
as the seed. If the seed is 0 (the default), it
will generate the world normally. If every
character is a number, the value is interpreted
as the seed value and used to generate the
world. In all other cases, a hash table formula
is applied to the string to generate a unique
value that is used to generate the world. While
it is technically possible for two different
strings to evaluate to the same seed, it is
unlikely (i.e., SEED is not the same as DEES --
upper- and lower-case letters will yield
different results as well).

On the SEED:

The SEED allows you to type 'CIVILIZATION' and it generates a map. Anytime you use the SEED: CIVILIZATION you will get the same map (only type in the SEED, ignore the other settings).

* Implemented the "Play Last World" option. This
option appears on the main menu after playing
the first SP random-map game. When chosen, the
player is taken to the world chooser with the
seed filled in and all the previous settings
selected. The player can make any changes or
keep the world exactly the same. Note that if
ANY changes are made on this screen, the map
that is generated will be different. Next the
player is taken to the player setup screen with
all the civs and settings from the previous game
selected. Again, the player can make any changes
or keep the settings the same. If ANY civs are
changed, player starting locations MAY change
(depending on the number of seafaring civs,
actually).
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Old December 10, 2003, 07:03   #48
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Cheers kring - had seen that, but good to have it all in one thread.
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Old December 10, 2003, 07:43   #49
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I tried the VideoMode=1600, and it made squat all difference.
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Old March 31, 2004, 17:17   #50
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Save Game Directory
Is there a way to change the default settings for the Save Game folder?
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Old March 31, 2004, 17:49   #51
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To what end?
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