Thread Tools
Old April 21, 2000, 18:14   #1
Smash
Emperor
 
Smash's Avatar
 
Local Time: 15:34
Local Date: October 30, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
End turn keyboard shortcut
in addition to keeping aircraft and missiles aloft it also keeps triremes from sinking.Just move 2 squares though then use it.They never sink.Only works in gold version as the single player version has no such keyboard shortcut.It really should be fixed but I won't hold my breath.Death to The Lighthouse?
[This message has been edited by Smash (edited April 21, 2000).]
Smash is offline  
Old April 21, 2000, 21:56   #2
rah
lifer
Apolytoners Hall of FameCivilization IV: Multiplayer
Just another peon
 
rah's Avatar
 
Local Time: 18:34
Local Date: October 30, 2010
Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
Good catch, I guess we should have guessed that when we were testing the planes, but I didn't have any wimp ships on the board when I had planes

Cheapens the lighthouse but vet ships still rock early, and the extra space.

RAH
Lord of the suffacating Ferrets(they never learn)
rah is offline  
Old April 22, 2000, 21:52   #3
Bird
King
 
Local Time: 19:34
Local Date: October 30, 2010
Join Date: Dec 1969
Location: South Orange, New Jersey
Posts: 1,110
That really sucks b/c you can't monitor the cheat. Triremes don't always sink, so how can you tell if someone uses the cheat?
Bird is offline  
Old April 22, 2000, 22:34   #4
Smash
Emperor
 
Smash's Avatar
 
Local Time: 15:34
Local Date: October 30, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
If you host alot I recommend you go into the menu.txt and remove this command from @orders
Smash is offline  
Old April 22, 2000, 22:47   #5
Empress
The Empress
 
Empress's Avatar
 
Local Time: 17:34
Local Date: October 30, 2010
Join Date: Apr 2000
Location: cause mingy loves me
Posts: 2,699
I have no idea what you are talking about... like you just move your tireme two spaces then hit enter? does this only work with macs?
Empress is offline  
Old April 22, 2000, 23:35   #6
Smash
Emperor
 
Smash's Avatar
 
Local Time: 15:34
Local Date: October 30, 2010
Join Date: Jul 1999
Location: Civ2 Diehard
Posts: 3,838
no no.there is a keyboard shortcut that ends your turn.Its command+N on mac.i think same keys for pc.

you move your trireme(s) 2 spaces then press W.Move your other units then when it comes back to the boat you hit command+N.Next turn the boat is ok and has full movement.
Smash is offline  
Old April 22, 2000, 23:47   #7
Caesar the Great
Emperor
 
Caesar the Great's Avatar
 
Local Time: 18:34
Local Date: October 30, 2010
Join Date: Apr 1999
Location: New York
Posts: 5,117
Yeah... n... you didn't know about that?? I discovered it when I played WW2 for the first time on the gold edition. (got it the day it came out, I know I don't have a life ) I was trying to do something with a fighter and hit n, then my turn was over... I hit enter and it didn't die... I thought it was weird... and tried it again, eureka! But I haven't used it since...
Caesar the Great is offline  
Old April 25, 2000, 21:28   #8
SilverDragon
Guest
 
Posts: n/a
I always have hated losing triremes, but then again, I do not like cheating. So...
To cheat or not to cheat, that is the question.

------------------
Long live the Communists!
-- SilverDragon
 
Old April 25, 2000, 22:09   #9
SandMonkey
Prince
 
SandMonkey's Avatar
 
Local Time: 17:34
Local Date: October 30, 2010
Join Date: Apr 1999
Location: US
Posts: 765
Well if you never start using it, you'll never know the cheat was there



------------------
SandMonkey

"Shut up brain or I'll stab you with a qtip"
-Homer Simpson

"Ecky ecky ecky!"
"It's just a flesh wound!"
- Monty Python and the Holy Grail

Check out my 1602 A.D. site
SandMonkey is offline  
Old May 11, 2000, 13:50   #10
johnmcd
Apolyton University
King
 
johnmcd's Avatar
 
Local Time: 23:34
Local Date: October 30, 2010
Join Date: Oct 1999
Location: Edinburgh
Posts: 1,188
You can tell wether or not a trireme should have sunk or not in the followning way.

We all know that some grassland tiles have shields (or hoofprints, perhaps...) anyway the arrangement of the shields has a pattern, much like the specials, but denser. If a trireme ends its turn on a tile that would be a shield if it were grass then it will sink, if not it won't. This can be boring though, you're better off not building triremes in my opinion.

That is a way you could check for cheats, or rationalise cheating as something you could work out if you could be bothered.
johnmcd is offline  
Old May 11, 2000, 14:08   #11
Ming
lifer
Civilization II MultiplayerCivilization III MultiplayerPolyCast TeamCivilization IV: MultiplayerApolytoners Hall of Fame
Retired
 
Ming's Avatar
 
Local Time: 18:34
Local Date: October 30, 2010
Join Date: Dec 1969
Location: Mingapulco - CST
Posts: 30,317
I have a hard time believing this one.

It still must be based on some kind of percentage, and not what is described by johnmcd.

A simple test of his theory...
Move ship two squares... save game. Move ship third square. If it sinks, reset and try again to the same square where it sunk the first time. Having done this, sometimes the ship sinks, and sometimes it doesn't. This tells me it is a percentage chance, and not a matter of the square
Ming is offline  
Old May 11, 2000, 16:02   #12
rah
lifer
Apolytoners Hall of FameCivilization IV: Multiplayer
Just another peon
 
rah's Avatar
 
Local Time: 18:34
Local Date: October 30, 2010
Join Date: Nov 1999
Location: who killed Poly
Posts: 22,919
I have to agree with Ming on this one. Back before MP, when planing SP, I tested this one out to see if it was truely a percentage. It was. I have to admit, I haven't tested it on MP gold, but I doubt they changed it.

RAH
Never would risk it in an mp game but have lost them through slippery fingers.
rah is offline  
Old May 11, 2000, 19:39   #13
Fenway
Guest
 
Posts: n/a
the rules txt. states a one in two chance of sinking if not near land.... which decreases with both seafaring and navigation.

I guess sometimes you get lucky, last night i had a trireme which needed five spaces to go to get to the peacefull Sioux. Without the shortcut i was looking at an additional nine turns using the coastlines. I went for it and my caravans landed safely

Alas when i sent some troops over to backstab the ingrates, the ship was lost at see and so were my vet crusaders

Which brings up my next question, does the cargo in the trireme play any role in whether or not your brave navigational skills might survive the stormy seas in a trireme or is it purely mathematical chance>
 
Old May 12, 2000, 04:51   #14
Scouse Gits
lifer
Civilization II PBEMTrade Wars / BlackNova TradersGalCiv Apolyton EmpireApolytoners Hall of FameCivilization II Succession Games
Emperor
 
Scouse Gits's Avatar
 
Local Time: 23:34
Local Date: October 30, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
My experience (as opposed to certain knowledge) would definitely agree with Fenway - empty triremes (and maybe triremes with non-offensive units) are MUCH more robust. However, once you put a military unit on board they sink, sink, sink!
I cannot recall a single instance when a trireme with a mil unit did NOT sink on the first time of asking - after that you sometimes get away with it, but the very first time a trireme is out of sight of land I reckon that if it has a mil unit it is history.
We need some research, guys...

------------------
____________
Scouse Git[1]

"CARTAGO DELENDA EST" - Cato the Censor
Scouse Gits is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 19:34.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team