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Old February 17, 2002, 14:49   #31
Jaybe
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Originally posted by Libertarian
...
For example, say 5 workers are on a grassland tile, and you are an industrious civ. You put one of the workers to the task of building a mine, and stack-move the other 4 to a nearby hill. on the following turn, you build a road on the hill. Later, the worker you left behind will, without warning, follow the moves of the other 4 to the hill.

In other words, as it turns out, you must coordinate not only likeness of units, but likeness of tasks.
...
Thanks for the clarity re those 'late' workers, Lib.
I was wondering what was going on. At least it still works when there is just one worker chore going on in the tile. It's just that sometimes ya forget that two functions were going on when you 'j' them.

Call it added corruption/waste by mismanagement.
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Old February 17, 2002, 16:05   #32
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Greetings, Jaybe. I just returned from a visit to your city.

With respect to the new stack movement, I suppose the greatest irony is the fact that now, a whole new level of attention to micromanagement is required in order to use the feature effectively.

[...cue Twilight Zone music...]
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Old February 18, 2002, 17:23   #33
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Quote:
Originally posted by Libertarian

Moreover, key to making stack movement useful was sensible unit activation sequencing, which was allegedly fixed. But it does not appear to be the case. Setting aside the ambiguities pointed out by Soren, the sequencing doesn't even work the way it is designed. The stack from which you activate is supposed to be reordered, so that activation does not move to some other unit outside the stack before the stack's actions are depletion. Lo and behold, it is just like it was before. If you select a unit from a stack and do something with it, the next unit activated might or might not be in that same stack, and it might or might not be anywhere at all nearby.
Lib, I would love to see a saved game with an example of this. Could you post one?
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Old February 18, 2002, 18:01   #34
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Unfortunately, I don't have it. However, it ought not to be too difficult to recreate the problem. Because the request comes from you, I will revv up the game again and try to accomplish it. Likely tomorrow.

Thank you, Soren.
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Old February 18, 2002, 18:52   #35
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Honestly, the unit activation sequencing looks 100% better to me. Am moving maybe 50 knights/cav/pikemen with some captured workers around in a two front war and I have yet to have been jerked from one front to the other. Except of course where I had to go back and activate fortified units.

As for the stack movement, this is not stack movement. Soren, can't you code in some mechanism to join units up?

At least for the expansion?



Also, I have a question about corruption, not being into the editor much (I like to play the out of the box confg).

Is there a way to seperate the shield and gold corruption? I don't mind losing the gold but losing the ability to produce stuff is really gutting gameplay.

Finally, Soren, can you tell us how many units are needed to stop reversion after capture?
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Old February 19, 2002, 01:41   #36
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Originally posted by Dan Magaha FIRAXIS
Thanks Kai, but it's little more complicated than that, civ3.com is Infogrames' server (actually it's three load-balanced servers), and I have a few things I have to do in sequence to upload files and publish them to the production servers.

Does VNC work with WinXP? I just upgraded to WinXP at work and the version of pcANYWHERE I was using is now "not recommended" by Microsoft

Dan
Windows XP comes with Terminal Server and client built-in. Make sure terminal server is running on the server (if it isn't already XP) and just run 'mstsc' at the run prompt. This is assuming you are VPNed into the network that the server is on. Not sure how well ts works if you directly type in an IP address. I find this pretty darned handy when working from home.
-Brian
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Old February 19, 2002, 15:09   #37
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Quote:
Originally posted by Libertarian
...
With respect to the new stack movement, I suppose the greatest irony is the fact that now, a whole new level of attention to micromanagement is required in order to use the feature effectively.

[...cue Twilight Zone music...]
I disagree. While I might try to orchestrate a military campaign, I do not consider it an ultra priority to develop my country with finesse when I've already done most of it and I have a surplus of workers. If I forget that I was mult-tasking workers in that tile, I'll just lose the use of those extra workers for a turn.
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