After playing for quite a bit - on the same map, AGAIN [e digicons]:S[/e] - the game will ctd without any warning whatsoever. At least the game is quick about it. :P Debug.err http://pastebin.com/keXP6xSN dxdiag http://pastebin.com/cPnGjHUz
Shurdus
Does any one else seem to play the same or a very very similar map all the time? I start very often wih a few forests to the north of my starting position, mountains to the east, on the other side of the mountains is a patch of fertile land, north is some resource, I alsways start on the same shaped land tongue surrounded by a sea... See the screenshot, this pretty much the only start I have seen so far. <img src="http://img525.imageshack.us/img525/8919/boringstart.jpg"
Yeah, the scrolling not working to the south was a cutius thing indeed. I found out how to do it as well, but I whould obviously work everywhere. The issue I experienced however was that the map would scroll to the southwest without me doing that. I could drag back to where I wanted to be but with the game constant sliding I could no longer click anything accurately.
Same here, in FF they are fine, in chrome reply and quote buttons are there properly yet they do nothing.
I did not try that, but I think I shall. How exactly do I get elemental to wun in a window? And from a testers point of view, should I not keep playing with my current settings to see what else the grpahics may do?
So there are quite a few graphical glitches in my game. Here goes... Parts of the map become visible for no apparent reason. The map is glitchy sometimes. Note how my capitol is in the ocean and note the weird land patterns in the sea. <img src="http://img214.imageshack
So I tried a new game and found that I actually messed up the placement of improvements. So I decided to start over, only to see the map as a huge white sheet rather than an actual cloth map. Sheet would not even decribe it, my screen was plain white. The UI was fine and in place, I could still enter the menu, but for the rest my screen was bright white. Can someone tell me what I need to upload for better reporting? Pasting my dxdiag here seems a bit too much - these boards could use
[quote who="Magicke" reply="75" id="2549272"]One last thing about roads. They are used for transport and trade. Rivers are also. I would like to see barges, rafts, docks, etc along "some" river routes. Rivers should be large commerce hubs or at least have a presence in some territories and/or geographic features. [/quote]That is actually quite nice and indeed a solid feature if that would make it into the final game. In fact I like it so much - and I think in the
So far the organic roads are indeed nice. I do not like the idea of having carts create roads by itself though. I would at least like the option of creating roads and putting an effort into it. Roads auto-upgrading seems a bit stupid to me, it should require a concious effort and an investement rather then it just magically appearing. Getting options for better roads by technology, by magical spells and build by soldiers - after getting the right technology maybe - all sounds good to
[quote who="Rishkith" reply="11" id="2548998"]Well I still think you should have more than one point of road. First type of road could simply be a trail, built automatically by trade caravans between cities. It might have a minor speed boost but would primarily be for commerce. Second type could be a real flagstone road. Requires stone quarry and soldiers with paving tools. Then you spend money and get a real speed improvement road. The roads would build faster and cheaper if they
I think the city flipping is not that bad an idea, given the fact that the peasants were loyal to whomever happened to be lord. It is not like the peasants get to decide what side they would join. If the law says that the uncle of the late governor becomes the new governor and the new governor answers to a different king, then that is who the town belongs to. It sounds natural and logical to me. In real life there were countless conflicts over who owned what lands because several lord
"Oh wise men, please tell us where to live next!" 'Yes, we will tell you, come back in a little bit." "Wise men, have you found the answer yet?" "Not quite yet, in a bit." "Now?" "NOT YET!" *years later* "Come my friends. We can found a new city... Right over there, near the [b]other[/b] end of the giant lake." "Oh wisest of men, you are indeed the grandest of all."
No, I never modded anything. I hardly know anything beyond q-basix from years ago and I feel like I will have a tough time learning.
Very much true I suppose, but then again like in so many games it is hard to equate one effort with all others in the sense that by turn 100 everyone is closer to their goals by about the same amount. If the questing AI has more heroes it should still be able to have those heroes smash my armies to bits, but I take it the heroes may very well come back from their quests too late to protect their beloved capitol before I smash the gates in. Also the teching AI may have more advanced un
Scars... Now that is something I can get enthousiastic about. [e digicons]:thumbsup:[/e]
It would be a mighty challenge to downtune the impact of improvements auto-popping up with techs. If one AI goes after tech-victory and another after questing, I feel like I should be able to keep up in power if I focus on my military might without even trying to keep up in techs or quests. Then again the only way for me to leverage my military advantage is to go conquer things... So the teching AI is going to get it first, and it should be able to put up a fight even though all my energy wen
Any crossbowman of mine that ran away for something as puny as eight dragons would end up on my stove. Just saying. That being said I like the idea of units routing and then fleeing beyond my control. Maybe there could even be a quest related to this, like bringing the cowards in for punishment.
So what do we really need to know in order to make mods? I for one am decent enough with computers in the sense that I can pretty much fix whatever is needed in order to keep my computer running fine. I also can assemble a pc just fine. Then again I have little to no experience with programming. If modding is made so it is 'for dummies' I would be happy to try my hand at it, but if I need to learn how to program at least somewhat from the ground up I may as well leave the mods to
Fresh water should also be a major factor in growth because water is pretty much needed for anything to grow naturally. Settling near water has always been one of the major strategies in settling, and even to this day coastal regions or regions near rivers are more densely populated than dry inland regions.
That is actually lame... If B delivers 2 food to A and A 1 food to B, should it not be so that A ends up with 11 food and B with 19? As it is now there seems to be food created out of thin air because there is some trading network. Having food counted like I suggest - where food exported from a town is substracted from the food available in that town - does the job of drawing the food available in all towns more towards the average. Then again the ability of a town to grow can of cour
[quote who="Tridus" reply="199" id="2548009"] The micromangement you're suggesting simply doesn't exist in the game, as it was rejected as an economic model already. It's highly unlikely to come back now. [/quote]You became an expert on what the dev's are willing and not willing to implement just now? Anyway, I think it is not a bad idea to be able t control what resource goes where. It could be as simple as having an extr tab in a menu in a city where you can specify how mu
Well in that case the AI does cheat. In that case I also think cheating is not a bad thing since the players will figure out what the AI is going for and adapt their plans while the AI has no such ability. The AI needs some sort of trick to keep up with the player and to make up for the lack of 'vision'that a player has.
Well you and I have basically different perspectives on cheating. You make it sound like starting with an advantage is cheating while in go-tournaments lower ranked players start with extra tokens on the board to make up for lesser skill, and in golf solid players and rookies have different handicaps since the rookies get a discount on the number of hits they have to count, therefore giving the rookies a chance against better players. This is evening the playing field in my eyes, wher
Tiefling, then again there are lots of opportunities as well. You can arrange mariages to make it so that if a ruler from another race dies, you get to be in control of the city he governed. This will allow for a lot of intrige (is that an english word?) and plotting which may be as much - if not more- fun as questing. With a little bit of manipulation you may even become very good at these manipulations so that it is actually a blessing.
pigeonpigeon, The AI at deity Civ IV does not 'cheat', it just have very more loose rules to play with than the player has. It pays next to no upkeep for having lots and lots of cities, it pays less hammers for units, it starts with a [b]lot[/b] of bonus techs where the player has only two, etc. This makes it so that if the AI has enough room to exland, it will have 15+ cities up in no time and then it will be more advanced than the player when you two make contact. This happens on im