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Thoughts and a question

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Alright so I've been playing the various builds of Rise of Mankind for a few weeks now, having started with 1.75c
I always had a recurring problem several hundred turns into the game (Industrial era usually. I prefer starting on the Ancient period.) where the game would become unstable and CTD frequently (Often a few turns to a couple dozen turns upon reloading, so once it reached that point it was essentially time for a new game) and so started reading about the A New Dawn 2 update a few days ago. I didn't quite understand much about the alternate download method for the mod so just grabbed the installer version and began playing again. But that's irrelevant and not the point here ;)

Throughout the time spent on that version (Only one night while I was at work. I found out a tad late that the version I downloaded had Load/Save issues. I couldn't patch that version with the SVN so had to re-download. My mistake!) and the game-in-progress on the newly patched 635 version, I've come across various things that I wanted to ask about.


Firstly, Slavery seems a lot less useful now, or rather I just don't understand how to use the new Slavery. Even with the Slave “specialists” and the Slave Market, it just doesn't seem to compare to the production I could accomplish with the old Slavery. More practice will be needed I suppose before I can use the new civic efficiently

Second is the barbarians (For once I'm playing with Raging Barbarians OFF! ). They seem to be a lot smarter, more aggressive, and attack more often – especially by boat! I've constantly found myself annoyed when a single galley manages to bypass three to five frigates parked by my Great Lighthouse + Colossus city (Or any other coastal city) and try to land units on it. Sometimes I do catch them before they land, but the units it was carrying end up spawning on the shore regardless . Which I believe led to this image.

http://forums.civfanatics.com/attach...1&d=1367723773

I was naval scouting and came across this one-tile island with a damaged horseman on it. I can only assume someone killed a galley and left this poor guy alone. :lol:



My first actual question is about the pathfinding when it comes to the “Move To” or Route To commands...
Recently I've been having a lot of frustrating moments when I'd select a stack of military units or a worker and send them off somewhere but they won't move at all because the direct route lies through a rival civilization's borders.

http://forums.civfanatics.com/attach...4&d=1367723757
Shows the path that my worker was trying to take directly south of the city he was trained at. He actually wanted to keep moving through Chinese territory along the paved roads beside the coast, but I took the screenshot as I was trying to "correct" his course.

This is just one of at least nine times so far that I've had to direct the unit or stack turn-by-turn to get them around rival borders. I trained this worker and immediately directed him to a city to the south to help clean up some fallout, and he never moved. I traced his path back to where he was, and he was trying to move through China's borders but couldn't, so just sat there. I ended up having to move him manually over several turns since he wanted to avoid the hills and trees and thus insisted on trying to enter Chinese lands to do so.
It's not possible to get a Right of Passage agreement with China – at all. We've been at war since BC years almost quite literally, I've nuked her twice and Siam three times (Her best friend apparently), I've razed three of her cities, and we've had a grand total of twenty-four war declarations, (And paying Churchill to do so often as well, same with Pacal while he was still in the game)
Ah yes, and a “You razed a holy city!” hit. I personally think -2 is a bit soft for such a severe event, and that it carries the same penalty as an auto-razed tundra city makes it even more strange

Anyway. I've never had this problem before – workers and military units would always go around borders if no Open Borders agreement was in place. I don't know if this has anything to do with Fixed Borders (Which I forgot to disable before starting the game) or if it's a side-effect of the RoP agreements since it's a non-military unit trying to move here, but it's a bit annoying and I don't know what's causing it :crazyeye:

So... Is this due to the Fixed Borders feature or something else entirely? I don't recall this ever happening in 1.75c before, but this is the first time I've ever had Fixed Borders turned on :)

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