Cruise
Settler
Dutchy
Posts: 45
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Post by Cruise on Dec 29, 2005 4:02:52 GMT -5
I've seen the same, passwording civs doesn't work.
Also i am not surprised why the game isn't for sale in the media markt here anymore. Given up on it for now. Perhaps it's playable again in a few months. It seems like it's going downhill with patches instead of improvements.
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Post by Sidhe on Dec 29, 2005 8:21:20 GMT -5
This I assume is some sort of overlooked bug. Sometimes passwording will work sometimes not.
Anyone who says it's impossible to get a game just isn't patient enough. I played 3 games yesterday one of which was a 5v5 teamer. I had to wait a total of maybe 20 mins.
Follow the advice in here, and have a little patience.
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Post by swissy on Dec 29, 2005 19:28:09 GMT -5
I think the password resets after a player retires. That would account for the seemingly hit or miss way the password functions works.
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Post by Canucksoldier on Dec 29, 2005 21:36:02 GMT -5
Yes a player that "retires" is giving up his "rights" to that Civ, so it not having a pw anymore is a feature not a bug per se, if you want the protection of a pw for a dead civ, just have the player exit and then vote to continue that way the civ will remain pw'd as the game expects that the player will want to return. Either that or just disable AI takeover completely and wait the default 10min and move on.
CS
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Post by Lestat on Dec 30, 2005 1:32:13 GMT -5
U cant changing seting on reload. Wot is purpose then for Pw civ ? If player drop or quit it is bc that another can join hes civ... right? Second.. if some 1 sub player ,leaving person must get pw out.In our game leaving player was not ded and two kids join .. we lost many minutes for that. Also that intruders can ruin game if they dnt want to left. Clearly NO1 can join if dnt kno PW... is this not work i dnt kno wot is name for that.
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Post by Sidhe on Dec 30, 2005 4:56:09 GMT -5
in teamers just use your team number as a pw, saves alot of fuss if a player drops and can't come back.
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Post by ironclad on Dec 31, 2005 13:11:08 GMT -5
The 20 turn thing sucks... it would be better if... instead when u build a city u do get points for it auto. But instead any cities u build 20 turns from the end u get no points to eliminate the point race.. and for a more fun battle out last 20 turns or wonder race, not a popping out settler race....
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Post by holocanthe on Jan 1, 2006 6:45:54 GMT -5
Very bad the 20 turns Because : - Now, there are 2 scores, in real time for population and tech, and after 20 turns for lands So you know the real scores only in the last turns. The cultural bomb (or simply planting cities) is always possible 21 turns before the end and then nobody know the real score during 20 turns, it's mad - If an old city have an cultural expansion, we have no point It is so difficult, to do a system where land gain is impossible only for A NEW city 20 turns before the end. sorry for my bad english ;D
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Post by Sidhe on Jan 1, 2006 7:58:33 GMT -5
30 or so turns before the end if someones score stops increasing at the rate it has go take out that little city, then do the same to the other one, in no city raising you'll get a nice little score for this. As for great leader if you've met someone you can see when he's born. Therefore there's no excuse for not knowing his score is going to increase. Go deaden his arse. The real score is in your head, till the end of the game. The score on the screen is academic till the last turn. Interesting cause it tells you exactly what a player is doing sometimes, but don't take it for granted that having a 100 score lead will mean you win and you wont find yourself in the situation of haveing to report to the great artist popper.
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Post by venceslas on Jan 2, 2006 7:32:29 GMT -5
You may also stop to use the mouse because it's possible to play only with the keyboard Beside, they are several uses for a great leader. In my view a better solution would have been: - Score is instantaneous - Land created in the last 20 turns is not computed(like actually) chris.
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Post by zzZhenon on Jan 2, 2006 18:25:41 GMT -5
Hmm what about a percentage of the land score value every turn:
Turn 1 (the turn you planted the city): 5% of land score value Turn 2: 10% of land score value ... Turn 10: 50% of land score value ... Turn 20: 100% of land score value
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