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Post by Ellestar on Jun 14, 2006 8:46:42 GMT -5
So was US invasion mainly motivated by getting oil resources for us companies - or atombomb on Japan to minimise US soldiers looses for example - that both actions had positive effects aswell should still not be doubted - but both d not have happened if there wasnt a major pro for USA Nah. USA dropped a nuclear bombs on Japan several months after Japan acknowledged USA that they want to discuss a surrender terms and they have only one condition: safety for Japan Emperor.
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Post by Ellestar on Apr 21, 2006 6:53:55 GMT -5
I am Red Hammer here Communist ^^ ;D
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Post by Ellestar on Apr 19, 2006 0:32:08 GMT -5
LOL i didn't think about anything. I just ignored instrction that was absolutely meaningless. Well, they said to follow instructions as quickly as possible. In that case, i tend to optimize it.
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Post by Ellestar on Feb 8, 2006 8:02:31 GMT -5
And the Americans in their attempt to aid the Afghanis in their defense of the communist Russians also aided the Fundamentalist movement. No, wait a second. Americans helped afgan terrorist bands (who also were fundamental muslims) to overtake a legal Afganistan civil government that tried to suppress muslim religion. A civil government that was supported by USSR.
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Post by Ellestar on Apr 20, 2006 7:00:53 GMT -5
Streak -1 means that you lost one time in a row.
You lose skill when losing and you gain skill when winning. You gain more or lose less if you played against a player with a higher skill raiting. And you gain less or lose more if you played against a player with a lower skill raiting.
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Post by Ellestar on Feb 6, 2006 9:01:06 GMT -5
I agree it's very frustrating getting started. I've been trying all night to get into a ladder game. I finally did once, but they didn't believe me that I was a member & kicked me out. Maybe some of these players aren't as friendly or polite as the website claims they are. Looking at the ladder news about nick changes, i presume that you "forgot" to mention that your gamespy nick wasn't the same as a ladder nick. So, obviously noone will believe that you're a ladder member if you don't follow the ladder rules and don't keep both nicks the same. P.S. And finally, don't blame others for problems you created himself.
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Post by Ellestar on Dec 15, 2006 5:43:32 GMT -5
After first 10 turns, you really only need to make sure you build enough workshops; other than that, the workers really should be automated. If workers do not behave as you expected, use quantity to compensate quality. There are a lot more activities in the future games so managing workers should not be one of your tasks. ROFLMAO. Good luck with automated workers in future. I use ctrl+o to bring up the options menu. Then I can quickly switch off quick combat animations, so that when my opponent attacks with his first unit I have plenty of time to move my stack in from my other front city. ;D Thanks again to DD for that tip. Sounds like cheating. At least, i'll report it to admin if it will be used in tornament.
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Post by Ellestar on Sept 21, 2006 0:27:58 GMT -5
Well, generally you can get one worker per turn without slavery. And you don't grow so you can't really slave much. Also, you make some improvements slower with Slavery.
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Post by Ellestar on Sept 21, 2006 0:19:36 GMT -5
Also, you wouldn't advise slavery the first few turns to quickly slave an immediate (or almost immediate) worker in each city? You can chop workers, it's better.
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Post by Ellestar on Jul 21, 2006 7:22:13 GMT -5
I think that that "secret" hotkey is exactly the same as it was many-many years ago in Command&Conquer and Warcraft II - Control-<digit> to remember a group and <digit> to select a group ;D Trouble is I have never got this number thing to work either for 1 unit or a stack of them. It works great in other games. Either AoE or Empire Earth (cant remember which). Anyone got this working yet? It's working but it's a little bugged. Game sometimes remember your groups of units and if you use hotkey, game selects all groups where your hotkeyed units are instead of selecting only these units. So it takes some time to select/unselect units from a naturally formed groups (for example, you moved in that square with 2 stacks of 3 cats and 4 other units in each - now you have 2 different groups there even if they aren't hotkeyed, and if you hotkeyed and trying to select catapults only, there is a very big chance that you'll select all units instead).
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Post by Ellestar on Jul 21, 2006 7:25:35 GMT -5
You also have a chance that you'll kill both cavs without losing yours, but you know as well as I do that that is maybe 5% at very best. So really it's not a good situation for you. 3.23%. I posted it somewhere on that forum.
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Post by Ellestar on Jun 7, 2006 8:10:47 GMT -5
That table on civ fanatics is very unclear and imprecise. Unclear? Maybe. Imprecise? ROFL It's a raw data that is used by a game itself, it can't possibly be imprecise (unless there is a typo somewhere, of course) A great person can only give you a tech if you can research it. So the very first tech on that list that you can research is what a great person will give you. Have a look above at my post for an example of this. Like... Meditation before Mysticism? Once you get a hang of using that table churchill posted you will be able to tell what techs a prophet will give very easily. Yes, i agree that is more useful but Gametheory already said that it's not exactly he was looking for. So i posted a link to a formatted raw data (taken from xml) and game code that picks a tech. There is no real need to tell me that there is a post 3 here, i know how to read myself It's actually the same list but divided per-great person and sorted in descending order.
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Post by Ellestar on Jun 7, 2006 7:48:15 GMT -5
OK This is what I mean. Is there a direct order that you get tecs from great people. Do they always gie the same tecs if you have the same tecs already completed? Sometimes I notice my great prophet giving me philosophy and sometimes theology and sometimes civil service, what determines it and by that I mean what Specific tecs do I need to get the spec iifc one I want or it it random. I want to build a Map that gives a detailed list of what tecs you need to have as a prerequist before you get to have a certain tec as the one a certain great person gives. I know it seems like an insane amount of work and It kinda is, but if we could somehow get our hands on a designer of the game he might be able to easily give us that list and I believe that the list would dramatically change the strategy in this game and possibly balance it out. heh could also destroy the game, but hey, thats what I do best ;D Well, it's possible to make an application that will do it and i even thought about writing one, but what's the point to do it? You want it to show all possible combinations of techs you need to have so to be able to research a certain tech with that great person? That one is relatively easy but not really useful. The thing that is more useful is like that example with Masonry that "switches" techs between Theocracy and Civil Service, but it's hard to formulate that condition in a form so it may be written in a program code.
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Post by Ellestar on Jun 7, 2006 7:29:04 GMT -5
I have this post in my Favorites. It's probably what you need forums.civfanatics.com/showthread.php?t=140952Out of all techs available for research, your great person will pick one with the highest corresponding raiting from that table. No idea what it does in case of a tie. Edit: Ok, it seems to be coded in CvUnit.cpp TechTypes CvUnit::getDiscoveryTech() const { TechTypes eBestTech; int iValue; int iBestValue; int iI, iJ;
iBestValue = 0; eBestTech = NO_TECH;
for (iI = 0; iI < GC.getNumTechInfos(); iI++) { if (GET_PLAYER(getOwnerINLINE()).canResearch((TechTypes)iI)) { iValue = 0;
for (iJ = 0; iJ < GC.getNumFlavorTypes(); iJ++) { [b]iValue += (GC.getTechInfo((TechTypes) iI).getFlavorValue(iJ) * flavorValue((FlavorTypes)iJ));[/b] }
if (iValue > iBestValue) { iBestValue = iValue; eBestTech = ((TechTypes)iI); } } }
return eBestTech; }
So, in case of a tie game takes first tech from a list (most likely in the same order how it's defined in XML).
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Post by Ellestar on Jun 28, 2006 9:08:55 GMT -5
By the way, one more important addition to my post. So to be able to think how you should have acted in a game in a certain situation, during a game you should remember that you'll think about it after a game will. So, you need to make a note in mind for himself about all such situations while you're still playing. If you just ended a game but don't remember these situations that happened during a game, you'll not be able to think about it later.
Also, don't forget that there is a big difference between cause and effect. Generally it's far less efficient to try to fix secondary causes that are actually effects of primary causes. For example, you had less units than an enemy at some moment and so you was killed. If you had half of the enemy economy your real cause of a loss is a bad economy, not a number of units at some moment. If your economy is so bad mostly because you was chocked or you lost starting worker(s) but it's good in ideal conditions, this may become a primary cause why you lost. And so on.
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Post by Ellestar on Jun 26, 2006 6:42:52 GMT -5
In which ways, specifically, do you tend to lose most of your games? Are you out-scored? Simply invaded, and/or choked? What about when you were a beginner, and how did you make an effort to prevent whatever from happening again? Hmm if you want to improve your gameplay, first improve your economy. Try some quick tests in single, read some articles on forums (here is my list of good links civ4players.proboards44.com/index.cgi?board=gstad&action=display&thread=1128354514#1149525371). If you have a good economy you can win ctons with ease. If you economy sucks you'll not win them anyway. I doubt that you can train it in an efficient way in multiplayer (no reloads to check different approaches under the same conditions, turns are too slow so to test fast and yet you may not enough time to calculate something when you really need it). So just do some test runs in singleplayer (not a complete games but just a very quick tests ignoring diplomacy, war etc.) If you want to learn how to deal with invasions and choking, set autosaves to 1 autosave every turn and at least 150 autosaves maximum. As a bonus, you can watch what others do if they don't set password or use a default '1' or '2' (common in teamers). Then, you can load autosave after a game and you'll have a plenty of time to decide where you moved wrong, how you should have moved, how many units you should have had so to be able to defend (also watch power graph) etc. Just think about all possible move sequences 3-4 turns deep, including possible fast moves (think for both sides) - it should be enough. And make some conclusions on what you should do later (when there are similar terrain patterns etc.). That way you'll learn fast instead of making the same mistakes in every game. Don't forget to use efficient moves you saw against your opponents. Besides, you can use same approach when you optimize your workers - if you have a lot of them (and you should in later era teamers) you need to make decisions fast with each worker so if you don't have some patterns based on your previous experience you can't do it fast and efficient enough. Same goes with strategic decisions - after a game you can load autosaves and decide what you did wrong and what you should have done in which conditions. So, you must make some decisions based on previous game that may be useful for you in your later games. Don't forget a Combat Explained article. There is a link to my combat calculator in that article (it shows chance vs multiple units). Also, note the efficiency of collateral damage. forums.civfanatics.com/showthread.php?t=137615In a combat calculator check 'chances vs multiple units' and press 'calculate', better use Internet Explorer - JavaScript works faster in it. Don't cancel calculation if you'll get a popup window saying that it's possibly frozen - calculation may take some time (JavaScript is slow). Then you may format a resulting table in Excel and print if you want (it's useful to have it handy while in a game).
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Post by Ellestar on Jun 26, 2006 1:22:55 GMT -5
Teamers:
FIRST PLACE BY FAR: Some noob (or several of them) die or don't do what asked and we lose or some noob loses all units in a stupid way... That includes both real newbies (new players/new teamer players), high-ranked noobs and noobs who played as many games as me...
2nd place: Bad teamplay in our team. It comes to a 1st place in a top teamers without newbies.
3rd place: Sometimes unlucky random for our team.
4th place: I made some mistakes. I made mistakes in every game, but recently i very rarely make mistakes that make our team lose. Also, sometimes it's just a lack of experience (different map/era) or unlucky guess on what will happen later and what opponents will do.
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Post by Ellestar on Jun 8, 2006 0:45:12 GMT -5
chop with 3 workers and you don't have to wait Yes but you lose 2 worker turns that way because 3 workers waste one turn to move in a forest instead of one.
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Post by Ellestar on Jun 2, 2006 0:14:22 GMT -5
Hi Im not dooing well at war, the war's is fought out while im in city popups, now i find that there is an option where y stop unit circle Do y use that when fighting, and do you switc it off again at once when fight is ower ? Yes, i turn off unit cycling when nessesary. You still can cycle between units manually, i think with a W key.
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Post by Ellestar on Jun 2, 2006 0:35:04 GMT -5
representation, bureaucracy, serfdom, mercantilism, organized religion (may be theocracy if ur not spiritual) With Universal Suffrage you can rush build with gold. So it may be good as well. This doesn't really have much to do with ind but I like to build explorers upgraded to Combat I and then Medic. They will never have to defend in a front city unless your opponent has overwhelming force to burn the city anyways. Plus they are cheap. But you should be careful with such explorers. You can't just Alt-click to select all stack and attack in case of emergency. Explorer cant' attack and so it will not let an entire stack to attack if it's selected.
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