Author
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Topic: How do you TELL workers to work farm X? (and lots of bugs)
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Comstr |
posted 02-11-99 07:25 AM ET
There I am, a city that has every square devaloped with farms and power and mines and kelp and wave power and mining platforms...and they arn't used!!! Fine, I havn't got high enough populatuion, but how can i tell the workers, no you fool not that square, THAT square?Incerdently this game has more bugs than a worm farm. IE- Cities keep telling me I need a hub complex to expand, destpiet the fact that I already have one. I got the secret project that gace all cities 'perimter defence' but 2 goveners started building them anyway I forma that gets kocked down to one hit point by artillry in onw turn but wont lost that last point for turn after turn after turn.. The sound keeps catching ("In the future nothing can go wrong go wrong go wrong...") An exploring ship moved b/n the same 3 squards backwards and forwards... Rembember the brain dead AI in HOMMII where a AI unit goes backwards and forwards? I've seen the same here. Hmm, mabye the aussie version was the beta test...
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grunthex
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posted 02-11-99 07:32 AM ET
I can only reply to a couple of points you raised. First off, to tell "those idiots" to farm this square and not that square, just first click on the square you want to take the workers OFF of, then reassign the newly idle guy to the square you want him on. (From the base interface of course)As for artillery, that is how it is supposed to work. Artillery suppresses, then the regular units finish them off.
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Phreak
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posted 02-11-99 08:19 AM ET
As far as the sound card skipping, it's not the game. It's is more likely your sound card. I used to have the same problem with a generic sound card in other games and then I upgraded to a true SB and "poof" problem solved. Also, CPU speed can affect sound. If you CPU is struggling to pipeline the data to your sound card (which can incedently, take up to 30% of CPU clock cycles for some cards) it will skip. As far as the "walking back and forth" thing. I'm SURE it will happen in ANY game like this. But I do not see it happening hardly at all. Once in a while my formers will take bad routes to their destination but in general they work fine. If you are referring to AI controlled military units, they will PATROL borders, which can look like the AI is screwing up. Personally, I think the AI is GREAT thus far (we'll see as I play more). |
cousLee
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posted 02-11-99 08:25 AM ET
as your other comments have been addressed, i will take the last one (ok, first one) even though you have "Hab complexes", "Hab Domes" are required for growth beyond 14. this may have been the case that caused your confusion. |
Jeffrey Morris FIRAXIS
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posted 02-11-99 09:39 AM ET
I have nothing to add. Try to leave some for me next time guys .jkm firaxis games |
Comstr
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posted 02-11-99 09:48 AM ET
Ahh thanks for all that, it explains everything . |
Oxybeles
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posted 02-11-99 09:57 AM ET
The Perimeter Defense issue was not addressed...I have witnessed the same situation where the Secret Project was successfully developed, yet two Govenor's, set to Discover, subsequently undertook development of Perimeter Defense long after the discovery. Oxybeles |
Prerogative
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posted 02-11-99 10:04 AM ET
I think the Perim Defense thing can be compared to when you had the Great Wall in Civ2/1. Since it would go obsolete, you could (and it would be a good idea to do so) build city walls during its time, so even when it collapsed you still had city walls in some areas. I think the same applies here. You may have built the Citizen's Defense thing, but that doesn't mean you will ALWAYS have free perim defense, an enemy can take the city where it has been built and then, poof, down go all your perim defenses. |