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Topic: End turn keyboard shortcut |  |
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Smash
b.02-15-99
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posted April 21, 2000 18:14
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in addition to keeping aircraft and missiles aloft it also keeps triremes from sinking.Just move 2 squares though then use it.They never sink.Only works in gold version as the single player version has no such keyboard shortcut.It really should be fixed but I won't hold my breath.Death to The Lighthouse? [This message has been edited by Smash (edited April 21, 2000).] |
rah
b.02-15-99
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posted April 21, 2000 21:56
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Good catch, I guess we should have guessed that when we were testing the planes, but I didn't have any wimp ships on the board when I had planes  Cheapens the lighthouse but vet ships still rock early, and the extra space. RAH Lord of the suffacating Ferrets(they never learn) |
Bird
b.02-15-99
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posted April 22, 2000 21:52
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That really sucks b/c you can't monitor the cheat. Triremes don't always sink, so how can you tell if someone uses the cheat? |
Smash
b.02-15-99
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posted April 22, 2000 22:34
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If you host alot I recommend you go into the menu.txt and remove this command from @orders |
Empress
b.02-15-99
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posted April 22, 2000 22:47
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I have no idea what you are talking about... like you just move your tireme two spaces then hit enter? does this only work with macs? |
Smash
b.02-15-99
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posted April 22, 2000 23:35
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no no.there is a keyboard shortcut that ends your turn.Its command+N on mac.i think same keys for pc.you move your trireme(s) 2 spaces then press W.Move your other units then when it comes back to the boat you hit command+N.Next turn the boat is ok and has full movement. |
Caesar the Great
b.02-15-99
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posted April 22, 2000 23:47
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Yeah... n... you didn't know about that?? I discovered it when I played WW2 for the first time on the gold edition. (got it the day it came out, I know I don't have a life ) I was trying to do something with a fighter and hit n, then my turn was over... I hit enter and it didn't die... I thought it was weird... and tried it again, eureka! But I haven't used it since... |
SilverDragon
b.02-15-99
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posted April 25, 2000 21:28
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I always have hated losing triremes, but then again, I do not like cheating. So... To cheat or not to cheat, that is the question.  ------------------ Long live the Communists! -- SilverDragon |
SandMonkey
b.02-15-99
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posted April 25, 2000 22:09
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Well if you never start using it, you'll never know the cheat was there  ------------------ SandMonkey "Shut up brain or I'll stab you with a qtip" -Homer Simpson "Ecky ecky ecky!" "It's just a flesh wound!" - Monty Python and the Holy Grail Check out my 1602 A.D. site |
johnmcd
b.02-15-99
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posted May 11, 2000 13:50
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You can tell wether or not a trireme should have sunk or not in the followning way.We all know that some grassland tiles have shields (or hoofprints, perhaps...) anyway the arrangement of the shields has a pattern, much like the specials, but denser. If a trireme ends its turn on a tile that would be a shield if it were grass then it will sink, if not it won't. This can be boring though, you're better off not building triremes in my opinion. That is a way you could check for cheats, or rationalise cheating as something you could work out if you could be bothered. |
Ming
b.02-15-99
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posted May 11, 2000 14:08
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I have a hard time believing this one.It still must be based on some kind of percentage, and not what is described by johnmcd. A simple test of his theory... Move ship two squares... save game. Move ship third square. If it sinks, reset and try again to the same square where it sunk the first time. Having done this, sometimes the ship sinks, and sometimes it doesn't. This tells me it is a percentage chance, and not a matter of the square  |
rah
b.02-15-99
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posted May 11, 2000 16:02
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I have to agree with Ming on this one. Back before MP, when planing SP, I tested this one out to see if it was truely a percentage. It was. I have to admit, I haven't tested it on MP gold, but I doubt they changed it.RAH Never would risk it in an mp game but have lost them through slippery fingers.  |
Fenway
b.02-15-99
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posted May 11, 2000 19:39
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the rules txt. states a one in two chance of sinking if not near land.... which decreases with both seafaring and navigation.I guess sometimes you get lucky, last night i had a trireme which needed five spaces to go to get to the peacefull Sioux. Without the shortcut i was looking at an additional nine turns using the coastlines. I went for it and my caravans landed safely  Alas when i sent some troops over to backstab the ingrates, the ship was lost at see and so were my vet crusaders  Which brings up my next question, does the cargo in the trireme play any role in whether or not your brave navigational skills might survive the stormy seas in a trireme or is it purely mathematical chance> |
Scouse Gits
b.02-15-99
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posted May 12, 2000 04:51
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My experience (as opposed to certain knowledge) would definitely agree with Fenway - empty triremes (and maybe triremes with non-offensive units) are MUCH more robust. However, once you put a military unit on board they sink, sink, sink! I cannot recall a single instance when a trireme with a mil unit did NOT sink on the first time of asking - after that you sometimes get away with it, but the very first time a trireme is out of sight of land I reckon that if it has a mil unit it is history.  We need some research, guys...------------------ ____________ Scouse Git[1] "CARTAGO DELENDA EST" - Cato the Censor |