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Author Topic: Sid Meier's Colonization (Classic)  (Read 2669 times)

Micro102

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Sid Meier's Colonization (Classic)
« on: February 06, 2017, 08:18:03 pm »

So since the old Sid Meier games have been on sale I feel that a few people here would have bought them, and I need help, so now this thread exists.

I've currently fortified 4 units in one of my towns, but I can't get them to de-fortify. I try clicking on them both inside the town and on the map tile but nothing works. I also got 2 damaged artillery units that I can no longer select. As far as I know they should be able to take two hits each, so why can't I select them now?
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Reelya

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Re: Sid Meier's Colonization (Classic)
« Reply #1 on: February 07, 2017, 03:03:17 am »

It would help to know what version you are on. There's no damaged units in Civ 1.

Maybe it's an OS compatibility issue, you could try running older Civ versions in DOSBox, VirtualBox, VMWare etc.
« Last Edit: February 07, 2017, 03:04:56 am by Reelya »
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Akura

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Re: Sid Meier's Colonization (Classic)
« Reply #2 on: February 07, 2017, 05:51:21 am »

It would help to know what version you are on. There's no damaged units in Civ 1.

Maybe it's an OS compatibility issue, you could try running older Civ versions in DOSBox, VirtualBox, VMWare etc.

*cough* It's Colonization, not Civilization.
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Reelya

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Re: Sid Meier's Colonization (Classic)
« Reply #3 on: February 07, 2017, 05:57:32 am »

Ah right, I missed that. Probably go for the emulator, try closing down the game and restarting it etc.

Harry Baldman

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Re: Sid Meier's Colonization (Classic)
« Reply #4 on: February 07, 2017, 06:05:46 am »

I've currently fortified 4 units in one of my towns, but I can't get them to de-fortify. I try clicking on them both inside the town and on the map tile but nothing works. I also got 2 damaged artillery units that I can no longer select. As far as I know they should be able to take two hits each, so why can't I select them now?

I recall there being a way to call up a menu on the map screen that lets you select them individually, does that not work either? Haven't played Colonization in a while.
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Micro102

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Re: Sid Meier's Colonization (Classic)
« Reply #5 on: February 07, 2017, 11:56:57 am »

I found the command for activating units. Thanks guys.
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Sartain

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Re: Sid Meier's Colonization (Classic)
« Reply #6 on: February 07, 2017, 04:35:06 pm »

Glad you figured out the issue. I just wanted to chime in to say that after all this time, I still love this game to pieces.
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Starver

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Re: Sid Meier's Colonization (Classic)
« Reply #7 on: February 07, 2017, 04:53:26 pm »

I had the background music for it going round my head, the other day...  (I was on a long walk, and it's what my subconscious brought up as a good marching-time rhythm and tune.)

(For some reason, I almost always tended to choose the English colonists. I think it was the indentured servants thing, and the generally-all-rounder skills in trade, native relations and warfare, but as it has been a long time since I played it I might be misremembering those points... I need to dig it up. And Alpha-Centauri, too.)
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Micro102

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Re: Sid Meier's Colonization (Classic)
« Reply #8 on: February 08, 2017, 01:35:47 am »

The only thing I know that is different between the nations is that they have a bonus. For the English they get free immigrants faster.
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Starver

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Re: Sid Meier's Colonization (Classic)
« Reply #9 on: February 08, 2017, 04:28:18 am »

Thinking about it more, Dutch-playing gave Trade advantages (which, by the time it mattered, I didn't care about), Spain a military one (not my play-style, early-game, and later on I could swamp everywhere with my English units), French did better encounters with natives (somewhat enticing, but not balanced so it was worth it) and the additional recruitment-rate (and starter units + ?caravel?) of the English was just too good for the initial strategic expansion splurge.

Trade was never too difficult; often enough I could handle myself in fights (with natives or other colonials, at least before LIberty brought the motherland over as well); a cautious approach with native villages meant I mostly didn't annoy them before they weren't more problematic than I was capable of being forceful.  Those extra (and above-baseline) immigrants (until I was Independent, at least) was by far the most useful thing I could use.


(For Civ (original) I tended to go for the Zulus, rush a high-speed unit (and maybe even my initial settler, to put Zulu capital in the Cairo-esque locale, delaying my initial foundation slightly) up from mid-southern Africa to the Suez-square to fortify it to initially block off Africa to all others but beach-landing Barbarians and unfortunately hostile discovery-tile spawning (in the pre-seafaring phases of the main opposition NPCs, this is) and spawn colonists and cities across the whole continent as quickly as posdible with relative impugnity, to springboard all forms of production (resources, units, tech) by domination of the continent and get ahead (the path through ship techs and then onto railways as main focuses on the tech-tree), sending exploration units of a current type up and round both Arabia and European coastlines (and, if they survive long enough, using the circumpolar 'lands' to reach the Americas, even before ocean-going shiptech is available).   The alternate version was, I think, the Aztecs, who I could use to similarly block off South America across the Panama (or southern Mexican) narrowness, guaranteed only one main rival at most in NA, to then use similar tactics.  But for a challenge, the English and their 6-tile 'Britain' starting spot (albeit with bonuses start in shipping?) forced me to be more adventurously expantionist to not get overtaken by the two or three European nations (France, Germany, and another?) that may have been directly competing, but the luckier one could often gain cities and production by taking them from the unluckier ones.  But I digress.)
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Micro102

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Re: Sid Meier's Colonization (Classic)
« Reply #10 on: February 08, 2017, 05:24:33 pm »

Anyone know why my horses are X'ed out on the right menu?
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Starver

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Re: Sid Meier's Colonization (Classic)
« Reply #11 on: February 08, 2017, 05:52:12 pm »

It's a vague memory (so may be wrong) but perhaps it represents horses ostensibly available but, because of some lack of resource or skilled settler or even sufficiently upgraded building, they're nullified and not therefore available. Fix the lack, whatever it is, perhaps by shufling a local resident onto man the horsey structure?

I'm not sure that isn't some other (similar) management game I'm remembering, though.
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Micro102

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Re: Sid Meier's Colonization (Classic)
« Reply #12 on: February 08, 2017, 08:29:40 pm »

I just figured it out. The amount of horse growth changes with excess food production. Which is a bit annoying as one of my strategies was to build towns just for producing food so the others could focus on good fabrication, but you can't even set conditions or numbers for trade :(
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Starver

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Re: Sid Meier's Colonization (Classic)
« Reply #13 on: February 09, 2017, 05:16:49 am »

It occured to me last night that it might also be a problem that fish (as food) doesn't feed horses, only grain.  But I'm still unsure if that's the original Coloonisation or something inspired by it or its cousins, leaking back out of the recesses of my mind.
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Micro102

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Re: Sid Meier's Colonization (Classic)
« Reply #14 on: February 09, 2017, 11:03:35 am »

Ok, my food is disappearing. I have no loss in these towns and even have extra food being imported. Last time I checked I had over 100 food in one town. Now they are like, 10-20 food. Anyone know what the hell is going on?
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