BRickAstley Wrote:I use a tool called HyperDesktop, which lets you select any area of visible screen, and then automatically uploads the screenshot to Imgur. Should work with fullscreen.
I tried this out, and it seemed promising, but it just takes a screenshot of my desktop behind the game, like printscreen. I really want to play past the first turn (kudos to Bob, this looks awesome already), but I also want to write up a nice report and have my actions analyzed!
Edit: I decided I'll play the first few turns without screenshots, and hopefully the rest will have some. I wonder if many people will read a report with lots of text and few sscreenshots in the beginning, however.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
For some reason combat odds don't seem to show up in this particular adventure. Is this intended (as part of the challenge) or is it a bug? I started a new game in EitB and the odds calculator works fine ... so I think it has something to do with the save.
Bobchillingworth Wrote:If you make frequent saves, you can always come back and try to take pictures from them after you beat the Adventure. That's entirely Kosher.
Oh, awesome! I didn't think of that, actually.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
BRickAstley Wrote:Yeah, I guess it doesnt work right with fullscreen then. :/ and you don't wanna play in a window i take it?
I've never actually played in a window. How does one go about doing that? When I start up the game, it immediately goes to fullscreen and there is no minimizer toolbar. I also can't resize it through ctrl-alt-delete. Windows 7, in case that matters.
Also, for Bob:
Bad Santa! I was not expecting that. Also, man, Nav 2 Loki is an incredible scouter.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Merovech Wrote:I've never actually played in a window. How does one go about doing that? When I start up the game, it immediately goes to fullscreen and there is no minimizer toolbar. I also can't resize it through ctrl-alt-delete. Windows 7, in case that matters.
Open your config file and look for, or search, for the following text in the file:
Quote:; Specify whether to play in fullscreen mode 0/1/ask
FullScreen = 1
Change "1" to "ask" or "0". "ask" gives you a prompt before loading Civ, which is what I prefer
The pic issue you are having seems odd, but I've heard of others having it before. Seems to be more of a PC issue than a Civ issue.
Tasunke Wrote:For some reason combat odds don't seem to show up in this particular adventure.
I'm glad I'm not the only one who noticed this issue. I did see combat odds in some cases. I'm wondering if maybe it's a Clan issue with the barbs. Not seeing it with animals was really annoying since they will attack you, and I needed to clear out the bazillion bears that popped up just below the cap.