View Full Version : (CONFIRMED) Hippodrome needn't have "per 5% culture" requirement
PieceOfMind Jul 21, 2007, 03:54 AM I'm not sure whether to call this a bug or not.
The hippodrome building provides +1 happy plus 1 more happy for every 5% of the culture slider. However, the slider cannot be set with 5% increments.
I assume the developers decided in the last few weeks before release to remove the feature where you could adjust your sliders in 5% increments. If so, then this building's bonus should just be +2 happy for every 10% culture slider. This would avoid confusion.
I have checked and the building does indeed provide 1happy at 0%, 3 happy at 10%, 5 happy at 20%, so it is working (technically) as it says.
So the "bug" could be stated as one of two things:
a) 5% increments of sliders are not available and they were supposed to be.
or
b) This building's "1happy per 5% culture-slider" feature is confusing and needs changing. For example, "2happy per 10% culture-slider". This interpretation would assume we are not allowed 5% increments of the slider.
Of course, the last possibility which I haven't discounted is that in fact 5% adjustments can be made with the slider and I have not noticed how to use them.
I have not attached a save because this bug is easy enough to reproduce.
eoghammer Jul 21, 2007, 04:15 AM this is a modification to do in one of the Xml files i don't remember... but i previouly used it in order to be able to have a precise way to tune my civ.
PieceOfMind Jul 21, 2007, 05:42 AM this is a modification to do in one of the Xml files i don't remember... but i previouly used it in order to be able to have a precise way to tune my civ.
Fair enough.:) I don't suppose there's any chance we'll be allowed to use the 5% slider is there? (ie. in a future patch). I was looking forward to setting espionage to only 5% because I can't be bothered giving it a full 10% and at least 5% is a token effort! With 4 sliders, I think it would be fair to allow 5% increments for, as you said, the fine tuning one sometimes needs.;)
EDIT lol I thought you were a developer eoghammer.
eoghammer Jul 21, 2007, 06:42 AM this is in the Globaldefines.xml
that can be found there :
...\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML
<Define> <DefineName>COMMERCE_PERCENT_CHANGE_INCREMENTS</DefineName>
<iDefineIntVal>10</iDefineIntVal>
</Define>
but now with the new modular xml i didn't know what exactly to do...
Impaler[WrG] Jul 21, 2007, 04:51 PM The old xml global defines still work, the Alt Global defines can still over ride them and modular global defines can over ride both.
Lexad Jul 24, 2007, 08:15 AM Hair-splitters...
Hyronymus Jul 24, 2007, 08:20 AM Hair-splitters...
It's confirmed so appearently it's a good one, good enough for Firaxis.
Lexad Jul 24, 2007, 08:25 AM It's freaking wording, that is! There's also a bunch of others confirmed which aren't actually bugs. If these are the most destructive bugs we find, I'd be happy :D
PieceOfMind Jul 24, 2007, 09:37 AM It's freaking wording, that is! There's also a bunch of others confirmed which aren't actually bugs. If these are the most destructive bugs we find, I'd be happy :D
Actually it's not just wording. I wouldn't post a typo or grammar error as a bug, but when the wording makes it appear that there exists a feature (5% increment slider) which doesn't exist, it should be corrected because it introduces confusion. Since the 5% increment was not implemented in the end, this description should be changed.
homan1983 Jul 25, 2007, 05:17 AM I always assumed that by +1 :) per 5% they meant that you get twice as much :) per 10% that you normally would from a theater.
anandus Jul 25, 2007, 05:56 AM this is in the Globaldefines.xml
that can be found there :
...\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML
<Define> <DefineName>COMMERCE_PERCENT_CHANGE_INCREMENTS</DefineName>
<iDefineIntVal>10</iDefineIntVal>
</Define>
but now with the new modular xml i didn't know what exactly to do...So if I'd change that from 10 to 5 I have 5% increments in my game?
eoghammer Jul 25, 2007, 07:37 AM yes
It is preferable to put a copy of the file in the customassets repertory that you will modify in order to prevent any problem.
Goombaz Jul 25, 2007, 08:22 PM Hair-splitters...
I actually have to agree with them on this one, the more proper way to put it, at least for the unmodded users, would be +2 Happiness per 10%.
civictor Jul 27, 2007, 09:36 AM this is in the Globaldefines.xml
that can be found there :
...\Sid Meier's Civilization 4\Beyond the Sword\Assets\XML
<Define> <DefineName>COMMERCE_PERCENT_CHANGE_INCREMENTS</DefineName>
<iDefineIntVal>10</iDefineIntVal>
</Define>
but now with the new modular xml i didn't know what exactly to do...
Thank you for explaining how to change this. Being able to set my commerce in 5% increments is very helpful for optimizing my civilization!
ainwood Jul 28, 2007, 02:14 AM It's confirmed so appearently it's a good one, good enough for Firaxis.
Nah - just good enough for me ;)
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