AND SVN Build Thread


My doubt is more for Defensive Pacts than anything else. That's because they're often used/requested by small civs so that they can get some kind of protection. Usually these are backwards civ so I'm not sure it's a good idea to leave them without any kind of protection. [I've never found myself in a situation where I was signing a Defensive Pact for my own good]

Edit: and the same for vassalage

Edit2: I would do for Embassy, Open Borders and Right of Passage the same I've done for tech, gold and Map trading; as for Permanent Alliance, Vassalage and Defensive Pacts, they usually benefit more one civ than another, while the first ones have (or should have) equal advantages for both civs, so I would leave them out of requiring both civs having the appropriate tech. How does it sound?
 
Vassalage and Defensive Pacts I can understand a smaller backwards civ requesting protection, but I think Permanent Alliances should require both civs having the appropriate tech.
 
Vassalage and Defensive Pacts I can understand a smaller backwards civ requesting protection, but I think Permanent Alliances should require both civs having the appropriate tech.
Yes, I had the same doubt about it. I'll wait for some other opinion but I think I'll go this way
 
That sounds perfectly sensible to me, 45.
 
Revision 755
  • Fixed a bug introduced with National Defense automation that prevents attacking when you have 100% chance of defeat
  • Require revolutions mod to be active to build Tax Office
  • Cache the MAX_TRADE_ROUTES variable
 
Revision 756

  • Fix FLAVOR_ECONOMY (should be FLAVOR_GOLD)
  • Tweak AI to avoid civics with high upkeep during financial difficulties
  • Count UNITAI_ATTACK units as city defenders when they are given a mission to guard a city
 
Here's an interesting modcomp for checking XML tags. It's graphical only, still need to go to files themselves to tweak.
 
Can you guys try and see if you can make an option to disable all suicidal promotions such as kamikaze's? i don't like these abilities and wish to disable these suicidal promotions on all units.
 
Revision 757

  • Beginnings of trade route refactor
  • Added iExtraCapitalCommerce tag
  • Added iExtraForeignCapitalCommerce tag
  • Removed trade route related features from Airfield, Airport, Castle, City Gatehouse, Civilized Jeweler's Store, Communication Tower, Hotel, Hypermarket, Jewellery, Network Node, Paved Roads, Personal Rapid Train, Public Transportation, River Authority, River Port, Shopping District, Spaceport, Starport, Telegraph Office, Telephone Network, Vacation Resort, Villa, Wheelwright, Marco Polo's Embassy, Petra, The Great Lighthouse
  • Removed City Gate building

To be clear, trade routes are still enabled and in the game. I just have begin replacing trade route related tags & replacing them with new connectedness tags. Trade routes themselves will continue to work until I am finished.
 
Rev 758, some minor fixes:
  • Removed Communication Networks as prereq for Machine Learning (redundant)
  • Increased Venetian Arsenal to +300% water unit production and Willow Run to +200% air unit production (forgot to change before commit)
  • Venetian Arsenal can be built with Port or Seaport (otherwise not able to build before Compass)
  • Workers can build Shaft Mine at Metallurgy (sync with upgrade)
 
Revision 759

  • Fix bug in actual effects commerce hover showing incorrect values due to non-fractional yield calculations
  • Remove FLAVOR_ECOMOMY
  • Show fractional commerce in actual effects
  • Fix bug in defense hover text when defense is 0%
  • Fix bug in multiple production where food production is counted multiple times
  • Fix bug in multiple production where production modifiers are counted multiple times
 
Revision 760

  • Remove trade routes from civics
  • Remove insurance tech
  • Remove trade routes from Trade & Logistics techs
  • Disable Advanced Economy option, pending full removal
  • Set MAX_TRADE_ROUTES to 0, trade routes are OFF now
  • Update all remaining buildings with new connectedness tags
  • Update actual effects for connectedness tags
  • Update city trade route screen to show connected domestic cities instead
  • Add foreign and domestic connected cities below maintenance in city screen

To be clear - trade routes are now OFF. I recommend players start a new game, load old saves as their own risk. They might work, they might not.
 
Can you guys try and see if you can make an option to disable all suicidal promotions such as kamikaze's? i don't like these abilities and wish to disable these suicidal promotions on all units.

I would love to see a way to turn off these as well including; fanatic, and other promotions that gives large negatives. The AI is awful with them and I never use them anyways.
 
Revision 761

  • Update city screen to show connected domestic vassal cities in addition to player connected cities
  • Disable inflation (setting in global defines)
  • Obsolete graveyard earlier, at Philosophy
  • Update tailor shop & textile mill resource yield modifiers to yield changes instead
  • Remove foreign trade route modifier from Patrician
  • Increased the MaxNumCitiesMaintenance in handicap infos
  • New Number of Cities Maintenance formula, scales with an exponential function, based on world size target number of cities
  • Reset world size maintenance modifiers to BTS standard values (many were 1/3 the BTS value, for no explainable reason)
  • Fix missing color revert in TXT_KEY_BUILDING_REQUIRES_ACTIVE_CIVICS_MET
  • Increase base upkeep costs for civics slightly
  • Removed +1 health from Artesian Well, Cannery
  • Removed +2 health from Food Processing Plant
  • Removed +25% Food, +10% Commerce from Food Processing Plant
  • Food Processing Plant requires power
  • Shopping District gives +50% gold (up from 33%)
  • Fixed actual effects commerce hover in city screen when running coinage civic

Yay bugfixes and balancing. Bye bye inflation.
 
Thank you to every modded here who made the effort to make this mod a memorable one!
Afforess
45*
Vokarya
You guys rock!
 
Only a minor question, but why are the graveyards obsolete at Philosophy? We didn't stop using graveyards after we discovered philosophy or something.
 
Only a minor question, but why are the graveyards obsolete at Philosophy? We didn't stop using graveyards after we discovered philosophy or something.

Practical reasons. They used to obsolete at Ecological Engineering, so they used to last pretty much the entire game, are very cheap to build, and give +1 happy and +1 health. Philosophy seemed the most sane tech, in terms of no longer caring as much about the afterlife.

Blame whoever wrote that building, really. It's too powerful to stick around forever.
 
Only a minor question, but why are the graveyards obsolete at Philosophy? We didn't stop using graveyards after we discovered philosophy or something.

1 :) from incense with that building. After Philosophy tech, there're plenty of other sources of :). That's my guess why.

EDIT: Afforess typed fast :lol:.
 
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