[Beyond the Sword] History In The Making

Is there a difference between "Double production speed" and "builds 50% faster"?

I am running a game which is going quite long. In one of my cities, I can build a Jewish Synagogue, a Christian Cathedral, a Confucian Academy, an Islamic Mosque, a Taoist Pagoda, a Zoroastrian Fire Altar and a Buddhist Stupa.

The Synagogue, Cathedral and Fire Altar all have a "Builds 50% faster with [resource]". I have all of those resources. To build them, I need 2 turns.

The Pagoda, Mosque, Academy and Stupa all have a "Double production speed with [resource]". Again, I have all of those resources. However, to build them I need 1 turn only.

The hammer cost is the same for all seven buildings (450). Where's the catch?

I have to tell you my friend that when something doubles another is 100 percente more.. and when you have 50 % you have a half more... so 100 (double) is more than 50 % (half more) ok?
 
Ok grave, maybe some buildings would be added in ancient era... but for me is fine, i dont usually have health issues in ancient era, may be happines buildings will help.. but... if i have more buildings i woulds spend less money in army...
mmm ok nevermind... i´m going to my terapist tomorrow...
You did an excellent mode, so i trust in your quality over quantity... i´ve played other mods that had a lot of building to build and it was really annoying to have
 
@Grave

I finally got the great people bar issue. So it is actually reproducible.

The causes:

- In HitM the Pentagon gives great general points. (I am not sure if any other wonder does as well).
- The code in bug that draws the GP bar doesn't account for great generals because simply in normal civ no building or specialists give GG points. Point toward a great general are only accumulated through combat.
- The code in BUG then receives an unknown key and produces an exception. The code being within the process of redrawing the screen it causes this process to end prematurely and hence the corrupt screen issue happens.

The Solutions:
- Change HitM, either remove the GG points that the Pentagon gives, or better change it to a percentage bonus like the one given by the great wall. Good particularly as by then the last would have been obsolete.
- Change BUG code to add the GG to the GPs list. (I don't recommend it though as long as you don't like missing with Python, well neither do I).
- Igonre the issue. Only tell people not to turn the GPs list option to maximum in BUG options dialog. This will cause this issue to never happen.

IMHO I prefer changing the Pentagon to give some bonus similar to the of the great wall.
 
I have to tell you my friend [...]
Thank you, "my friend" :-) but then I would like to know why this disparity among religious buildings. Is it the same in vanilla Civ4?

As for having health in early ages, perhaps with Chemistry could come soap?
http://en.wikipedia.org/wiki/Soap

I don't know how to put this into a building (soap factory? soap confectioner?) or if it could be a further technology (soapmaking?), perhaps needing chemistry, that gives more health to all cities automatically.
 
Thank you, "my friend" :-) but then I would like to know why this disparity among religious buildings. Is it the same in vanilla Civ4?

As for having health in early ages, perhaps with Chemistry could come soap?
http://en.wikipedia.org/wiki/Soap

I don't know how to put this into a building (soap factory? soap confectioner?) or if it could be a further technology (soapmaking?), perhaps needing chemistry, that gives more health to all cities automatically.

mmm.. i dont remember ... i only play with HITM mod :)
But i think the religous trait allows faster temple production only not catedrals.. so this was changed by hitm a probably resource requirement were too changed... its cool for me..

I´ve read in many posts people wanting more health buildings ... i never had health issue before.. of course when your cities grow ... but with newer tech you can fight against unhealthines and if there were more building we probably spend the entire game just building... and... well.. you can fight Monty with libraries...

Grave there is a chance that we could have a 3rd unique unit??? your UU are awesome... specially the ATL AtL... i think that contemporary civs deserves an ancient UU... maybe for example... iraq... they could use persian UU... or USA the could use England UU...
Its just thought... how are youn going with 1.05???
 
@Grave

I finally got the great people bar issue. So it is actually reproducible.

The causes:

- In HitM the Pentagon gives great general points. (I am not sure if any other wonder does as well).
- The code in bug that draws the GP bar doesn't account for great generals because simply in normal civ no building or specialists give GG points. Point toward a great general are only accumulated through combat.
- The code in BUG then receives an unknown key and produces an exception. The code being within the process of redrawing the screen it causes this process to end prematurely and hence the corrupt screen issue happens.

The Solutions:
- Change HitM, either remove the GG points that the Pentagon gives, or better change it to a percentage bonus like the one given by the great wall. Good particularly as by then the last would have been obsolete.
- Change BUG code to add the GG to the GPs list. (I don't recommend it though as long as you don't like missing with Python, well neither do I).
- Igonre the issue. Only tell people not to turn the GPs list option to maximum in BUG options dialog. This will cause this issue to never happen.

IMHO I prefer changing the Pentagon to give some bonus similar to the of the great wall.

That's AWESOME! :goodjob:

I'll have to play around with this and see what happens. I have a few buildings that give GP points to a Great General.

This is going into the Bug Reporting post.

Nice catch though, I'd of never figured that one out! :goodjob: :goodjob:

I´ve read in many posts people wanting more health buildings ... i never had health issue before.. of course when your cities grow ... but with newer tech you can fight against unhealthines and if there were more building we probably spend the entire game just building... and... well.. you can fight Monty with libraries...

Well, maybe not "health" buildings, per se. But I'd like to have more buildings in the ancient era, because it's stretched pretty thin as is.

The rest of the eras are just fine, I think.

Grave there is a chance that we could have a 3rd unique unit??? your UU are awesome... specially the ATL AtL... i think that contemporary civs deserves an ancient UU... maybe for example... iraq... they could use persian UU... or USA the could use England UU...
Its just thought... how are youn going with 1.05???

3rd UU's are hard to come by. I just don't want to have something lame like "Babylonian Swordsman" or "Roman Battleship". It actually has to be something significant. Even if the UU is just a Babylonian Swordsman. ;)

And before anybody says it... I will NOT have the "Minuteman" as a 3rd UU for America. So don't even ask... :lol:

I actually had 5 UU's in the Warlords version of HiTM. The problem comes with the new Civs. Some of them are pretty hard to come up with. Lowest common denominator... if I can't come up with 3UU's for ALL Civs, then there will be no 3UU's.

I'm always open for suggestions, though. ;)
 
...3rd UU's are hard to come by. I just don't want to have something lame like "Babylonian Swordsman" or "Roman Battleship". It actually has to be something significant. Even if the UU is just a Babylonian Swordsman. ;)

And before anybody says it... I will NOT have the "Minuteman" as a 3rd UU for America. So don't even ask... :lol:

I actually had 5 UU's in the Warlords version of HiTM. The problem comes with the new Civs. Some of them are pretty hard to come up with. Lowest common denominator... if I can't come up with 3UU's for ALL Civs, then there will be no 3UU's.

I'm always open for suggestions, though. ;)

It would be cool to have an unique unit for each era. As it is now, some get their pair in the endgame and some get theirs in the early beginning. Furthermore a minimum of 1 naval unique unit per civilization - perhaps not for the inland civilizations like Mongolia.... or what?

I just got a kind of fun idea :)

What if you made duplicate technologies for several of the unit-unlocking technologies? Like this:

The fast technology:
Bronze working 1X turn(s)
Axemen 1X strength

The slow technology:
Bronze working 1.5X turn(s)
Axemen 1.5X strength

You dont research them both, as they give access to the same things. The only difference is the strength of the unit you can produce.

I dont know if this is the most stupid thing ever... but just a little thing I thought of right now :crazyeye:
 
Health buildings?


Public Latrine. Required to discover gunpowder.


Morgues and catacombs to dispose of the dead more efficiently.

Knacker/Renderer to dispose of dead animals.

Sewers and drains to remove waste and prevent standing water.

Ice houses and smokehouses to preserve food.


Something like a leper colony to quarentine the contagious. I'd say hospice, but that wasn't around until the middle ages.
 
Another Question

Stealth destroyers can't defend another ships like aircraft carrier and transports?

I had 8 destroyers that i upgraded to Stealth destroyers. In one plot, had my 8 stealth destroyers and 3 carries. The enemy atacked by normal destroyers and my 3 carries defended before my stealth destroyers. All my units were full bar. I don't understand and i think this should be wrong, no?
 
@Grave

After thinking, Great Generals points can be nice after all. Modifying the BUG mod code for the GP bar proved not to be that difficult. I used the strength icon for the percentage of a Great General. Modified GPUtil.py is in the following link.

I tested it and it showed correctly. No python exceptions.

http://forums.civfanatics.com/uploads/115758/GPUtil.rar

Yep, Kali!

Your great! I installed your file and reloaded the "bad" savegame.

And it worked! The city screen went away when exiting the city. And it was the city to produce the next GP, that had 1% towards great general (although the general wasn´t seen in the GP bar, there were 5 GP with higher percentage. But that is no matter!!!)



:goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob:

Zoid, looking forward to a civ weekend
 
Another Question

Stealth destroyers can't defend another ships like aircraft carrier and transports?

I had 8 destroyers that i upgraded to Stealth destroyers. In one plot, had my 8 stealth destroyers and 3 carries. The enemy atacked by normal destroyers and my 3 carries defended before my stealth destroyers. All my units were full bar. I don't understand and i think this should be wrong, no?

This actually a known BTS issue.

There is no way to fix this in this mod?

It would probably require SDK work that is beyond my abilities.

Have you tried enabling Dale's Combined Arms Stack Attack via the XML? Maybe it addresses that issue. :confused:

Yep, Kali!

Your great! I installed your file and reloaded the "bad" savegame.

And it worked! The city screen went away when exiting the city. And it was the city to produce the next GP, that had 1% towards great general (although the general wasn´t seen in the GP bar, there were 5 GP with higher percentage. But that is no matter!!!)



:goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob:

Zoid, looking forward to a civ weekend

That's great news! I need to compare the fixed files with the original one and test ito out. But this will most likely be put in at the last minute for v1.5! :goodjob:
 
Yep, Kali!

Your great! I installed your file and reloaded the "bad" savegame.

And it worked! The city screen went away when exiting the city. And it was the city to produce the next GP, that had 1% towards great general (although the general wasn´t seen in the GP bar, there were 5 GP with higher percentage. But that is no matter!!!)



:goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob: :goodjob:

Zoid, looking forward to a civ weekend

I am so glad it worked for you. In my test I had a city with 7% for Great General and the icon showed correctly on the bar. I guess the bar is not long enough to accommodate all the great persons.

@Grave

Looking forward to getting the new 1.5. No pressure man, but I am getting so impatient. It seems the new update really worth waiting however.:goodjob:
 
@Grave

Looking forward to getting the new 1.5. No pressure man, but I am getting so impatient. It seems the new update really worth waiting however.:goodjob:

I hope it's worth it, too! :lol:


Just doing some last minute touch-ups, then I'll post it for download. Give me a couple hours. ;)
 
Looking forward to it. Outside of WOC, this is my most played Mod!
 
I've searched high and low for a mod to change to commerce increment to 5%, and now I've found it. The problem is, I'm kind of a purist, and really only want the increment change, not all the other stuff this mod changes.

Can someone please explain to me how I could use this mod to change only the commerce/research/culture/espionage increment from 10% to 5%?
 
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