Assisting Binary Research

NikNaks actually made button styles for me, but I haven't had a chance to integrate them fully. I have them working fine locally, but that will require installing files to multiple locations with the installer, and really complicate getting BUG via SVN.

Aha! I just took a closer look, and found the .thm files in the Resource folder that describe the button styles. That's not something you can override by putting files in My Games, is it?
 
Aha! I just took a closer look, and found the .thm files in the Resource folder that describe the button styles. That's not something you can override by putting files in My Games, is it?

Sadly, no. :( When you install BlueMarble, it puts all the art in CustomAssets, but it has to add its own theme to those folders in the BTS install's Resource folder as you found. BUG will need to do something similar.

A true mod installed in the Mods folder can provide its own theme files in its own Resource folder, but we really want CustomAssets installation to be available to BUG users.

What I'll likely do is write some Python code to copy our files from CustomAssets (or wherever BUG gets installed) to the BTS Resource folder. This would work for both SVN and EXE installer users.
 
I've said this before and I really don't want to say it again ... but rounding errors occur at 100% science too. Consider a city generating 10 commerce with library. That is 12.5 beakers for a loss of 0.5 beakers. Scale your slider back to 80%, 10 beakers exactly with 2 gold (exactly). No loss of anything.

Sounds intriguing. I want to know how I can get that 0.5 beakers back!
 
Wouldn't just changing
<DefineName>COMMERCE_PERCENT_CHANGE_INCREMENTS</DefineName>
<iDefineIntVal>10</iDefineIntVal>
in the xml fix this problem?

I just changed mine to 5% so I can have more control. But if you changed it to 1% you'd have perfect control. And then somebody could create a nifty mechanism that would permit us to control this digitally rather than analogically.
 
I do have a tech issue remotely related.

One thing I like to do is STORE my beakers without actually putting them into a tech. There are many reason for this, starting from 4000 BC, to the middle game, to the end game. Then, when I made up my mind or am ready, I will pour it all into a tech in one shot.

The problem is every freiken turn you get that annoying pop-up where it forces you to select a tech to put beakers into. Which of course you can un-select anyway right after, but it is rather annoying, and if you forget to remove it just once... your bank is eptied into that tech.... all that storing is wasted.

Maybe Bug doesn't have the capability to change this? If it did, it would be nice to have some sort of... BANK-BEAKERS tech... or hell, just a hotkey to prevent the pop-up each turn.

Maybe there is a solution to this already out there...
 
I knew you could do this for 1 turn - but didn't know you could do it for multi-turns.
 
You can do it forever, the only exception is if you qued up enough beakers to fill one of the available techs, then it forces you to fill that tech.
 
This might be fixable in the DLL as I have seen code that kicks off those popups--just not this particular code.

Without the DLL, the best I could think to do is have a button on-screen that you click to enter "no research" mode. You'd get the popup each turn and have to select a tech, but as long as you were in the NR mode, whatever tech you chose would be immediately removed from the queue.

Along with this no doubt would be a warning that your research this turn will force you to acquire a tech if that's the case.

I'm curious, how do the multiplicative factors affect this? Say you have 50 beakers banked, and you will generate 25 this turn. The lowest available tech requires 100 beakers, but everyone knows it and you have a 50% bonus. Thus you know need 67 beakers to get it.

1. Will you be forced to acquire that tech this turn, or will it wait until you have 100 beakers?

2. If the latter, will you get the 50% bonus and have 75 * 1.5 - 100 = 12 overflow?
 
Good questions, and I haven't quite checked into that. Actually, I'm still not fully aware how all the bonuses/penalties with tech research add up on deity... except I do know that (when teching normally), 15 beakers from your only city, will always end up putting slightly more beakers into the actual tech when you pay attention to it (haha). It's been a couple years since I remember reading the articles on how the tech pills are modified, I should look into it once again.

Also, when you do that fancy beaker-bank system (I don't know what else to call it, so I am just calling it Banking for now), sometimes you can have enough beakers to fill the cheapest tech open, but not fully have to commit to it... I think this depends on the last tech you toggled. But the weird thing is if you hit F6 you will see the cheapest tech colored Green. Anyhow, it can get a bit weird and strange sometimes, but I only use it in a few places in the game, so I don't know all the quirks yet. Obviously, it's silly to research fishing right away when you want to pop some huts in the next 5 turns. Noting worse then popping a tech when you are half-way or more completed it. Best to bank it... then pop the huts.. and then dump the beakers into a proper tech when not poping a hut.
 
I did some research / game play with this and it worked perfectly up until my stored beakers exceeded the cheapest tech. At that point, it still banking to Animal Husb (the tech I was selecting) but the other techs show the research starting again at zero. If I swap before I pass the cheapest tech, then I can move the bank to what ever tech I want.

I haven't taken lots of notes or fully studied this but it also banks your tech multiples (pre-req bonus and AIs know the tech bonus).

So - up until you pass the cheapest tech, it looks like you can do this at ease. Pass the cheapest tech and you might have your bank 'sucked' into the tech you were selecting. More study is required.
 
Agreed, more study is required. By the way, I've bee wondering about the BASE-TECH bonus recently. I doubt it is there for playability. I used to think it was there so that no matter how bad things go early, the player can always rely on getting at LEAST a +1 beaker a turn deal. However, since this does not scale by time or tree length, this seems doubtful.

I read a comment elsewhere the base may have been added just to prevent a division by zero error. I guess this could be it. Though I know a lot of people get confused when they hit anarchy and the game says, 3333 turns for So & So tech. I haven't checked, but I"m guessing this could be due to the base. But the base really should'nt contribute during anarchy, or is it fully immune? I guess it really was in there just to make the algorithms more bug-free.
 
Though I know a lot of people get confused when they hit anarchy and the game says, 3333 turns for So & So tech.

That has always bugged me. You shouldn't learn anything in anarchy! There are plenty of places where they took care to avoid a divide by zero error by, y'know, actually checking for zero! :crazyeye:
 
As a test, I took another look at anarchy last night. The beakers required during this stage in order to hit the tech do not match up with the BASE. So I am not sure where this is coming from. I vaguely remember ages ago some explanation on why this glitch comes up. I guess Firaxis couldn't be bothered to clean it up.
 
I played several turns into a game while not researching anything (pick BW, then F6 and deselect it). When I reached 6 turns, it kicked the beakers into Fishing. I still had 4 turns to research it, though. So I hadn't researched the smallest tech all the way through before it forced the beakers into it. :confused:
 
You don't need to hit F6 lol. Click on the tech-progress-bar, much quicker that way.
 
I'm so conditioned to selecting a tech when I see the icons at the top (and I know to click the bar to show the icons for switching techs) that I never considered deselecting a tech that way! :lol:
 
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