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#181 | |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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Quote:
To be clear, these aren't rounding errors per se, just a simple fact that the game speed ratios are percentages (67%) instead of a fraction (2/3 = 0.666666666... ~= 0.67).
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Monkeys killing monkeys killing monkeys over pieces of the ground. Silly monkeys, give them thumbs they make a club and beat their brother down. BUG Mod - BTS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Troubleshooting | Modding Tutorial ] |
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#182 | |
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Deity
Join Date: Mar 2007
Posts: 5,317
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Re: Forest Chop in both Quick and Normal Speed games is 3 turns?
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I never noticed that Forest Chops in the Ancient Era take 3 turns for both Quick and Normal speed Games, until I started using BtS 3.19 and BUFFY-3.19.001. I'm not saying that BUFFY-3.19.001 causes this bug. I'm asking whether or not it could? And by implication, whether or not it does? I don't know the answer. I'm hoping someone else does. Sun Tzu Wu Last edited by Sun Tzu Wu; Aug 31, 2009 at 08:36 PM. Reason: Clarification |
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#183 |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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BUFFY certainly could change forest chops on quick speed from 2 turns to 3, but that doesn't get us anywhere. The real question is this: when playing a non-BUFFY 3.19 BTS game, do forest chops on quick speed take 2 or 3 turns?
If the answer is 2, BUFFY is changing the behavior (bad!). If 3, BUFFY works just like BTS (good!) and there's no problem. Solution: Start a non-BUFFY game, gift yourself Bronze Working and a Worker, and chop a forest. How many turns does it take?
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Monkeys killing monkeys killing monkeys over pieces of the ground. Silly monkeys, give them thumbs they make a club and beat their brother down. BUG Mod - BTS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Troubleshooting | Modding Tutorial ] |
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#184 | |
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Deity
Join Date: Mar 2007
Posts: 5,317
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Re: Forest Chop in both Quick and Normal Speed games is 3 turns?
Quote:
BUFFY-3.19.001 does not change a Quick speed Game's Forest Chop length. It is always 3 Worker turns in the Ancient Era of BtS 3.19, regardless of whether BUFFY-3.19.001 is running. With BUFFY-3.19.001 eliminated as the source of this bug, we can conclude that the bug is in the BtS 3.19 code. Sun Tzu Wu |
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#185 | |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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Quote:
![]() It may be desirable that chops on quick should take 2 turns, but unless that was intended by the game designers, it's not really a bug. The calculation in the code produces the correct result given the data in the XML (67 factor for Quick speed). The reason this is noticeable for chopping and other worker tasks is that the number isn't truncated (divided by 100) to get the number of turns. Instead, workers must perform "work" to add up to a number greater than or equal to the final value (201). In the early game, workers perform work in units of 100. For your personal (non-HOF) games you could change the speed factor for Quick to 66 to get your 2-turn chops. Other things will be slightly affected, but probably not in any serious way.
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Monkeys killing monkeys killing monkeys over pieces of the ground. Silly monkeys, give them thumbs they make a club and beat their brother down. BUG Mod - BTS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Troubleshooting | Modding Tutorial ] |
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#186 |
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Live 4ever! Or die trying
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I can confirm that a chop takes 3 turns at quick with v3.17
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My Blog [Getting Old, Getting Cranky], Wife's Series! [The Prism Series - book 2 The Deeper Darkness now on sale!] BUG Mod - BtS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Report Bugs | Troubleshooting | BUG Wiki | Modding Tutorial | BUFFY ] "I found this great mod! Have you heard of it? It gives me everything I need!" - Troy Goodfellow's wife talking about the BUG mod Spawn Busting: All the cool guys are doing it | Ruff's Oz Game is now up and seeking your input! Test your knowledge of probability quiz! My latest game report - new 3/26 |
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#187 |
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Deity
Join Date: Mar 2007
Posts: 5,317
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Re: Forest Chop in both Quick and Normal Speed games is 3 turns?
Thanks!
I've reported this bug to the Civ4 Bug Reports Forum: Forest Chop in both Quick and Normal Speed games is 3 turns Additional comment can go to the Bug thread above or to the following HOF thread: Forest Chop in both Quick and Normal Speed games is 3 turns? Sun Tzu Wu |
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#188 |
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Chieftain
Join Date: May 2009
Posts: 2
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I have had 2 submission rejected based on replay. I have not replayed either game and was extremely careful on the second game. Would like to know what is occurring.
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#189 |
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Big mouth
Join Date: Dec 2005
Location: France
Posts: 7,710
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welcome to the club...
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#190 |
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Prince
Join Date: May 2006
Location: California
Posts: 462
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Check your email, they usually tell you why it was rejected. If you have questions, probably best to talk to them privately to figure out what the problem was. My biggest problem in the past has been using the wrong starting file or something like that.
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#191 | |
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That does not compute...
![]() ![]() Join Date: Nov 2003
Location: Dallas
Posts: 9,440
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Here is what we normally tell people when there is an issue where they are sure they didn't reload:
Quote:
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Civ III Hall of Fame | Civ IV Hall of Fame | Civ IV HOF Mod | BUFFY| Civ V Hall of Fame |
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#192 | |
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Deity
Join Date: Mar 2007
Posts: 5,317
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Re: Tips for avoiding accidental save file reloading
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Also, I use a very easy to identify filename (i.e. End-Session-<n> for ending session n) when the save will be used to end the current session. I never reload from any file other than the last such file (with End-Session as part of the filename). I also include a (personal) game number, the turn number and year in every save filename. Just adding a bit of formalism to saving games as described might help one avoid accidental reloading. Another easier way might be just including the current time and date as part of the save filename. Also, be very, very sure that you do load from the latest save file and not accidentally from the second latest save file instead. It's very easy to do with these new fangled GUIs, such as via using the double-click which doesn't even give one a split second to verify that the correct filename was chosen. Sun Tzu wu Last edited by Sun Tzu Wu; Sep 03, 2009 at 08:52 PM. Reason: Clarification |
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#193 | |
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Big mouth
Join Date: Dec 2005
Location: France
Posts: 7,710
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Quote:
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#194 |
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King
Join Date: Jan 2006
Posts: 921
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I load from within the game. I suppose it must be customisable, but my default always shows the latest file (usually the auto-save-on-exit) at the top of the list. I found double-clicking in Windows in the save directory was prone to error.
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#195 |
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Chieftain
Join Date: Jun 2009
Location: Latvia
Posts: 51
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It seems that BtS with BUFFY requires a great deal more system resources than simple BtS. My question: does BUFFY really make BtS more resource hungry and which settings do I need to uncheck to reduce the strain on my videocard (I mostly get errors for insufficient video memory)
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#196 | |
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Deity
Join Date: Mar 2007
Posts: 5,317
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Re: Tips for avoiding accidental save file reloading
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I do _not_ trust MS Windows to do anything right. When it does, I dismiss the event as a Miracle and give credit where credit is due (RNG god). Did I mention that I don't trust Microsoft? ![]() Sun Tzu Wu |
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#197 | |
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Deity
Join Date: Mar 2007
Location: Mountain View, California
Posts: 9,624
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Quote:
__________________
Monkeys killing monkeys killing monkeys over pieces of the ground. Silly monkeys, give them thumbs they make a club and beat their brother down. BUG Mod - BTS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Troubleshooting | Modding Tutorial ] |
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#198 |
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Physicist
Join Date: Jan 2008
Location: New Zealand
Posts: 1,022
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Hellooo, I have a new computer and I also have new computer troubles.
I've installed civ and patched it without trouble however Buffy keeps on crashing to desktop during a game. The most common time for this to happen is when I select a stack and click on an enemy city, as I release the mouse button on the city the game crashes (but not always...). To run the game I am right clicking the civ shortcut and selecting "run as administrator" (because when I don't the game tells me it's not valid for HoF). I am running windows vista premium 64-bit and I'm feeling a bit overwhelemd by all the changes. I played through a non-Buffy game and had no crashes so they seem to be restricted to Buffy (which is why I posted here). Is there anything really obvious I'm missing. I read through Lemons vista guide but I don't see anything about 32-bit and 64-bit partitions on my computer and everything is all wierd and I am stupid... sad face. PK |
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#199 |
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Live 4ever! Or die trying
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stack attack is a known issue for BUFFY - we are working on it and we should have a workable solution for the next release of BUFFY. In the mean time, disable the 'stack attack' option.
__________________
My Blog [Getting Old, Getting Cranky], Wife's Series! [The Prism Series - book 2 The Deeper Darkness now on sale!] BUG Mod - BtS Unaltered Gameplay [ Forum | Download | FAQ | Known Issues | Report Bugs | Troubleshooting | BUG Wiki | Modding Tutorial | BUFFY ] "I found this great mod! Have you heard of it? It gives me everything I need!" - Troy Goodfellow's wife talking about the BUG mod Spawn Busting: All the cool guys are doing it | Ruff's Oz Game is now up and seeking your input! Test your knowledge of probability quiz! My latest game report - new 3/26 |
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#200 | |
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Gypsy King
Join Date: Mar 2006
Location: Brazil
Posts: 2,029
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Quote:
I'm playing current Immortal BOTM as my 1st game with BUFFY and I'm really impressed with the help provided by the new interface and advisors. Some may argue this help is like a clutch and could "dumb down" gameplay. Stuff like mouseover telling how many coins will a harbor add to this city, or how many hammers a factory will add, etc. The fact is, it is improving my decision-making (or so I think ).I've always been a fan of HOF Mod's autolog and Buffy's is even better. I have a couple remarks about it, though: 1. When I change the autolog file name in the options menu, it seems that said change won't work until next time the game is loaded up - current session will be saved under previous autolog name. With previous HOF Mods, name changes were updated real time. As I always create a new autolog for each new game, this can be a bit awkward - is there a workaround for this? 2. The autolog now shows the nationality of the privateers which have engaged combat with your ships. Not sure how relevant is this info (maybe it's meaningless since there's nothing you can do about it, even friendly AI's privateers attacked me) but I thought I wouldn't have access to this info before this mod. Just wondering. |
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