gdwitt
Prince
UPDATE: THIS THREAD SHOULD CONSOLIDATE ALL THE SCIENCE SPIKE ISSUES
The most dramatic change I see from older versions is that when the AI's all have a tech, my tech turns all drop to 1 turn.
Ex. By turn 20 all of the column3 techs were =1 turn
(Edit: the one turn was due to beaker overflow after completing a tech around turn 30)
Was this intended?
I found this in Global defines outside of the mod.
Is this the source of the problem?
<Row Name="TECH_COST_KNOWN_PREREQ_MODIFIER">
<Value>20</Value>
Is there a coding by Thal that makes known techs extremely easy?
I think this helps the human player way too much.
The most dramatic change I see from older versions is that when the AI's all have a tech, my tech turns all drop to 1 turn.
Ex. By turn 20 all of the column3 techs were =1 turn
(Edit: the one turn was due to beaker overflow after completing a tech around turn 30)
Was this intended?
I found this in Global defines outside of the mod.
Is this the source of the problem?
<Row Name="TECH_COST_KNOWN_PREREQ_MODIFIER">
<Value>20</Value>
Is there a coding by Thal that makes known techs extremely easy?
I think this helps the human player way too much.