strategyonly
C2C Supreme Commander
This thread needs to be Stickied.
JosEPh
You betcha old , DONE
This thread needs to be Stickied.
JosEPh
Also, as far as I can make out, city culture can undergo integer overflow. This is probably really a BTS bug exposed in C2C and R2R because of the greater number of turns and culture buildings.
In general (and tech cost overflows were the same issue) the problem is that several intermediary calculations multiplied by constants to avoid rounding errors on small number (e.g. - the common think of multiplying by 100 before applying percentages then dividing by 100 at the end). I changed the code in a few places to use a dynamically assigned multiplier, recording what it multiplies by at the start so it can divide by the same thing at the end. For large starting numbers it uses small multipliers (down to 1 eventually) to avoid the overflows on the intermediate calculations.
I have not changed anything having to do with spy missions, so I expect that "getting more than 1 city in an OCC" issue is present in C2C (and possibly other mods with Super Spies in them). Unless C2C has done something to fix it that I haven't gotten into R2R yet.
Where did you see a culture value overflow? Usual info, like game speed and such, would be nice but also what display had the problem and do you know about what the actual value should have been?
I'm afraid I'm away from my games machine at present, but it's not really a display problem. The culture value should have been slightly more than 2^31. It became slightly higher than -(2^31).
Clones can't Preserve Forest, but can be had well before one can build Treefarms.
Another thing that's come up (and feel free to say "take this to C2C") is that in my view no diplomacy hit (or benefit) should be permanent in duration. It's all very well in ordinary Civ, but it does seem to stretch credibility that in 2500 AD, Hattie will hate you because you burned down three of her cities in 20,000 BC; in particular, it's a very poor fit with C2C/R2R's very long game to be able to make other civs into permanent enemies. Diplomacy durations are in the SDK, not XML, or I'd fiddle with it myself. I don't have a problem with the existing permanent diplomacy modifiers being of very long duration, but I do feel they ought to go away eventually.
A fix for this is going into C2C.
Can you PLEASE expand on the Leaderhead stuff please, i am going to add in C2C, 10 Civs to on upwards the # of leaderheads, and this is a major factor then i need to know about, thx.
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Also, although I think God-Emperor may be aware of this, the Transhuman tech tree shows the signs of recent surgery quite badly. There are (and I fear I don't have chapter and verse, sorry) quite a few dead-end techs which also give nothing at all - no unit, no building, no civics, no nothing.
I checked all of the "empty" techs: none are dead ends.