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#921 | |
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Chieftain
Join Date: Jun 2006
Posts: 97
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Quote:
Thanks again, Bhruic! |
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#922 |
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Emperor
Join Date: Nov 2005
Posts: 1,455
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No, it's not removing it. It's not changing it at all. All it's doing is causing the unhealthiness to be displayed when you mouseover it, where before it wouldn't. It's purely a display issue.
Bh |
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#923 |
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Emperor
Join Date: Mar 2006
Location: New York City
Posts: 1,161
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If it's not removing the unhealthiness, wouldn't that be considered a bug?
Cheers, ripple01 |
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#924 |
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Emperor
Join Date: Nov 2005
Posts: 1,455
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It is removing it. And in the building list for the city screen, it won't show any unhealthiness. Only when you mouseover will it do so. Which technically is correct, as the building still does cause unhealthiness, it's just being removed by a separate building. But again, it's probably confusing, so I'll have to fix it in some fashion.
Bh |
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#925 |
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Emperor
Join Date: Jun 2007
Location: Hamilton, Ontario
Posts: 1,259
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Stealth destroyers aren't privateers, so your opponent knowing your using them isn't an issue to worry about.
Assuming the game was changed so stealth destroyers would defend when part of a stack there's one potential bug I could see being created. Assume there is a stack of a transport and a stealth destroyer and the game as been altered so it would defend the transport. Now if I had a ship that couldn't see the destroyer and were to hold alt and mouse over the transport would it show battle statistics based on the battle against the transport, or the destroyer that would be the actual defender? Obviously it should be the transports statistics that are displayed, but since the game isn't originally designed to have "sneak defenders" I'm betting it would give away the presence of the stealth destroyer by giving its battle statistics even though the unit would still be invisible. That's just my assumption based on what I know about the game engine, which is nothing. |
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#926 |
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Unindicted Co-Conspirator
Join Date: Aug 2004
Location: Pittsburgh, Pennsylvania
Posts: 2,494
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Bhruic,
* I agree with your proposed solution on the Colony tech trading/No Tech Brokering issue. * Concerning the stealth destroyer issue, I agree that they should move to the forefront and defend when an enemy ship moves into that square.... As the regular destroyer upgrades to stealth destroyer, it more or less leaves the player unable to construct an anti-air naval unit with moderate strength that can do any good in defensive naval battles. (I'd feel differently if destroyers weren't obsoleted by stealth destroyers.)
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JKP1187's Not Just Another NextWar Mod. (update pending) NextWar: Revolutions (update pending) JKP1187's Events Map Scripts: Earth3.py; Terra2.py I am buying a house and starting a new job, so Civ projects are on hold for now. I shall return! |
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#927 |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,281
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On the issue of the stealth destroyer.
Yes, it's pretty weird that the third strongest warship in the game (after the missile cruiser and battleship) won't defend a fleet of transports against an attacker when the attacker can't see them, very weird. The attacker can't see them, but they can see the attacker so the stealth destroyer should be able to defend against the attacker. The weirdest part is that if a stealth destroyer attacks a stack of units that can't detect it, then every unit can potentially defend against it. It makes the whole stealth thing a very negative trait when the unit is used in a stack. It means that you don't get offensive advantages and do lose the ability to defend against units that can't detect you. I think the reason why this bug arose was because a lone stealth destroyer can't be attacked as long as it is undetected. But in a fleet they should operate differently. The stealth effect should be a positive thing, not a negative one. By the way, the stealth effect from destroyers works technically in exactly the same way as the invisibility effect from submarines. Only units that can see the submarine/stealth destroyer can attack it and the submarine/stealth destroyer won't defend a stack of units if the attacker can't detect them. So whatever is decided for the stealth destroyer should also apply to the two types of submarines. Whenever a submarine is the strongest living unit in a stack defending transports, it should also rise to the occasion and try to defend the transports. By the way, stealth destroyers still defend against air attacks while they haven't been detected yet. This is inconsistent with their inability to defend against ship attacks while they haven't been detected yet. Back to the executive issue: Bhruic, do you see options to improve the AI's gold issues with executives without harming it too much in another way?
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If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. |
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#928 | |
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Emperor
Join Date: Nov 2005
Posts: 1,455
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Quote:
![]() Turns out that even with a recycling center, the +1 doesn't get shown for the drydocks (popup or list). I've fixed that now for the popup, but now I'll have to fix it for the list (I was wondering why I wasn't getting the total I was expecting).Bh |
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#929 |
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Deity
Join Date: Apr 2004
Posts: 6,891
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^ Having looked at the Hurry code for the AI, I think I know what the problem with that might be... Blake has the AI hurry all builds unless it is told to Wait... The "Wait" is strictly based on the Slaveryrush (ie if there is enough pop to work all good tiles and the building is taking a while, then the AI does not Wait.. unless there is hurry anger or it is essential..etc.) But there is no reason given to 'Wait' on a rush if it would cost too much gold
I would say simply add something like if Not 'Essential' & HurryGold>0 & (Gold-Hurry Gold<Gold Target/2 or Production = 0) then Wait=true {just before the end of the hurry} The AI will still be using gold for its production under US, just only half or a third of it will be used for every single build the AI does... the rest will be reserved for "Essential" builds or Builds that take a long time (or anything else the AI might want to use gold for like executives or upgrades or diplomacy) Although upgrading is also a problem.. but there the problem is self limiting.. eventually all their units are upgraded.. but their cities never stop building existing hurry code Spoiler for :
Finally I'd redo the existing executive control so that it was Not enough gold for a Foreign Branch... divide Corporate value by (# Executives+1) and Not enough gold for a Domestic Branch...divide Corporate value by (# Executives +1) (so in the second case it gets divided twice...and so that its somewhat dependent on # of executives you have... if you don't have enough gold..2 executive means a 1/9 value for a next one.. 3 means a 1/16 value)
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Improvement Ideas City States:http://forums.civfanatics.com/showth...5#post11296685 Miscelaneous Ideas:http://forums.civfanatics.com/showpo...&postcount=403 Last edited by Krikkitone; Nov 02, 2007 at 03:49 PM. |
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#930 | |
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Repair Guy
![]() ![]() Join Date: Dec 2005
Location: Baden-Württemberg, Germany
Posts: 13,173
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Quote:
I have to admit that while I know what I wanted to say (and I think that is what you fixed now) this post was confusing at best - I should start writing more clearly (or maybe thinking more clearly )
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#931 |
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Emperor
Join Date: Nov 2005
Posts: 1,455
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Update:
Bh |
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#932 |
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Prince
Join Date: Jun 2005
Location: Sweden
Posts: 370
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Man you are my bloody hero
![]() Keep up the good work!
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Love can die, but power is forever! |
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#933 |
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Deity
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The stealth destroyer seems simple to me... as you say Bhruic, the newbie has an expectation that his "stack" of units will defend, so the game should work that way.
For both the newbie and the expert player, if you wanted your destroyer to stay stealthed and not defend, then don't leave it in a tile with other units. Quite simple. Wodan |
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#934 | |
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Emperor
Join Date: Nov 2005
Posts: 1,455
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Quote:
![]() Bh |
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#935 | |
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Child of Surprises
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again for your excellent work!!!
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#936 |
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Chieftain
Join Date: Jun 2006
Posts: 97
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I downloaded and installed the Nov 2nd (today's) version of the unofficial patch and resumed a game I started with the old version. When I went to upgrade a rifleman to infantry, it correctly shows a cost of 110. If I hold the ALT key to upgrade all riflemen, the cost displays as zero.
Sorry to throw another bug out, Bhruic. Thanks again for the work! |
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#937 |
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Emperor
Join Date: Nov 2005
Posts: 1,455
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Do you have the save?
Bh |
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#938 |
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Chieftain
Join Date: Jun 2006
Posts: 97
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#939 | ||
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giggling permanoob
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Quote:
Quote:
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no those privateers aren't mine. that GG i just got while i'm not at war with anybody? popped him from a hut. |
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#940 |
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Chieftain
Join Date: Dec 2005
Location: San Diego, CA
Posts: 55
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Hey Bh- I did not see the fix- Did you include the fix for Great Spy "boot" issue?
I wish I could chime in on the SD discussion, but Iv'e yet to get that far in a game to be able to build them.
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"Aku Soku Zan" -The Shinsengumi's code of Justice Last edited by jlwzap; Nov 02, 2007 at 05:38 PM. |
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