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#161 |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,142
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So for the case we're interested in,
iMaxOverflow = iProductionNeeded iMaxOverflowForGold = iProductionNeeded iOverflow = iMaxOverflow (in the case we're interested in) iOverflow > 0 so I assume this line means iOverflow is reduced if the hammer multiplier was greater than 0% iProductionGold = max(0,(some number less than or equal to iProductionNeeded) - iProductionNeeded) = max(0, some number that cannot be greater than 0) = 0 (uh oh!)
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Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V Last edited by PieceOfMind; Jun 11, 2009 at 07:45 AM. |
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#162 | |
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Emperor
Join Date: Oct 2007
Location: Halifax, NS, Canada
Posts: 1,139
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Quote:
Will actually increase the base by XX% Previously in the code, it would start with a base (integer) of 100 and then the code would add or subtract integers from/to 100. There were a number of cases where you could actually wind up with a value less than 0. And when you would add +xx% attack -xx% defense the code would just add and subtract integer values, instead of actually applying a percentage increase/decrease of the related values (ie multiplication). I mentioned this over in Solver's thread when I used to participate in the Collateral debate. But I believe I was overruled ![]() For Example: A unit with +100% Collateral damage, 100 + 100% = 200 vs a unit with +50% Collateral Protection: 200 - 50 = 150 So you take 150% damage from Collateral damage, instead of 100%, Another Example: A unit with +100% Collateral damage, 100 + 100% = 200 vs a unit with +100% Collateral Protection: 200 - 100 = 100 So you take 100% damage, instead of 0. A unit with 50% Collateral protection should take 1/2 damage. A unit with 100% protection should be immune :-) So if the code is now doing multiplication instead of addition, it should actually work as the in-game descriptions state it works. |
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#163 |
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Emperor
Join Date: Oct 2007
Location: Halifax, NS, Canada
Posts: 1,139
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Isn't the no gold overflow just bringing BTS back to how CIV Vanilla functioned prior to some of the later patches?
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#164 |
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Another Drill IV defender
Join Date: May 2008
Location: Norway
Posts: 275
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Aha, ok thanks.
Wait, doesn't this mean that the Drill promotions now get a slight boost? That vs units with more than 100% collateral damage, they are now taking less damage from these? Last edited by Caboose; Jun 11, 2009 at 07:58 AM. |
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#165 | |
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,142
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Quote:
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Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V |
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#166 | ||
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Deity
Join Date: May 2006
Location: Kingston, Ontario
Posts: 2,655
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Quote:
would be reduced. I guess some people would prefer the one, other people the other.Quote:
What's "MM"? |
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#167 |
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Am I Napoleon?
Join Date: Feb 2004
Location: Settle in place
Posts: 2,291
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So basically the new patch does indeed introduce at the very least one bug that should be solvable with a new unofficial patch.
I still think that the MM implications are not that bad though. If you time your builds and chops carefully you would not get that much overflow anyway. This does not mean that we now need to micro our socks off, it just means that we should not be so chop-happy. When you do not actively aim for overflow I find that in my games I would rarely see overflow anyway. With maybe a slight adjustment in playingstyle and a little more care we should be fine.
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I used to have a great sig. Then I took an arrow to the knee. |
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#168 |
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Am I Napoleon?
Join Date: Feb 2004
Location: Settle in place
Posts: 2,291
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micromanagement, the managing of resources on the smallest scale, that is on a tile by tile basis (in the case of hammers).
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I used to have a great sig. Then I took an arrow to the knee. |
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#169 |
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Emperor
Join Date: Oct 2008
Posts: 1,405
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I downloaded it and tried to play it with Carter's Earth map. It didn't work, so I just system restored back to before I downloaded it :'(
Maybe it'll work for someone else, though. |
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#170 |
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Modder For Life
Join Date: Apr 2002
Location: Exit 16, New Jersey
Posts: 6,811
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Specifically I mean the spin boxes, and the drag and drop functionality.
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Dynamic Unique Units Modcomp : Announcing Dom Pedro II's Civilization 4: Test of Time : Dom Pedro II's Mod Helper for Python Modders and those who would like to beOne night I dreamt of wondrous things. When I awoke, I made a mod. |
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#171 | ||
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,142
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Quote:
Solution would be to remove spy specialists, remove buildings like the security beureau especially, since it serves no purpose in a No Espionage game, remove the Intelligence Agency, maybe reduce the cost of the jail if it is deemed to be too weak without the esp bonus, and leave the courthouse alone. Quote:
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Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V |
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#172 | ||
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Prince
Join Date: Feb 2002
Location: Texas
Posts: 468
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Quote:
Quote:
If I understand the new patch correctly, you still get a bit of overflow, which should be okay for almost all situations except those which you time multiple chops to end on the same turn. Or am I confusing the hammer overflow with the gold overflow? I have no issue with the overflow being addressed in an unofficial patch. I don't think the "no espionage" thing should be touched. Clarification: if there are random events that trigger epionage points in a no-espionage game, those should be fixed. |
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#173 | ||||
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Drill IV Defender
![]() Join Date: Jan 2006
Location: Australia
Posts: 9,142
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Quote:
Ok, it might not break the game as such, but it makes it so drastically different to what one would expect, that it might as well be called broken. The fact that you have to turn off cultural victories just to make it playable is a good indicator of this. And removing culture flips from the game, which IMO are a pretty important part of the game, is not acceptable. Quote:
Quote:
Quote:
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Tip: Forcing Steam's Offline Mode Civ4 Mods: Advanced Combat Odds, PIG Mod(discontinued), HEX Mod(discontinued) Suggestion: Try karadoc's K-Mod: Far Beyond the Sword Read if bored: Zoom-To-Cursor, Good advice from Kaell for DX11 users, Nvidia beats AMD in Civ V Last edited by PieceOfMind; Jun 11, 2009 at 09:25 AM. |
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#174 |
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Live 4ever! Or die trying
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I think people were complaining about all their improvements being blown up. Thus the 'No EP' option. It would have been easier to just put in an option that gimped what you can do with EPs (no sabotage, etc).
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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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#175 |
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El Presidente
Join Date: Jul 2002
Posts: 215
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It's probably worth mentioning that the Steam version now has the patch available, and that since some time, Steam now has the option of disabling automatic patching. So if you have the Steam version of BTS and don't want to patch, turn it off under the properties of the game.
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Cave Canem |
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#176 |
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Chieftain
Join Date: Nov 2008
Posts: 57
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I ticked the box for no auto updates and it still tries to update.
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NUKENUKENUKENUKENUKENUKE ![]()
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#177 |
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Warlord
Join Date: Jan 2008
Location: Stockholm, Sweden
Posts: 293
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Does anybody know if there are any XML changes in the 3.19 patch?
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#178 |
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Am I Napoleon?
Join Date: Feb 2004
Location: Settle in place
Posts: 2,291
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When I got home I downloaded the patch. While doing this I decided to remove Civ IV complete with the uninstaller and then I removed all traces of it from my HD manually. Now I reinstalled it and applied the new patch. the new oatch said that it updated the game from 3.17 to 1.19... Basically the uninstaller left some trace of the game lingering around because the patch thought I had 3.17 around.
So is this a standalone patch or do we need 3.17 applied? My install was in fact a 3.13 from my civ IV complete DVD. Would you guys reckon everything would be fine or is there a good chance something went wrong?
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I used to have a great sig. Then I took an arrow to the knee. |
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#179 |
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Prince
Join Date: Feb 2002
Location: Texas
Posts: 468
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#180 |
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Wolfie
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What are they?
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My AARs, mostly of Civ4 RFC and FFH reports: Byzantium, Turkey, France, Mughals, Calabim, Doviello, Ljosalfar, Kuriorates, Svartalfar, Eu3 Marathas, Civ3 WH Indics. My FFH modmod |
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