Advertisement
Civilization Fanatics' Center  

Welcome to Civilization Fanatics' Center.

You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support.

Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - General Discussions

Notices

Reply
 
Thread Tools
Old Jun 11, 2009, 07:38 AM   #161
PieceOfMind
Drill IV Defender
 
PieceOfMind's Avatar
 
Join Date: Jan 2006
Location: Australia
Posts: 9,142
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!)
__________________
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.
PieceOfMind is offline   Reply With Quote
Old Jun 11, 2009, 07:43 AM   #162
Balderstrom
Emperor
 
Balderstrom's Avatar
 
Join Date: Oct 2007
Location: Halifax, NS, Canada
Posts: 1,139
Quote:
Originally Posted by Caboose View Post
"- Collateral damage modifiers, collateral damage immunity, and air defense modifiers, multiply instead of add."

What does this mean in practice?
It means, things that add +XX% to collateral defense, or +XX% to damage
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.
Balderstrom is offline   Reply With Quote
Old Jun 11, 2009, 07:55 AM   #163
Balderstrom
Emperor
 
Balderstrom's Avatar
 
Join Date: Oct 2007
Location: Halifax, NS, Canada
Posts: 1,139
Isn't the no gold overflow just bringing BTS back to how CIV Vanilla functioned prior to some of the later patches?
Balderstrom is offline   Reply With Quote
Old Jun 11, 2009, 07:55 AM   #164
Caboose
Another Drill IV defender
 
Caboose's Avatar
 
Join Date: May 2008
Location: Norway
Posts: 275
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.
Caboose is offline   Reply With Quote
Old Jun 11, 2009, 07:59 AM   #165
PieceOfMind
Drill IV Defender
 
PieceOfMind's Avatar
 
Join Date: Jan 2006
Location: Australia
Posts: 9,142
Quote:
Originally Posted by PieceOfMind View Post
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!)
On second thought, I'm not sure I did that right, because I'm not sure exactly what is done by getCurrentProductionDifference, and getProductionDifference.
__________________
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
PieceOfMind is offline   Reply With Quote
Old Jun 11, 2009, 08:10 AM   #166
dalamb
Deity
 
Join Date: May 2006
Location: Kingston, Ontario
Posts: 2,655
Quote:
Originally Posted by PieceOfMind View Post
By the way, I'm still a bit disappointed to see that the No Espionage game option still converts espionage points into culture. As far as I'm concerned that game mode is still broken.
Without something like this, the power of buildings that generate would be reduced. I guess some people would prefer the one, other people the other.
Quote:
Originally Posted by EmperorFool View Post
I ended up using the Subversion trick I mentioned above:
  1. Commit 3.17 files to a new SVN repo
  2. Commit the 3.19 files over them
  3. Apply the diffs using SVN Merge to a local copy of BULL.
  4. Use an editor with "find in files" to search for <<<<<<, the conflict markers from SVN
Is this really a "trick"? I'd have thought it was the way one would want SVN to work.
Quote:
Originally Posted by PieceOfMind View Post
So overflow now appears to be limited to the build cost of the unit/building and anything over that is lost - not converted to gold. Chop even one forest into partially completed scout and you'll probably lose hammers. This means MM is back.
What's "MM"?
dalamb is offline   Reply With Quote
Old Jun 11, 2009, 08:16 AM   #167
Shurdus
Am I Napoleon?
 
Shurdus's Avatar
 
Join Date: Feb 2004
Location: Settle in place
Posts: 2,291
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.
__________________
I used to have a great sig. Then I took an arrow to the knee.
Shurdus is offline   Reply With Quote
Old Jun 11, 2009, 08:17 AM   #168
Shurdus
Am I Napoleon?
 
Shurdus's Avatar
 
Join Date: Feb 2004
Location: Settle in place
Posts: 2,291
Quote:
Originally Posted by dalamb View Post
What's "MM"?
micromanagement, the managing of resources on the smallest scale, that is on a tile by tile basis (in the case of hammers).
__________________
I used to have a great sig. Then I took an arrow to the knee.
Shurdus is offline   Reply With Quote
Old Jun 11, 2009, 08:20 AM   #169
Bei1052
Emperor
 
Join Date: Oct 2008
Posts: 1,405
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.
Bei1052 is offline   Reply With Quote
Old Jun 11, 2009, 08:24 AM   #170
Dom Pedro II
Modder For Life
 
Dom Pedro II's Avatar
 
Join Date: Apr 2002
Location: Exit 16, New Jersey
Posts: 6,811
Quote:
Originally Posted by EmperorFool View Post
Which ones? Graphics like the reflective water or round minimap, or are you talking about functional UI changes?
Specifically I mean the spin boxes, and the drag and drop functionality.
__________________
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 be

One night I dreamt of wondrous things. When I awoke, I made a mod.
Dom Pedro II is offline   Reply With Quote
Old Jun 11, 2009, 08:50 AM   #171
PieceOfMind
Drill IV Defender
 
PieceOfMind's Avatar
 
Join Date: Jan 2006
Location: Australia
Posts: 9,142
Quote:
Originally Posted by dalamb View Post
Without something like this, the power of buildings that generate would be reduced. I guess some people would prefer the one, other people the other.
I agree, but wouldn't it be wiser to just find a way to remove those esp buildings from the game? As it is, those 4 esp buildings are the easiest way to gain 44 (I think that's how much) culture. (+2+4+8+8)*2. Then assigning spies means they are effectively artists but without polluting the genepool. So you can get great engineers or great scientists etc. far more easily. Just everything about the No Espionage mode is broken while esp points are turned into culture.

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:
Originally Posted by Shurdus View Post
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.
When whipping a warrior means hammers will be wasted, that's sure MM. MM issues are minimised when players who are good at MM don't have to do much more than players who can't be bothered MM'ing. Now the timing of chops is more critical than before. Staggering chops is almost always going to be the better option now.
__________________
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
PieceOfMind is offline   Reply With Quote
Old Jun 11, 2009, 09:13 AM   #172
Woody1
Prince
 
Woody1's Avatar
 
Join Date: Feb 2002
Location: Texas
Posts: 468
Quote:
Originally Posted by PieceOfMind View Post
Just everything about the No Espionage mode is broken while esp points are turned into culture.
Not really. I do agree it results in too much culture, but it's not a game-breaker. It simply means your game emphasizes culture, rather than espionage. Turn off the culture victory condition and the city flips from culture, if it bothers you.

Quote:
When whipping a warrior means hammers will be wasted, that's sure MM. MM issues are minimised when players who are good at MM don't have to do much more than players who can't be bothered MM'ing. Now the timing of chops is more critical than before. Staggering chops is almost always going to be the better option now.
Again, a minor thing. Why would you deliberately time all your chops to finish on the same turn anyway?

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.
Woody1 is offline   Reply With Quote
Old Jun 11, 2009, 09:21 AM   #173
PieceOfMind
Drill IV Defender
 
PieceOfMind's Avatar
 
Join Date: Jan 2006
Location: Australia
Posts: 9,142
Quote:
Originally Posted by Woody1 View Post
Not really. I do agree it results in too much culture, but it's not a game-breaker. It simply means your game emphasizes culture, rather than espionage. Turn off the culture victory condition and the city flips from culture, if it bothers you.
It also means it's easier to get great engineers.

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:
Again, a minor thing. Why would you deliberately time all your chops to finish on the same turn anyway?
That's exactly my point. I don't deliberately time my chops to finish at the same time. But if I have 3 workers finish a job simultaneously and I want them to move onto 3 separate adjacent forests and chop, I'm going to have to go out of my way to ensure they don't finish at the same time. That's more MM than before. 3 chops spread out takes more MM and is less wasteful than 3 chops on the same turn.

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?
Unfortunately the change intended by the patch was mucked up. It appears that there is absolutely no gold from overflow anymore - if the overflow hammers exceed the cost of the item, excess hammers are wasted and not turned into gold (though rolo seems to be arguing there are cases where you get a little bit of gold - I have not observed these).


Quote:
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.
I agree the No Espionage change would not be suitable for a UP. I just wanted to express my disappointment that nothing was done about it officially - it is unfortunately unclear what the best way is to fix it because so little has been done about it.
__________________
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.
PieceOfMind is offline   Reply With Quote
Old Jun 11, 2009, 09:22 AM   #174
ruff_hi
Live 4ever! Or die trying
 
ruff_hi's Avatar
 
Join Date: Oct 2005
Location: an Aussie in NY
Posts: 7,891
Images: 2
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).
__________________
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
ruff_hi is offline   Reply With Quote
Old Jun 11, 2009, 09:45 AM   #175
NHJ BV
El Presidente
 
NHJ BV's Avatar
 
Join Date: Jul 2002
Posts: 215
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.
__________________
Cave Canem
NHJ BV is offline   Reply With Quote
Old Jun 11, 2009, 09:53 AM   #176
Darkshadows
Chieftain
 
Darkshadows's Avatar
 
Join Date: Nov 2008
Posts: 57
I ticked the box for no auto updates and it still tries to update.
__________________
NUKENUKENUKENUKENUKENUKE
Darkshadows is offline   Reply With Quote
Old Jun 11, 2009, 10:08 AM   #177
Gurra09
Warlord
 
Join Date: Jan 2008
Location: Stockholm, Sweden
Posts: 293
Does anybody know if there are any XML changes in the 3.19 patch?
Gurra09 is offline   Reply With Quote
Old Jun 11, 2009, 10:13 AM   #178
Shurdus
Am I Napoleon?
 
Shurdus's Avatar
 
Join Date: Feb 2004
Location: Settle in place
Posts: 2,291
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?
__________________
I used to have a great sig. Then I took an arrow to the knee.
Shurdus is offline   Reply With Quote
Old Jun 11, 2009, 10:14 AM   #179
Woody1
Prince
 
Woody1's Avatar
 
Join Date: Feb 2002
Location: Texas
Posts: 468
Quote:
Originally Posted by Gurra09 View Post
Does anybody know if there are any XML changes in the 3.19 patch?
Yes, there are.
Woody1 is offline   Reply With Quote
Old Jun 11, 2009, 10:15 AM   #180
Lone Wolf
Wolfie
 
Lone Wolf's Avatar
 
Join Date: Dec 2006
Posts: 8,740
Images: 1
What are they?
Lone Wolf is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - General Discussions > [BTS] Civ4 BTS v3.19 Patch

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off


Similar Threads
Thread Thread Starter Forum Replies Last Post
Civ4 Beyond the Sword Patch v3.17 Thunderfall News Updates 17 Feb 23, 2011 07:40 PM
Beyond the Sword Patch v3.19 Released Ginger_Ale News Updates 30 May 31, 2010 09:53 AM
Civ4 BTS Patch v3.13 is up MrDrizzt Civ4 - General Discussions 520 Jan 04, 2010 11:09 AM
Civ4 Beyond the Sword Patch v3.17 is out Astax Civ4 - General Discussions 709 Oct 26, 2009 02:05 PM
Civ4 BTS Patch v3.13 Released! Thunderfall News Updates 44 Oct 25, 2007 02:08 PM


Advertisement

All times are GMT -6. The time now is 01:49 PM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
This site is copyright © Civilization Fanatics' Center.
Support CFC: Amazon.com | Amazon UK | Amazon DE | Amazon CA | Amazon FR