Most likely it was @Toffer90 with his PPIO merge.ok, so someone again deleted my "Militia" in tech Conscription starting at classical era AGAIN.. pls put it back thx. . .
Most likely it was @Toffer90 with his PPIO merge.ok, so someone again deleted my "Militia" in tech Conscription starting at classical era AGAIN.. pls put it back thx. . .
Isn't that what a bonus is for?... though I suppose a bonus is tradeable... it would certainly be a better approach for processing speed. Maybe we need a bool on bonuses that makes it an untradeable bonus.Yes, it is intentional. All it does is allow the mega fauna unit to be built in all cities rather than just the one that build the mega fauna wonder. I only build them when the mega fauna wonder was not built in my military city. I have not yet had to have more than one military city. I have had a naval city in addition to a military city.
<iCommerce>
<Adapt>
<ID>ADAPT_UNIT_YIELD</ID>
<Constant>2</Constant>
</Adapt>
</iCommerce>
<Percents>
<Percent>
<ID>ADAPT_DEFAULT</ID>
<iValue>1000</iValue>
</Percent>
<Percent>
<ID>ADAPT_UNIT_YIELD</ID>
<iValue>315</iValue>
</Percent>
</Percents>
The HM (human modification) bonuses definitely should not be tradeable.Isn't that what a bonus is for?... though I suppose a bonus is tradeable... it would certainly be a better approach for processing speed. Maybe we need a bool on bonuses that makes it an untradeable bonus.
same with all culture ones like Greek or Chinese.The HM (human modification) bonuses definitely should not be tradeable.
Sorry but I disagree. If some AI wants to build Samurai more than I do, he can make me an offer I can't refuse (because of its generosity that is), and I'll sell the culture to him. Call it ethnic cleansing (if the price is right frankly I don't care what it gets called)same with all culture ones like Greek or Chinese.
Does this negate the Bug setting for Hide Obsolete Buildings or worker actions? Whether you have it checked or not?Obsolete stuff also won't appear.
Nope, stuff can be hidden but there isn't much reason to do so.Does this negate the Bug setting for Hide Obsolete Buildings or worker actions? Whether you have it checked or not?
Lower FoV will make you see stuff more straight from above at practical zoom levels. The higher the FoV the further out you will get before seeing things from above.
Ahh okay learning new tricks then. My FOV before was always set to 47.Lower FoV will make you see stuff more straight from above at practical zoom levels. The higher the FoV the further out you will get before seeing things from above.
You could try changing CAMERA_LOWER_PITCH in GlobalDefines.xml from -30 to -40, or even -45, though I didn't like how it looked at -45, I could play with it at -40 without feeling it was too extreme.
Don't put in positive numbers here, you will end up seeing everything upside down I think. ^^
Before I merged PPIO in it was set at -28, but I also changed default FoV from 43 to 50, so perhaps you would prefer what you are probably more used to (FoV at 43) instead, the FoV slider setting is saved between games in the UserSettings folder.
I'm pretty sure that is simply how the engine handles all music tracks, even if you don't have your own playlist and only listen to the game music, the soundscape adjust dynamically to zoom level, very close zoom will dampen the music and increase the city ambient noise (chickens clucking, dogs barking, people talking) instead, and globe view play different music than regular below clouds zooms.Ahh okay learning new tricks then. My FOV before was always set to 47.
Also did you know that if you are using a personal music track for the game that if you use the scroll wheel to zoom in close or as you zoom out to world/planet view that the sound decreases in both instances? And will cut the music off once you reach World/planet view or be close enough to centered tile that it is maxed (the tile). Strange that zooming would affect the sound/music. At least it is for me maybe it was always that way? But I don't remember experiencing this before now.
Did you delete User Settings after updating first time to version with PPIO?EDIT: also just now going back into game I got an error message about Tech Conquest being disabled. And on the subject of Tech Conquest....does you settings for PPIO actually allow a tech to be obtained thru capturing a city? It was really bad how it was set up before. The %'s were way to low and you never got a Tech from capturing even a Capitol City.
Yes sir I did.Did you delete User Settings after updating?
Huh, that's a new one for me. Are you using the TechConq config file that is on the SVN or are you using an old custom one from before the merge?EDIT: also just now going back into game I got an error message about Tech Conquest being disabled. And on the subject of Tech Conquest....does you settings for PPIO actually allow a tech to be obtained thru capturing a city? It was really bad how it was set up before. The %'s were way to low and you never got a Tech from capturing even a Capitol City.
I'm not sure if EnhancedTechConquest.new.xml in config fell trough your fingers.Huh, that's a new one for me. Are you using the TechConq config file that is on the SVN or are you using an old custom one from before the merge?
The thing about the message box in the middle there is that I haven't figured out where its specific coding is...words smaller, just a "hair" and other see pic . . .
Maybe, it has a strange naming convention...I'm not sure if EnhancedTechConquest.new.xml in config fell trough your fingers.
Logs show, that you didn't do anything with this file.
For me 13/14/15/16/17 is good on 1280x1024, StrategyOnly prefers 14/14/15/16/18 (on 1024x768), and not 13/15/17/19/21 that you currently use when it comes for font sizes..The thing about the message box in the middle there is that I haven't figured out where its specific coding is...
I'll look some more for it, but if it is controlled by the exe then that would mean that I need to reduce the size of all text in the game with a general font modification to get that message box text smaller.