Question - is it possible to run a bunch of the more static calculations during the player turn via terminatable coroutines, and have a list of explicit changes from the turn actions applied when you press turn end? By static I mean migration, resource increments, trade routes, population...
Two things: Something failed somewhere, and so pyramids graphics are shown over Setubal, even when pyramids are already built elsewhere (in this case, outside of Cairo)
Edit: retract this point - reloading fixed it - that's probably a base game fault somewhere, not part of this mod
Second...
Posting a bug report.
Can build multiple of the housing building tiers at once. e.g. BUILDING_ANCIENT_LOWER_HOUSING_1 and BUILDING_ANCIENT_LOWER_HOUSING_2 and BUILDING_ANCIENT_LOWER_HOUSING_3 can be queued in any order.
Likewise, can queue ancient housing and medieval housing, in any order...
@Gedemon yea confirmed that's what broke it.
Do you end up changing escape values? because if you don't plan on changing it, using hardcoded stuff as below is marginally better
(fewer memory accesses (i.e. arrays) is always good, except when recalculating that value takes significant longer...
@Gedemon have located the line of failure
print statements are as below:
function OnOpen(testParam)
print (testParam);
local localPlayer = Players[Game.GetLocalPlayer()];
if (localPlayer == nil) then
print("IT SAYS ITS NIL!?!?!")
return;
end...
Cheers!
Would like to report a bug with the prior version: one of my spies got caught, and the escape path chooser screen refused to pop up. Currently sticking print statements in the file so I can find out what's going on
repost, modified to accomodate initial draft:
For a future suggestion on health: below is a suggested plague system when health is low enough.
Plague, if not managed, should be capable of killing up to 75-90% of a city's entire population, 95-99% if health is at 0
Have a special project...
Weird. Don't think I've been able to build coastal wonders at all, actually.
More feedback/suggestions:
I'm actually perfectly fine with taxation as-is. Reducing tax on the higher classes, because theoretically the lower classes will make up the difference is a common economic concept. Whether...
@Gedemon found a case of foodstock reaching 0 in a city. Full log is included for completeness, but relevant areas are around lines 159109 (only 3-4 mentions)
The exact changes I made are in this code snippet: (original is around line 7000, GCO_CityScript.lua)
-- Starvation
-- Todo : get values...
Some general feedback:
Lack of administrative capacity has no maluses. I've been sitting at around 16 - 36%, and I don't think there's been any penalties for that
Having a major debt doesn't seem to have any consequences. I've racked up multi-thousand, and tens of thousands of gold debt with no...
Got another set of Divide by 0s detected. Is not from that specific migration location because I disabled it.
But, it is from migration due to starvation in GCO_CityScript.lua, lines 7001/7002
-- Starvation
-- Todo : get values per population class from NeedsEffects instead of...
Personally I would be fine with leaving select / 0 things in, as illustrated in my earlier population migration case, but yeah divide by 0s are generally useful for highlighting logic errors
In regards to the serializer, got a version working - no idea if it works on such cases or not. Going to...
@Gedemon wait what? that violates nan principles. Best way to test for nan should be to check:
if (not x >= 0) and (not x < 0) then -- x is nan
Haven't been able to see if allowing divide by 0 in that file causes fleeing the city yet, currently getting the new serializer to work
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