A New Dawn Bug Reports and Feedback

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I only know of Ivory, a resource, going obsolete. If you can make Jungle Camps go obsolete after jungle chopping is available, go for it.

Or to be radical, get Jungle Camps to become depleted and no longer available as an improvement for that plot. Then by that time, chopping will harvest hammers. Build new improvement accordingly.

No! :mad:

You guys really need to have a conversation with Vincentz about Jungle Camps. Even today in Thailand, Cambodia, Vietnam, India,and other SE Asian countries Jungle Camps are still used today. And in Africa too. They are a rich resource for each of these countries that have Jungles.
This whole premise that they Need to go Obsolete is an unfounded hold over of vanilla Civ IV thinking on Jungles, period. The old Chop everything for Hammers idea. You want to make them useless again? Really? :sad:

JosEPh
 
I don't think Jungle Camps need to ever obsolete really. Jungles being 'worthless' wasn't a concept I ever liked, being just a barrier you wanted to be rid of as soon as possible, so JC's were a good thing in my mind.
I didn't exactly like the unhealth penalty being fully removed from Jungles mind you, but I liked the tile itself having some more use.

So I'm in favor of them never 'obsoleting'.
 
You don't even need to make them go obsolete: just have a technology negate their effects, if you feel so inclined.
 
I have attached a current custom game adapted to 760 (update not the issue). See my jungle cities with jungle camp tiles producing a 5 food base and those on the river 2 production points (hammers). These tiles should be required to be cultivated or otherwise improved for the higher productions. Next, check out my river tundra's food production at 4 food with even a tundra wheat resource (???) near city of Harran producing 7. Finally, hamlets and villages should not produced the higher level of food. The incentive to grow these needs to concentrate on their amount gold generated to fund your nation.

Per your suggestions, food production has been reduced for jungle camps and farms.
 
Too throw a hand grenade into this, why was food wastage removed...

Personally I loved this, its reality, over production, leads to wastage, dumping into landfills etc.

But, its a game and if it balances, though with +37:food: in the Trans human era, I don't see it.
 
Too throw a hand grenade into this, why was food wastage removed...

Personally I loved this, its reality, over production, leads to wastage, dumping into landfills etc.

But, its a game and if it balances, though with +37:food: in the Trans human era, I don't see it.

Food wastage.....? That's not a Civ4 feature. I feel like that was part of Civ3? I forget, its been ages since I played it.
 
Food wastage.....? That's not a Civ4 feature. I feel like that was part of Civ3? I forget, its been ages since I played it.

Is it already included because of Unhealthiness due to crowdliness? I never played Civ before Civilization IV.
 
Is it already included because of Unhealthiness due to crowdliness? I never played Civ before Civilization IV.

I think he is referring to something else. Unhealthiness is a separate concept.
 
I think he is referring to something else. Unhealthiness is a separate concept.

Ok. That makes me curious :lol:.

Off topic: do Avoid Unhappiness button make the Governor move the Citizens in a way to stop Growth or do it actually freeze food surplus?
 
The 'Avoid unhappy' button, has a small problem, if your pushed past the unhappy limit due to some event, it will keep growing into :mad:.

It will stop at the point of growing past, but if an event pushes you past, it will keep growing into :mad:

Yes I said it twice, because, it needs a tweak to recognise the exceeding limit.
 
The 'Avoid unhappy' button, has a small problem, if your pushed past the unhappy limit due to some event, it will keep growing into :mad:.

It will stop at the point of growing past, but if an event pushes you past, it will keep growing into :mad:

Yes I said it twice, because, it needs a tweak to recognise the exceeding limit.

Hm. Agreed. See what the devs can do. Maybe only thing we can do for now is rush happy building(s) the best we can.
 
45°38'N-13°47'E;13351329 said:
Food wastage is something I've imported from C2C a long time ago but I think I've removed it also a long time ago.

It was a painfully opaque mechanic created to bandage poor balance. Having gone is goooooood.
 
Sorry, a small question about "Multiple production". Does it work also on buildings? I don't sure, but seems it has working earlier.

But in v763 it is not working on buildings.
If I add 3 cheap units in a stack - next turn they all are constucted.
If I add 3 cheap buldings in a stack - next turn only first is constructed and I didn't get even money for overflowing ( all hummers more than 2 * ( cost of building ) simply was lost )

Is it correct behaviour?

Upd. Yes, I found it was changes by Afforess 20 july in version 757. CvCity.cpp lines 5778-5783.
Afforess, can you see on this lines one more time?

Upd2. So, if we write old and new lines in simular format we can say:

old lines :

if ( bYield )
( getBaseYieldRate(YIELD_PRODUCTION) + iOverflow ) * getBaseYieldRateModifier(YIELD_PRODUCTION, iProductionModifier)) / 100 + iFoodProduction
else
iOverflow * getBaseYieldRateModifier(YIELD_PRODUCTION, iProductionModifier)) / 100 + iFoodProduction);

new lines:

if ( bYield )
( getBaseYieldRate(YIELD_PRODUCTION) + iOverflow ) * getBaseYieldRateModifier(YIELD_PRODUCTION, iProductionModifier)) / 100 + iFoodProduction
else
iOverflow / 100 + iFoodProduction + iFoodProduction;
 
In that revision we were trying to solve an issue where overflow hammers get multiplied again for every bonus that city has, which is of course incorrect. Obviously something went different than we expected.
 
Sorry, a small question about "Multiple production". Does it work also on buildings? I don't sure, but seems it has working earlier.

But in v763 it is not working on buildings.
If I add 3 cheap units in a stack - next turn they all are constucted.
If I add 3 cheap buldings in a stack - next turn only first is constructed and I didn't get even money for overflowing ( all hummers more than 2 * ( cost of building ) simply was lost )

Is it correct behaviour?

Upd. Yes, I found it was changes by Afforess 20 july in version 757. CvCity.cpp lines 5778-5783.
Afforess, can you see on this lines one more time?

Upd2. So, if we write old and new lines in simular format we can say:

'Doh. iOverflow needed to be multiplied by 100, to compensate for the divide by 100 at the end.
 
hey all,

i'm playing a game in the industrial era and i'm facing a permanent turn-wont-end bug. This is version 735. I have checked the svn log and have not noticed any major bug fixes relevant to what i'm facing in the latest versions so I decided to go ahead and upload this save anyway.

Thanks for looking into it, as always.
 
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