45°38'N-13°47'E
Deity
And actually the name is not minidump.dmp but minidump_xxx.dmp where xxx is revision number
I noticed in my latest SVN game that whilst I could build Shaft Mines, I couldn't upgrade Mines, short of replacing them with something else and then replacing that with a Shaft Mine. Could we have the option to upgrade Mines to Shaft Mines directly?
45°38'N-13°47'E;13494824 said:And actually the name is not minidump.dmp but minidump_xxx.dmp where xxx is revision number
Definitely not that one, I'll try your saveThe only .dmp I can find is Civ4BeyondSword.exe.dmp in C/User/RA/AppData/Local/Temp with 2.17 GB (???).
Same principle as the Cottage to hamlet, you can't speed that up except with civics, same for mines to shaft mines, some civics will speed that up.
I know! That's why I was asking if that could be changed, when appropriate.
I think it shouldn't be that hard and I could do it too if afforess has more important tasks. I've just been busy in real life lately and I suppose so does afforess. But I think I recall we've already discussed this subject and for some reason we've discarded it. I might be wrong anyway so I think I can do it if nobody has a problem with itI think that would have to be done at the DLL level. I looked through the XML code and didn't see anything that could be changed to allow direct overbuilding to upgrade.
As I've said, I remember we've discussed this point before. I didn't remember why we didn't do it already. Now I know, so I'm all in favour of keeping things as they are.So a couple of thoughts. I am not a fan of the fact that you can build the improved version of improvements w/o waiting the usual upgrade time in the first place. I know some players like it, but my personal opinion is that it cheapens the improvement upgrade process. It begs the question, Why even bother with improvement upgrades at all, just separate the improvements out and let players build each? Of course I'm not in favor of that either, but it is the logical extreme that the thought process takes me to.
I would prefer to not allow players to quickly build the upgraded improvements and require them to work them to improve them. The advantages to this is that it is simple to do (simply remove some XML allowing the new builds) and does not confuse the AI. In addition, it makes protecting improved improvements more important because players wish to avoid lost investments. The disadvantage is that it may take a while to upgrade all improvements, and so in the modern era you are still building mines and waiting several dozen turns for the modern mine.
It's entirely possible for me to add code to the DLL to allow immediate replacement of unupgraded improvements with their upgraded types. But I think we should consider if we really want to do that.
How about adding a new feature: Certain techs reduce the turns needed to upgrade an improvement? Not only the way as civics do, but separately: A mine should/could upgrade 10X faster in the transhuman era than in the industrial.