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WHAT ? A PROBLEM WITH MY TRANSLATION ? WAIT... :D

What is the cause of the problem ? encoding ?
 
WHAT ? A PROBLEM WITH MY TRANSLATION ? WAIT... :D

What is the cause of the problem ? encoding ?

I think so, I'm having a look now.

Edit: yes, a couple of files were encoded in UTF-8 instead of ISO-8859-1. I'll upload them soon, I see if I can add something else to the next revision.
 
That's strange because i've played with those files before without problems.
 
Maybe my IDE changed that alone or maybe i can't remember that i have untested those. I don't know because i'm really tired right know.
 
Revision 693
Fixed the ISO-8859-1 encoding of 2 text files.

I got your back 45*.
 
Revision 693
Fixed the ISO-8859-1 encoding of 2 text files.

I got your back 45*.

:lol: I was about to upload some more changes. And you forgot the mod name file ;)

rev694

  • Non Proliferation Treaty evaluation based on total nukes available on the map and total nukes already exploded, scaled by mapsize

My next plan is to improve somehow (if I'm able to do it), AI logic in launching nukes.
 
Revision 695

  • Add logging for AI buying a war ally to debug AI diplomacy logic
  • Coast produces 3 food (up from 2)
  • Ocean produces 2 food (up from 1)

I know I complained about oceans being unbalanced and had more suggestions for rebalancing, but the simple food change alone seemed to make a big enough difference that it might be all the balancing it needs.
 
Perhaps with these changes, Lighthouses should be bumped up far further than Sailing where they currently are? Because then you'd get 4 food on coastal tiles, and that's if you don't have a fish tile.
 
Dang! I can't keep up with the revisions!!! :p

Exporting 694 as I type and now I have to start all over. :lol:

JosEPh ;)
 
I think we really need to use the git logic (one change, one commit). Many small updates and a merge from time to time on a main branch with all the modifications from many authors, instead of pushing one after other.
 
Perhaps with these changes, Lighthouses should be bumped up far further than Sailing where they currently are? Because then you'd get 4 food on coastal tiles, and that's if you don't have a fish tile.

I have played with the change for > 24 hours before I pushed it. It seems balanced. Yes coastal cities grow faster, yes lighthouse is more powerful...but coastal tiles do not give any hammers and so you struggle with unhealthy/unhappy.

So far it seems balanced to me.

I think we really need to use the git logic (one change, one commit). Many small updates and a merge from time to time on a main branch with all the modifications from many authors, instead of pushing one after other.

I agree...
 
I have played with the change for > 24 hours before I pushed it. It seems balanced. Yes coastal cities grow faster, yes lighthouse is more powerful...but coastal tiles do not give any hammers and so you struggle with unhealthy/unhappy.

So far it seems balanced to me.



I agree...

I've installed GitHub client on my pc and now I have an account on GitHub. Now I only need time to understand how it works. :)
 
45°38'N-13°47'E;13192617 said:
I've installed GitHub client on my pc and now I have an account on GitHub. Now I only need time to understand how it works. :)

Honestly I prefer using TortoiseGit over the Github client.
 
I have played with the change for > 24 hours before I pushed it. It seems balanced. Yes coastal cities grow faster, yes lighthouse is more powerful...but coastal tiles do not give any hammers and so you struggle with unhealthy/unhappy.

You're ignoring that with more population, your city will be able to support more specialists which will give the hammers that the coasts don't give.
 
You're ignoring that with more population, your city will be able to support more specialists which will give the hammers that the coasts don't give.

So far I am at late medieval era and the only specialists I can use in any of my cities are merchants. I don't think that is a big deal.
 
The only specialists that support production other than engineers are Citizens (+1 :hammers: ) and engineers take a while to show up besides Forges
 
The only specialists that support production other than engineers are Citizens (+1 :hammers: ) and engineers take a while to show up besides Forges

Priests are good for 1 hammer too, and they can be really common if religions are spreading. I've tried to keep the numbers of specialists down before the Industrial Era, but then the numbers really take off (going from 3-4 to 8-10 per specialist, except for Scientists). I probably wouldn't have gone with increasing the food of Ocean as well as Coast -- I think of Ocean as almost equivalent to Desert if it doesn't have resources. I would definitely have a very hard time with anything that boosts the production of water tiles early on (except for Moai, which is a Wonder, and thus supposed to break the rules).
 
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