C2C: Promotions

just as an example. create praetorian. give him extra experience, just enough to lvl up. lvl up and see your praetorian loose most of his traits.
 
Thanks to Hydro & DH for completing the building list. :goodjob:

Thunderbrd,
here is a save with enough to read on recalc.
Messages missing prereqs that is. ;)
 
Update

Bugfix for Free Promotion loss!

Note: if you want to take advantage of a patch that will allow any units you currently have in your savegames set to lose free promos on the next recalc to keep them instead, you must update to Rev 3080 or earlier. Any later and the temporary patch won't help. For new games now and after, units should no longer have troubles with free promos being lost.


Note to dll folks: I do not have time this evening to update to the dll archive. If no other dll updates have come in by morning I'll try to set it to update then.

What exactly has to be reverted to revision 3080 or earlier?:confused:
Only the CvGameCoreDLL or do i have to revert the complete mod?:dunno::undecide:


I didn't try yet since i expect reverting the complete mod would result in loss of units (captives anyone) and/or buildings.
 
I suppose it doesn't matter either way. Only the CvGameCore.dll was manipulated.

I'm sorry for the confusion 5080 was what I meant.

Don't overthink this. We may not even BE past 5080 at the time of this posting. ONLY if we have progressed PAST 5080 would it be necessary to revert to something like 5079 before you load and do a recalc (then from there you're fine and can progress.)

Here's why.

The problem was about
1) free promotions not correctly picking up the indicator that the promotion was free that gives it a 'free pass' on most of the segments of the canKeep function check that is regularly run on unit promotions.

2) there was a bug in the programming of the free pass on some of those segments as well. A logic flaw existed in the way I set up the ability of that 'free status' to be effective in giving the free pass on many condition checks.

3) Once fixed, I couldn't get your game to a state where it still had yet to assign said free status to the promotions on your units so I updated a patch mechanism that was in use when the structure was put into play the first time. This patch simply makes ALL promotions on ALL units free if your last save was on an SVN revision version prior to 5080.
 
Sure, simple tags on civics <UnitClassFreePromotionTypes> and <UnitCombatFreePromotionTypes>.

I like the idea. I'd struggle on the ai but not the rest of the setup. I'm quite happy to include it on the task list.
 
Hey... one thing I noticed... We seem to have long overlooked any promos for healers to bring disease values down further (like the anti-crime promos for policing units). Can we get these done in this cycle? It's just one of those things we've overlooked for too long now.
 
Well... v30 yes. And I wouldn't modify existing healer promos for that, just a new promotionline that is somewhat reflective of the policing promos (where they reduce crime, these would reduce disease values.)
 
Well... v30 yes. And I wouldn't modify existing healer promos for that, just a new promotionline that is somewhat reflective of the policing promos (where they reduce crime, these would reduce disease values.)

We should also be thinking about your whole advanced diseases. And DH's unhealthiness mod ideas too. Ones that don't work like Crimes.
 
Hey... one thing I noticed... We seem to have long overlooked any promos for healers to bring disease values down further (like the anti-crime promos for policing units). Can we get these done in this cycle? It's just one of those things we've overlooked for too long now.

Disease does not IIRC have as many sources as Crime does, so while that makes sense from a thematic angle I haven't done it because I think it would be unbalancing. Also, how would Healers get the XP for that anyways? ;)
 
Disease does not IIRC have as many sources as Crime does, so while that makes sense from a thematic angle I haven't done it because I think it would be unbalancing. Also, how would Healers get the XP for that anyways? ;)

Healers get points on creation from buildings and great generals/instructors. Currently they get far more exp than they can use. They do not have access to the paramedic promotions.
 
As DH stated.

And this limitation of original XP only is:
A) for now a good thing to keep things in balance somewhat due to the factors you mention
and
B) will soon be possible to overcome with the Ongoing Training feature. All that's left to do there really is make it optional and design the xml structure to implement it. There's some ways it should impact AI decision-making too that has not yet been fully addressed which is what I was hoping to discuss with Koshling and implement before the xml side of the project.
 
As DH stated.

And this limitation of original XP only is:
A) for now a good thing to keep things in balance somewhat due to the factors you mention
and
B) will soon be possible to overcome with the Ongoing Training feature. All that's left to do there really is make it optional and design the xml structure to implement it. There's some ways it should impact AI decision-making too that has not yet been fully addressed which is what I was hoping to discuss with Koshling and implement before the xml side of the project.

I still maintain that adding anti-Disease promotions now would be a bit unbalancing given that there are fewer disease sources than crime sources and that Healers already on their own reduce the disease in a city.
 
I have to ask, is it the design of the mod to keep every city under the thumb and constant attention to Crime and Disease?

When will there ever be a time that you can get some stability in either case?

It's becoming tiresome.

JosEPh
 
I have to ask, is it the design of the mod to keep every city under the thumb and constant attention to Crime and Disease?

When will there ever be a time that you can get some stability in either case?

It's becoming tiresome.

JosEPh

It is not our intention to do that. I however am not noticing these problems in my game currently, and so am a bit confused as to what is different in our playstyles. Could you please post your latest save, and I'll look at it and see if there is something wrong.

By the way, my prefered strategy for dealing with Crime is to make all of my inner cities (non-border) have a garrison of 4 archer-type units (or gun units in the Renaissance) and 3 police-type units. Combined with the right civics you should be able to get Policing I on each of them, leading to -10 to -20 Crime per unit depending on what era you are in, so -30 to -60 total. That I've found is enough for all but the larger cities, in which I build buildings (Seal Maker is a really good one, as it gives gold and reduces crime).
 
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