C2C - UEM - Ultimate-Earth-Map 100% MOD and SVN update compatible by Pit2015

Ok looks like new calculation bug from resources, a road dont fix that. So no +food from resource/bonus in food calculation and no hammer calcuculation from resource/bonus at hammer/production calculation, also no commerce calculation in gold calculation from resource/bonus commerce, also gold from resource/bonus may be bugged, should be +1 commerce from bouns for me currently, only thing what works is +health from bonus at health calculation as it looks like.

All resource/bonus calculation is missing, only health calculation is working. Should give the bonus empire wide to all citys if the resource is present in the city or the citys conected with a road so they can benefit from that resource/bonus.

Edit: Attached my latest save if you need to look into it.
 

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The strength value is not a cheat but you get the information from having enough Espionage points. In vanilla BTS you have that information too, but it is hidden in the statistics screen. All that the BUG mod does is make it more accessible, and if you lack enough Espionage points it should vanish.

Ok i will look into that when i find a new civ.
 
Ok looks like new calculation bug from resources, a road dont fix that. So no +food from resource/bonus in food calculation and no hammer calcuculation from resource/bonus at hammer/production calculation, also no commerce calculation in gold calculation from resource/bonus commerce, also gold from resource/bonus may be bugged, should be +1 commerce from bouns for me currently, only thing what works is +health from bonus at health calculation as it looks like.

All resource/bonus calculation is missing, only health calculation is working.

Edit: Attached my latest save if you need to look into it.

Since about 3 years ago I noticed this bug I think you're probably right. I'm assuming you're talking about the basic +1 production/food/commerce and so on bonus the city is supposed to get when it has access to a resource right?

Been this way for a while. I may try addressing it sometime soon since it's been brought up again and I should now be capable of it.
 
Yep needs fixining, try the way you took to fix the gold calculation bug from buildings that give +% gold by bonus if this bonus is available in citys. (Last time we fixed the gold calculation bug if you remember). Production/food/commerce and maybe gold if theres an resource that gives gold not commerce and maybe happiness i dont checked these two.

Edit: Also you may look into the health bonus calulation on this as reference, this one is working.
 
Yep needs fixining, try the way you took to fix the gold calculation bug from buildings that give +% gold by bonus if this bonus is available in citys. (Last time we fixed the gold calculation bug if you remember). Production/food/commerce and maybe gold if theres an resource that gives gold not commerce and maybe happiness i dont checked these two.

Edit: Also you may look into the health bonus calulation on this as reference, this one is working.

Ok, so I have researched the situation here and I believe it is more of a case of misunderstood dynamic.

The Yield Change values you're seeing there on the bonus help hover (+1 food, +2 production, +1 Commerce etc...) are how the bonus influences the value of the plot they are on from the base values of that type of plot.

So if the plots are worked they are indeed giving the benefits listed. What does NOT happen, and the code is clear on the intention here, is that these benefits would be derived by the city just for having access to the bonus (in the code, resources are called bonuses.)

A plot has a base amount of yield values from terrain. Then it is modified by any existing feature on that plot. Then modified by revealed bonuses on the plot (this is where these noted changes do take place.) Then the plot is further modified by any improvements placed on the plot, and oftentimes an existing bonus affects what types of improvements are available to be placed there - improving the available improvements as well.

When worked, the sum total of the plot values are obtained by the population working the plot. It is here that these noted benefits of a resource (aside from Health and Happiness which DO get added to a city for having access to any amount more than 0 for a particular bonus) are derived.

The short answer here is... this is not a bug. But you've certainly gotten me to look into something I long thought was one myself.
 
Ok understood, i agree. Thanx for looking into that, yep its a bit confusing, you get a health and happiness bonus but see another bonus that is the plot bonus if it is worked. Confusing... ok will continue my game now, reports up soon.
 
TURN 250 - AITEST - UEM 2.8: All AI doing ok, some have a health problem but maybe that will fix if they get the required techs, especialy the jungle and south america civs. Gold conserveing works with my 40 to 10 change as you see perfectly now, education is ok now after AI is on noble. Look yourself what you see, 12 screenshots.

(I gave all CIVs after 150 turns a free Animal myth requirment building so they can build myths from start and they already startet building some myths, still needs to be changed in the mod so the AI dont falls behind to mutch in research, i do now 45 research points and the AI at best 27 as frederick german civ, but they will come up a bit later in game i think, should be a free animal myth building from start for every civ or get it after the first tech is research, should be bound to a starting tech not the community discussions building to make sure the AI gets it fast enouth.)
 

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+2 Screenshots...
 

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Premarked changes for UEM 2.9:

I will go forward with UEM in the next days/weeks and update the map and scenario.

1. Mount Fuji in japan placed on mountain, graphic floting in the air, plot needs to be changed to plains.
2. Remove carbondioxid ice from map, is for the moon only.
3. Remove option Divine Prophets and choose religions from scenario, so religions will come normaly from the tech tree.
4. Maybe expand greenland and replace the viking civ to greenland to get less civs in europe.
5. Check sulphur resource balance on map.
6. I will consider to make gibralta land and sea passable, so spain may send hunters to afrika and the sea way of gibralta still open also.
7. Expand canarian islands and move Portugal there.

Any more suggestions?
 
TURN 420 - AITEST - UEM 2.8: All AI players doing very good now and they doing good at education and crime now. 10 Screenshots... look up yourself, if you see any problem please report it here...
 

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I figure that's their capitals. How are their second and third cities doing on properties? I suspect there's a big problem with that still in that they are effective at ordering the units to be trained for the purposes of controlling the properties in other cities but the units, once trained, aren't going to their destinations. It's a code issue and after Alberts2 did some reprogramming there, I haven't been able to decipher his coding. Don't wanna trash his adjustments (which I'm sure are data/time improvements to the original) but if it doesn't work then I'll eventually have to. I sent him a PM on it a while back.
 
I figure that's their capitals. How are their second and third cities doing on properties? I suspect there's a big problem with that still in that they are effective at ordering the units to be trained for the purposes of controlling the properties in other cities but the units, once trained, aren't going to their destinations. It's a code issue and after Alberts2 did some reprogramming there, I haven't been able to decipher his coding. Don't wanna trash his adjustments (which I'm sure are data/time improvements to the original) but if it doesn't work then I'll eventually have to. I sent him a PM on it a while back.

Eternity... so no one has tribalismus yet, everyone has only one city now, the AI forming nice hunting teams and go to hunt with them now very good because they sent out teams, not always single units that get destroyed fast. Will take a while until all will have tribalismus so we will see later how they do with more citys. AI doing the best i ever saw until now. With my gold code change 40 to 10 you see they all conserve gold perfectly. All works great so far.
 
I tried setting that to 10 a long time ago and it greatly hampered their growth. See how that plays out after Tribalism.

I tested that before and the AI build 4 citys fast after tribalismus in marathon on autoplay. Yep will keep reports up and its good that they only build new citys when they can afford them, player will do the same, otherwise it will let to bankruption.
 
Looks like a new animal bug? I builded cave paintings in my conquered city mohawk, and now i startet lascaux paintings wonder, now every animal in the city mohawk gives me 125 culture and 62 research points, normal is 25 culture and 12 research points, wonder bug because wonder boost culture on great person born??? Screenshots... the animals in other citys still giving normal amount.

That sucks every animal reducing my research by 1 turn now... no way. Wonder is not builded and finished... but looks like this is causing it. Or maybe the prebuilding cave paintings, but i dont noticed that a turn before... loading a earlyer game, one sec... ok one more screenshot, so i was building cave paintings all still well, so looks like the problem is caused by the wonder lascaux paintings as soon as you start to build it. One more screen... last screensot is one turn before the bug.


EDIT: Ok i tested deeper, that is caused when you build the building cave paintings and works only for the city you build cave paintings in, also nothing telling that in the pedia, so that sucks 10 to 6 times higher the bonuns now, that gives me by 10 animals that i get in 1-2 turns every 1-2 turns a new tech, so needs to be changed or there is a clickable option needed to disable that the bonus will not increase. Disrupting gameplay and making techs to easy to get.

Can you make a option to disable the science bonus from animals? Limiting it to culture? Or make a option where we can disable that the bouns will not increase and stay on +25 culture and + 12 research for the complete game. So no game with long research times is possible now anymore. Getting every 1-2 turn a new tech really sucks.
 

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Oh bull crap! You do not get an new tech on Eternity every 1-2 turns. Out right exaggeration :old:.

You may shave 1-3 turns off the time to get the next tech but at no time in playing your scenario on Eternity, Eon, or Marathon when this next level appears did I ever have techs getting researched in 1-2 turns. Out right exaggeration there Pit.

JosEPh :P
 
Something is really really bad on my side or yours pit, here is my little empire after 1700 turn on eternity 7000BC with 74 :science: and 46score(your score is 42) on gigantic map, diety difficulty. I need 40+ turn for next technology. I know its different map but gap is just too big.
I am going to check your save :mad:
 

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Something is really really bad on my side or yours pit, here is my little empire after 1700 turn on eternity 7000BC with 74 :science: and 46score(your score is 42) on gigantic map, diety difficulty. I need 40+ turn for next technology. I know its different map but gap is just too big.
I am going to check your save :mad:

Your playstyle sucks then or its maybe because your map is a desert map where not mutch animals spawning. Its the same for every map when you build:

1 and 2 with no buildings
5 and 10 with cave paintings
7 and 10 with scribe
10 and 5 with library
15 and 3 with university

The bonus increase when you have cave paintings in a city. So look your animal in a city where you got cave paintings, should display +62 research and without cave paintings only +12 research. (Bonus you get when making the heritage.) Yep feel free to look in my savegame... so on eternity you get about +500% research from cave paintings by animals, very very to mutch.
 
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