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

Ok, looks like a new calculation bug here... actually it looks like it gives you all the bonus +% for the overflow again and a second time. So that meens (look screenshot) you should set the production overflow down under the +% bonuses if that is possible because the overflow already got all the +% bonuses in the previous turn and dont give the overflow +% bonus a second time in the current turn.

So i have a base of 129 production +121% bonus (156,09 production) = 285,09 production
Overflow = 115 production
Should be = 400,09 total production

BUT i get total production 539,24

So i get 115 overflow + and the bonus % for the overflow, looks like a calculation bug, you get the overflow bonused, should not be there, because in the previous turn the overflow already got all +% bonuses by his normal production. Also at all, the overflow should not be bonused.

So i have a base of 129 production +121% (+% bonus = 156,09 production) = 285,09 production
Overflow = 115 production + 121% bonus = 254,15 production
= 539,24 total production (Should be total base of 129 production +121% bonus (156,09) = 285,09 production + Overflow = 115 production = 400,09 total production)

If possible set the overflow production down unter the +bonus % calculation so the 115 production overflow dont get a second +% bonus. Overflow should not get the +% bonuses.

Edit:

ALSO: Pulley "Actual displays" shows only +50% of the hammers you will get, other "Actual display" looks to work correcty, pulley shows me i will get +6 production hammers but i get +12 production hammers if i build the pulley. Dont shows correctly the +10% you will get from it in hover over with mouse, shows only 5%.
 

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I've secretly known about this for a while. Since you're good at finding these... see if you can confirm for me that % modifiers to production aren't getting the amounts they should.
 
Can you fix that fast? Player can cheat with that, building a 1 turn unit or building results in free hammers. Ok will do, looks good for now that the +% production buildings giving the correct amount so far, i will keep an eye on that and report in.
 
Can you fix that fast?
Probably not. It may be mixed into some multi-threading stuff. Been like this since AND at least... possibly even back to vanilla. The thing is, there's a backlash against it. If you try to store up too much overflow you'll lose a lot to converting to gold and can actually lose more by not using multiple production to the fullest it can end you up with a lot more waste than you gain.
 
Try to set the overflow under the calculation of the +%bonuses and add the overflow to the total, total production + overflow = full total. Ok its the same for all civs, everyone gets some free hammers then, but if you can fix it try to fix it. Should not affect the overflow. Ok as now we can see it as the overflow is reproduced and bonused again by the city, but if you can fix it try it.

Or maybe what you can do faster is convert all overflow to gold, that will rule! So the gamer has to use multi production to not loos production. Yes i say if you can do this convert all overflow to gold. So no free hammers possible but multi production still possible.
 
Try to set the overflow under the calculation of the +%bonuses and add the overflow to the total, total production + overflow = full total.
I understand... just don't want to fix it. Maybe eventually. I rather like this 'bug'.
 
Or maybe what you can do faster is convert all overflow to gold, that will rule! So the gamer has to use multi production to not loos production. Yes i say if you can do this convert all overflow to gold. So no free hammers possible but multi production still possible. :thumbsup: = No overflow at all, when the overflow is converted to gold only = No free hammer cheating = Player must use multiproduction if he wants production instead of gold = No free production and no double bonus to already bonused production overflow.

No overflow = No free hammers
100% Overflow to gold = Gamer has to use multiproduction
Overflow still gives gold only

Edit:

Or you can think about to just waste all overflow, so the gamer has to keep an eye on his production and has to use multiproduction wisly.
 
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Or you can just divide the overflow by the current % bonus, so you get your amount of base hammers back.
 
I've started a game using your map (As Mali) and got kinda ticked that there's Common Clay at my starting position, while it's not supposed to be a map resource and instead produced through buildings. I've taken a broader look and there seem to also be other resources like that, like Ivory, Aluminum Ingots in the west african coast... Some of these make sense, though. But there seems to be big differences around the map how these resources show up - Europe is pretty much only map resources, while Africa is loaded with these "resources" that don't show up on the map in C2C.
Besides the biggest problem is I cannot use an improvement to get that resource.

So, straight to the point, is it intended to have these resources on the map?
I searched through this thread and got this: https://forums.civfanatics.com/thre...tible-by-pit2015.552901/page-22#post-14621149
or https://forums.civfanatics.com/thre...tible-by-pit2015.552901/page-22#post-14617036

Well, in any case... I can try quickly fixing this when it's bothering me in my own territory, but it's kinda unfair to the AI.

It seems pretty much all cases of the resources are "Ivory", "Gems" and "Aluminium Ingots"

I don't know how you go around to edit the map, Pit, but the easy way for me to spot them is that their icon has a white background instead of a black one.

I'm using the SVN version and my map is the 3.5 version.
 
Yep a few resources are missplaced but no game breakers, you can see the gems as a gem resource of many different gems and none of these gems are enouth to be mined as a large gem resource, but it will make it possible to build a mine and create some extra income. Aluminium Ignots? Lol never saw them, will look into it. A ivory resource is a elephant graveyard. ;-) You can get ivory from it. Common clay is a common clay reserve in the field. ;-) "Tongrube" ;-)

Resource will be fixed in next version of the map/scenario, as said no game breakers, you can still game the map. I work on a new secret project with the map/scenario, so the misplaced resources will be removed in next map version, but thanx for the report.

I know of some misplaced "Ivory", "Gems" and "Common clay" but "Aluminium Ingots" is new, must be wrong mouse click, i will check the african west coast now.

Ok i see, aluminium ignots was missplaced for silver dont looks mutch different, i will fix that in next version, but no game breaker games can be continued. Mostly you will never reach the tech that reveals aluminium ignots currently. ;-) But also if you reach it no game breaker, but i will fix that asap, all white background resources will be removed in next version.
 
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C2C - Ultimate Earth Map V3.6 released

Changes in C2C - Ultimate Earth Map V3.6 100% MOD and SVN update compatible:

Map resources overhaul, missplaced non map resources are removed and some balancing. All removed resources are not game-breaking, you can continue your 3.5 games.
The vikings getting some more grass terrain to have a better start.
Some minor map changes.

https://forums.civfanatics.com/attachments/c2c-uem-bypit2015-v3-6-7z.481958/

How to install UEM 3.6:

https://forums.civfanatics.com/thre...-and-svn-update-compatible-by-pit2015.552901/

Please check out and report if you can find any non map ressource/missplaced resources on the map now, (Resources with white background) go to the worldbuilder and press STRG+R and look arround.
 
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@Pit2015 ,

Just increased the Hurry Inflation decay rate from 2% to 10%. You should like that. ;)
 
Looks like small problem here, i have canou boat builder and fisher boats in stanfort, but i cant build a boatyard, maybe because the lake terrain at the fisher boats, but should work to build a boat yard there. Tells also in descrption only needs fisher boats in the city vincity, but looks like works only if the fisher boats are in ocean plots. Sould be fixed to work in lakes also. Screenhot...

Ah requires coast, maybe add lake shore also.
 

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Just found this map and it looks great, however, what is with the RAM usage in later game? For me it looks like it is not playable in late game because breaking the Ram limit of 4GB. I have Win7 with 24GB Ram and 4GB Vram, but it an XP game. ROM_AND2 is close to the 4GB limit with the GEM map in late game already, and here it needs much more, I believe.
 
Just found this map and it looks great, however, what is with the RAM usage in later game? For me it looks like it is not playable in late game because breaking the Ram limit of 4GB. I have Win7 with 24GB Ram and 4GB Vram, but it an XP game. ROM_AND2 is close to the 4GB limit with the GEM map in late game already, and here it needs much more, I believe.
What C2C version?
 
Yeah, that's probably recent enough to be doing pretty well. There probably would come a point where it's too much for ram usually. When you say 'late game', what era do you start experiencing MAFs? (Memory Allocation Failure crashes - the results of running out of memory)
 
Just found this map and it looks great, however, what is with the RAM usage in later game? For me it looks like it is not playable in late game because breaking the Ram limit of 4GB. I have Win7 with 24GB Ram and 4GB Vram, but it an XP game. ROM_AND2 is close to the 4GB limit with the GEM map in late game already, and here it needs much more, I believe.
Single core 32 bit engine to start, and comparison's to AND2 are becoming no long relevant in this area. CPU speed is more important, a CPU with 3.0Ghz or better will play the mod longer and better than a 2.8Ghz or less.

You say win 7, 32 or 64? 24GB of ram, DDR2 or DDR3? Speed of ram and bus speed of Mobo? 4GB Vram even GDDR3 is more than enough though for Graphics. What resolution being used?

Laptop or Desktop? Many factors to consider.
 
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