C2C - Units

Don't. Instead, calculate the size of the Standard mapsize (by multiplying the dimensions) and then take the ratio of the current mapsize to that. Then the tag in the UnitClassInfos will be the limit for Standard, and no new tags are needed If you absolutely have to though new tags like that would go in the WorldSizeInfos.

I still don't know though if making NUs scale by mapsize is a good idea though. I'm going to look at Civ Fuehrer's Nuke tags and see if I can do those next.

Many people have asked for this over many mods. Don't know what the affect will be. Just be sure that you can have a minimum value of 1 not 0 when you do the calculation.:mischief:
 
Many people have asked for this over many mods. Don't know what the affect will be. Just be sure that you can have a minimum value of 1 not 0 when you do the calculation.:mischief:

Here is some sample code that does that. Koshling wrote it a long time ago, and I've been thinking of whether or not to turn it back on. It is for scaling city limits.

PHP:
		WorldSizeTypes eSize = GC.getMapINLINE().getWorldSize();

		//	Koshling - scale city limits by map size divided by default num civs
		if ( eSize != NO_WORLDSIZE )
		{
			int iNormalMapArea = GC.getWorldInfo(WORLDSIZE_STANDARD).getGridWidth()*GC.getWorldInfo(WORLDSIZE_STANDARD).getGridHeight();
			int iThisMapArea = GC.getWorldInfo(eSize).getGridWidth()*GC.getWorldInfo(eSize).getGridHeight();
			int iNormalMapDefaultCivs = GC.getWorldInfo(WORLDSIZE_STANDARD).getDefaultPlayers();
			int iThisMapDefaultCivs = GC.getWorldInfo(eSize).getDefaultPlayers();
			//	Round to the nearest
			iCityLimit = (m_iCityLimit == 0  ? 0 : std::max(1, (2*m_iCityLimit+1)*iThisMapArea*iNormalMapDefaultCivs/(2*iNormalMapArea*iThisMapDefaultCivs)));
		}
 
I was looking at the unit categories and I noticed that A-Bomb is in a different category than all the rest of the nuclear units. The A-Bomb is a Bomber, while the rest of the nuclear weapons are Doomsday. Is there a reason for this? Won't the A-Bomb consume itself when it nukes anyway?

On a second note, I noticed that all of the Imperial Guard units are classified as Melee units. Is this intended?
 
I was looking at the unit categories and I noticed that A-Bomb is in a different category than all the rest of the nuclear units. The A-Bomb is a Bomber, while the rest of the nuclear weapons are Doomsday. Is there a reason for this? Won't the A-Bomb consume itself when it nukes anyway?

On a second note, I noticed that all of the Imperial Guard units are classified as Melee units. Is this intended?

1. Don't know.

2. No they should be ...

- Early Imperial Guard = Melee
- Guard du Corps = Gunpowder
- Modern Imperial Guard = Gunpowder
- Robotic Imperial Guard = Robot
 
1. Don't know.

2. No they should be ...

- Early Imperial Guard = Melee
- Guard du Corps = Gunpowder
- Modern Imperial Guard = Gunpowder
- Robotic Imperial Guard = Robot

  1. The atomic bomber doesn't really fit with the other aircraft in the balance chart, and with the other modifiers out there from Civics I feel it would be better as a Doomsday unitcombat unit.
  2. Fixed now on the SVN. :hammer2: I could swear I'd fixed that a while ago, guess not.
 
Is the display still messed up for town watchman?

The 2 screen shots show a TW with Policing II and the other with Policing III promos. The display in the lower left corner lists -5 crime/city and -2crime/plot twice for Policing II and 3 times for Policing III. Garrisoned City less likely to revolt 20% and 30% are display correctly.

So what do I actually get for Policing II -5 and -2 or -10 and -4?

And what do I get for Policing III -5 and -2 or -15 and -6?

Something is still screwy and it's not just the display either. I should've had a -25 crime reduction in that city and it didn't even come close.

JosEPh
 
Is the display still messed up for town watchman?

The 2 screen shots show a TW with Policing II and the other with Policing III promos. The display in the lower left corner lists -5 crime/city and -2crime/plot twice for Policing II and 3 times for Policing III. Garrisoned City less likely to revolt 20% and 30% are display correctly.

So what do I actually get for Policing II -5 and -2 or -10 and -4?

And what do I get for Policing III -5 and -2 or -15 and -6?

Something is still screwy and it's not just the display either. I should've had a -25 crime reduction in that city and it didn't even come close.

JosEPh
hmm... this is one of a few screwball things taking place with the rewrite on the promotionline compound promotion display. I will keep trying to figure out what's wrong here but its fairly mysterious to me unfortunately.
 
Well at least it's "trying" to give the promotions for PII and PIII. Version 26 you never got the Promotions at all, or at least they never displayed. (I actually thought they did not work at all as I needed 10 TW when in fact if the promos worked I should've only needed 3.)

JosEPh
 
Well at least it's "trying" to give the promotions for PII and PIII. Version 26 you never got the Promotions at all, or at least they never displayed. (I actually thought they did not work at all as I needed 10 TW when in fact if the promos worked I should've only needed 3.)

JosEPh

Yeah, I don't know if the Property system has been properly exposed to the Promotionline effect addition. It looks like it still wants to render each individual benefit in the gametext.
 
Another issue with Canis Superior: They now have Policing (thanks for fixing this so quickly) but they can´t get the Policing 2 to 5 promotions.

I'm not certain if they should. The Policing promotions are only available for actual human police, not dogs.
 
Yeah... My vote is to keep the dogs at 1 layer. What would be even better is if we could create a synergy promo - a promotion that states that if this unit is on the same tile as units with any policing promo, those units gain -1 Crime per round Locally.
 
I'm not certain if they should. The Policing promotions are only available for actual human police, not dogs.
But if I have Police Dogs with full policing promotions and upgrade them to Canis Superior I get a reduced policing effect...

My issue is: The very late game policing unit (I think it is the police mech or something like this) is very very expensive to build and has high costs per turn, too. Even in a city with all available production bonus they take so long to built that it is very difficult to keep your crime at bay in the huge cities you have at this time (which you can´t really stop from growing except by destroying buildings which is cheating in my view as the AI doesn´t do this). Those mechs are strong fighting units in addition to their crime reduction but there are no relatively cheap specialized policing units except the police dogs. But don´t ever upgrade them to Canis Superior...
 
But if I have Police Dogs with full policing promotions and upgrade them to Canis Superior I get a reduced policing effect...

My issue is: The very late game policing unit (I think it is the police mech or something like this) is very very expensive to build and has high costs per turn, too. Even in a city with all available production bonus they take so long to built that it is very difficult to keep your crime at bay in the huge cities you have at this time (which you can´t really stop from growing except by destroying buildings which is cheating in my view as the AI doesn´t do this). Those mechs are strong fighting units in addition to their crime reduction but there are no relatively cheap specialized policing units except the police dogs. But don´t ever upgrade them to Canis Superior...

According to his point then, it sounds like we should be removing all but the first level of policing from the Police Dogs as well.

You're right though... what a unit gets access to before upgrading should be maintained on any of its upgrades unless we really want to force the unit to lose those promos on upgrade.
 
But if I have Police Dogs with full policing promotions and upgrade them to Canis Superior I get a reduced policing effect...

My issue is: The very late game policing unit (I think it is the police mech or something like this) is very very expensive to build and has high costs per turn, too. Even in a city with all available production bonus they take so long to built that it is very difficult to keep your crime at bay in the huge cities you have at this time (which you can´t really stop from growing except by destroying buildings which is cheating in my view as the AI doesn´t do this). Those mechs are strong fighting units in addition to their crime reduction but there are no relatively cheap specialized policing units except the police dogs. But don´t ever upgrade them to Canis Superior...

I fixed the Canis Superior so it gives anti-Crime now. It should have more of an effect than Police Dogs (as well as more cost).
 
This seems to be the right place to ask this questions that bothers me so much.

What is the exact difference between the various ancient workers?
Worker, Work Mule, Bison worker, Elephant worker...
Do they have different speed in building improvements? Can they build different improvements? Anything else?

I have looked them quite well in the game, but I found nothing. And while I do imagine that the more "advanced" ones are faster, I would like to know exactly how they differ from one another.
Using c2c v27 by the way.
 
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